@babylonjs/core 5.24.0 → 5.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1708) hide show
  1. package/Actions/action.d.ts +12 -21
  2. package/Actions/action.js +8 -17
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.d.ts +2 -5
  5. package/Actions/actionManager.js +2 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Actions/condition.d.ts +9 -50
  8. package/Actions/condition.js +3 -26
  9. package/Actions/condition.js.map +1 -1
  10. package/Actions/directActions.d.ts +7 -7
  11. package/Actions/directActions.js +7 -7
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/directAudioActions.d.ts +2 -2
  14. package/Actions/directAudioActions.js +2 -2
  15. package/Actions/directAudioActions.js.map +1 -1
  16. package/Actions/interpolateValueAction.d.ts +1 -1
  17. package/Actions/interpolateValueAction.js +1 -1
  18. package/Actions/interpolateValueAction.js.map +1 -1
  19. package/Animations/animatable.d.ts +5 -6
  20. package/Animations/animatable.js +1 -2
  21. package/Animations/animatable.js.map +1 -1
  22. package/Animations/animation.d.ts +6 -20
  23. package/Animations/animation.js +6 -20
  24. package/Animations/animation.js.map +1 -1
  25. package/Animations/animationEvent.d.ts +1 -1
  26. package/Animations/animationEvent.js +1 -1
  27. package/Animations/animationEvent.js.map +1 -1
  28. package/Animations/animationGroup.d.ts +1 -1
  29. package/Animations/animationGroup.js +1 -1
  30. package/Animations/animationGroup.js.map +1 -1
  31. package/Animations/easing.d.ts +13 -26
  32. package/Animations/easing.js +13 -26
  33. package/Animations/easing.js.map +1 -1
  34. package/Animations/runtimeAnimation.d.ts +3 -4
  35. package/Animations/runtimeAnimation.js +1 -2
  36. package/Animations/runtimeAnimation.js.map +1 -1
  37. package/Audio/audioSceneComponent.d.ts +1 -1
  38. package/Audio/audioSceneComponent.js.map +1 -1
  39. package/Audio/sound.d.ts +3 -4
  40. package/Audio/sound.js +2 -3
  41. package/Audio/sound.js.map +1 -1
  42. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  43. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  45. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  46. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  47. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  48. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  50. package/Behaviors/Meshes/followBehavior.js +1 -1
  51. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  52. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  53. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  55. package/Bones/bone.d.ts +7 -9
  56. package/Bones/bone.js +7 -9
  57. package/Bones/bone.js.map +1 -1
  58. package/Bones/skeleton.d.ts +6 -8
  59. package/Bones/skeleton.js +6 -8
  60. package/Bones/skeleton.js.map +1 -1
  61. package/Buffers/buffer.d.ts +6 -6
  62. package/Buffers/buffer.js +14 -16
  63. package/Buffers/buffer.js.map +1 -1
  64. package/Buffers/storageBuffer.d.ts +1 -1
  65. package/Buffers/storageBuffer.js +1 -1
  66. package/Buffers/storageBuffer.js.map +1 -1
  67. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  68. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  70. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  71. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  73. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  74. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  76. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  77. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  79. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  80. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  82. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  83. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  85. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  86. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  87. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  88. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  89. package/Cameras/RigModes/vrRigMode.js +1 -3
  90. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  91. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  92. package/Cameras/RigModes/webVRRigMode.js +1 -3
  93. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  94. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  95. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  97. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  98. package/Cameras/VR/vrCameraMetrics.js +4 -4
  99. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  100. package/Cameras/VR/vrExperienceHelper.js +19 -24
  101. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  102. package/Cameras/VR/webVRCamera.d.ts +9 -9
  103. package/Cameras/VR/webVRCamera.js +9 -9
  104. package/Cameras/VR/webVRCamera.js.map +1 -1
  105. package/Cameras/arcRotateCamera.d.ts +11 -12
  106. package/Cameras/arcRotateCamera.js +8 -9
  107. package/Cameras/arcRotateCamera.js.map +1 -1
  108. package/Cameras/camera.d.ts +29 -38
  109. package/Cameras/camera.js +27 -36
  110. package/Cameras/camera.js.map +1 -1
  111. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  112. package/Cameras/deviceOrientationCamera.js +1 -1
  113. package/Cameras/deviceOrientationCamera.js.map +1 -1
  114. package/Cameras/flyCamera.d.ts +8 -12
  115. package/Cameras/flyCamera.js +6 -10
  116. package/Cameras/flyCamera.js.map +1 -1
  117. package/Cameras/followCamera.d.ts +2 -2
  118. package/Cameras/followCamera.js +2 -2
  119. package/Cameras/followCamera.js.map +1 -1
  120. package/Cameras/freeCamera.d.ts +6 -7
  121. package/Cameras/freeCamera.js +4 -5
  122. package/Cameras/freeCamera.js.map +1 -1
  123. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  124. package/Cameras/freeCameraInputsManager.js +2 -2
  125. package/Cameras/freeCameraInputsManager.js.map +1 -1
  126. package/Cameras/targetCamera.d.ts +21 -24
  127. package/Cameras/targetCamera.js +20 -23
  128. package/Cameras/targetCamera.js.map +1 -1
  129. package/Cameras/touchCamera.d.ts +1 -1
  130. package/Cameras/touchCamera.js +1 -1
  131. package/Cameras/touchCamera.js.map +1 -1
  132. package/Collisions/collider.d.ts +13 -44
  133. package/Collisions/collider.js +10 -41
  134. package/Collisions/collider.js.map +1 -1
  135. package/Collisions/collisionCoordinator.d.ts +2 -2
  136. package/Collisions/collisionCoordinator.js +1 -1
  137. package/Collisions/collisionCoordinator.js.map +1 -1
  138. package/Collisions/intersectionInfo.d.ts +1 -1
  139. package/Collisions/intersectionInfo.js +1 -1
  140. package/Collisions/intersectionInfo.js.map +1 -1
  141. package/Collisions/meshCollisionData.d.ts +1 -1
  142. package/Collisions/meshCollisionData.js +1 -1
  143. package/Collisions/meshCollisionData.js.map +1 -1
  144. package/Collisions/pickingInfo.d.ts +1 -1
  145. package/Collisions/pickingInfo.js +1 -1
  146. package/Collisions/pickingInfo.js.map +1 -1
  147. package/Compute/IComputeContext.d.ts +1 -1
  148. package/Compute/IComputeContext.js.map +1 -1
  149. package/Compute/IComputePipelineContext.d.ts +2 -2
  150. package/Compute/IComputePipelineContext.js.map +1 -1
  151. package/Compute/computeEffect.d.ts +5 -5
  152. package/Compute/computeEffect.js +5 -5
  153. package/Compute/computeEffect.js.map +1 -1
  154. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  155. package/Culling/Octrees/octreeBlock.js +1 -9
  156. package/Culling/Octrees/octreeBlock.js.map +1 -1
  157. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  158. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  159. package/Culling/boundingBox.d.ts +4 -5
  160. package/Culling/boundingBox.js +3 -4
  161. package/Culling/boundingBox.js.map +1 -1
  162. package/Culling/boundingInfo.d.ts +1 -2
  163. package/Culling/boundingInfo.js +1 -2
  164. package/Culling/boundingInfo.js.map +1 -1
  165. package/Culling/boundingSphere.d.ts +1 -2
  166. package/Culling/boundingSphere.js +1 -2
  167. package/Culling/boundingSphere.js.map +1 -1
  168. package/Culling/ray.d.ts +6 -6
  169. package/Culling/ray.js.map +1 -1
  170. package/Debug/debugLayer.d.ts +1 -1
  171. package/Debug/debugLayer.js.map +1 -1
  172. package/Debug/physicsViewer.d.ts +6 -6
  173. package/Debug/physicsViewer.js +4 -4
  174. package/Debug/physicsViewer.js.map +1 -1
  175. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  176. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  177. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  179. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  180. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  181. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  183. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  184. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  185. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  186. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  187. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/webDeviceInputSystem.js +1 -1
  189. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  190. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  191. package/Engines/Extensions/engine.computeShader.js +1 -1
  192. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  193. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  194. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  195. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  196. package/Engines/Extensions/engine.debugging.js.map +1 -1
  197. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  198. package/Engines/Extensions/engine.multiview.js.map +1 -1
  199. package/Engines/Extensions/engine.query.d.ts +22 -22
  200. package/Engines/Extensions/engine.query.js +8 -8
  201. package/Engines/Extensions/engine.query.js.map +1 -1
  202. package/Engines/Extensions/engine.rawTexture.js +3 -7
  203. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  204. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  205. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  206. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  207. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  208. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  209. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  210. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  211. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  212. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  213. package/Engines/Extensions/engine.views.d.ts +2 -2
  214. package/Engines/Extensions/engine.views.js.map +1 -1
  215. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  216. package/Engines/Extensions/engine.webVR.js.map +1 -1
  217. package/Engines/IDrawContext.d.ts +1 -1
  218. package/Engines/IDrawContext.js.map +1 -1
  219. package/Engines/IMaterialContext.d.ts +1 -1
  220. package/Engines/IMaterialContext.js.map +1 -1
  221. package/Engines/IPipelineContext.d.ts +5 -5
  222. package/Engines/IPipelineContext.js.map +1 -1
  223. package/Engines/Native/nativeDataStream.d.ts +2 -2
  224. package/Engines/Native/nativeDataStream.js +1 -1
  225. package/Engines/Native/nativeDataStream.js.map +1 -1
  226. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  227. package/Engines/Native/nativeInterfaces.js.map +1 -1
  228. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  229. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  230. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  231. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  240. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  241. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  242. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  243. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  244. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  245. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  246. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  247. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  248. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  249. package/Engines/Processors/shaderCodeCursor.js +1 -1
  250. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  251. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  252. package/Engines/Processors/shaderCodeNode.js +1 -1
  253. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  254. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  255. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  256. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  257. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  258. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  259. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  260. package/Engines/Processors/shaderProcessor.js +2 -2
  261. package/Engines/Processors/shaderProcessor.js.map +1 -1
  262. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  263. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  264. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  265. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  266. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  267. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  268. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  269. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  270. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  271. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  272. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  273. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  274. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  275. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  276. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  277. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  278. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  279. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  280. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  281. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  282. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  283. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  284. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  285. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  286. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  287. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  288. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  289. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  290. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  291. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  292. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  293. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  299. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  300. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  301. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  302. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  303. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  304. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  305. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  306. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  307. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  308. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  309. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  310. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  311. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  312. package/Engines/WebGPU/webgpuConstants.js +38 -38
  313. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  314. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  316. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  317. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  319. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  320. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  322. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  323. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  324. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  325. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  326. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  327. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  328. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  329. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  331. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  332. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  333. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  334. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  336. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  337. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  338. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  339. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  340. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  341. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  342. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  343. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  344. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
  345. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -2
  346. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -1
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@@ -1 +1 @@
1
- {"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Fb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\r{\rvec3 diffuse;\r#ifdef SPECULARTERM\nvec3 specular;\r#endif\n#ifdef NDOTL\nfloat ndl;\r#endif\n};\rlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\rlightingInfo result;\rvec3 lightVectorW;\rfloat attenuation=1.0;\rif (lightData.w==0.)\r{\rvec3 direction=lightData.xyz-vPositionW;\rattenuation=max(0.,1.0-length(direction)/range);\rlightVectorW=normalize(direction);\r}\relse\r{\rlightVectorW=normalize(-lightData.xyz);\r}\rfloat ndl=max(0.,dot(vNormal,lightVectorW));\r#ifdef NDOTL\nresult.ndl=ndl;\r#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\r#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\rfloat specComp=max(0.,dot(vNormal,angleW));\rspecComp=pow(specComp,max(1.,glossiness));\rresult.specular=specComp*specularColor*attenuation;\r#endif\nreturn result;\r}\rlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\rlightingInfo result;\rvec3 direction=lightData.xyz-vPositionW;\rvec3 lightVectorW=normalize(direction);\rfloat attenuation=max(0.,1.0-length(direction)/range);\rfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\rif (cosAngle>=lightDirection.w)\r{\rcosAngle=max(0.,pow(cosAngle,lightData.w));\rattenuation*=cosAngle;\rfloat ndl=max(0.,dot(vNormal,lightVectorW));\r#ifdef NDOTL\nresult.ndl=ndl;\r#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\r#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\rfloat specComp=max(0.,dot(vNormal,angleW));\rspecComp=pow(specComp,max(1.,glossiness));\rresult.specular=specComp*specularColor*attenuation;\r#endif\nreturn result;\r}\rresult.diffuse=vec3(0.);\r#ifdef SPECULARTERM\nresult.specular=vec3(0.);\r#endif\n#ifdef NDOTL\nresult.ndl=0.;\r#endif\nreturn result;\r}\rlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\rlightingInfo result;\rfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\r#ifdef NDOTL\nresult.ndl=ndl;\r#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\r#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\rfloat specComp=max(0.,dot(vNormal,angleW));\rspecComp=pow(specComp,max(1.,glossiness));\rresult.specular=specComp*specularColor;\r#endif\nreturn result;\r}\r#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\rvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\rstrq/=strq.w;\rvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\rreturn textureColor;\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const lightsFragmentFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Fb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\r{\rvec3 diffuse;\r#ifdef SPECULARTERM\nvec3 specular;\r#endif\n#ifdef NDOTL\nfloat ndl;\r#endif\n};\rlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\rlightingInfo result;\rvec3 lightVectorW;\rfloat attenuation=1.0;\rif (lightData.w==0.)\r{\rvec3 direction=lightData.xyz-vPositionW;\rattenuation=max(0.,1.0-length(direction)/range);\rlightVectorW=normalize(direction);\r}\relse\r{\rlightVectorW=normalize(-lightData.xyz);\r}\rfloat ndl=max(0.,dot(vNormal,lightVectorW));\r#ifdef NDOTL\nresult.ndl=ndl;\r#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\r#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\rfloat specComp=max(0.,dot(vNormal,angleW));\rspecComp=pow(specComp,max(1.,glossiness));\rresult.specular=specComp*specularColor*attenuation;\r#endif\nreturn result;\r}\rlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\rlightingInfo result;\rvec3 direction=lightData.xyz-vPositionW;\rvec3 lightVectorW=normalize(direction);\rfloat attenuation=max(0.,1.0-length(direction)/range);\rfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\rif (cosAngle>=lightDirection.w)\r{\rcosAngle=max(0.,pow(cosAngle,lightData.w));\rattenuation*=cosAngle;\rfloat ndl=max(0.,dot(vNormal,lightVectorW));\r#ifdef NDOTL\nresult.ndl=ndl;\r#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\r#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\rfloat specComp=max(0.,dot(vNormal,angleW));\rspecComp=pow(specComp,max(1.,glossiness));\rresult.specular=specComp*specularColor*attenuation;\r#endif\nreturn result;\r}\rresult.diffuse=vec3(0.);\r#ifdef SPECULARTERM\nresult.specular=vec3(0.);\r#endif\n#ifdef NDOTL\nresult.ndl=0.;\r#endif\nreturn result;\r}\rlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\rlightingInfo result;\rfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\r#ifdef NDOTL\nresult.ndl=ndl;\r#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\r#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\rfloat specComp=max(0.,dot(vNormal,angleW));\rspecComp=pow(specComp,max(1.,glossiness));\rresult.specular=specComp*specularColor;\r#endif\nreturn result;\r}\r#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\rvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\rstrq/=strq.w;\rvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\rreturn textureColor;\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightsFragmentFunctions = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const logDepthDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -6,6 +6,6 @@ uniform float logarithmicDepthConstant;
6
6
  `;
7
7
  // Sideeffect
8
8
  ShaderStore.IncludesShadersStore[name] = shader;
9
- /** @hidden */
9
+ /** @internal */
10
10
  export const logDepthDeclaration = { name, shader };
11
11
  //# sourceMappingURL=logDepthDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"logDepthDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/logDepthDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"logDepthDeclaration\";\nconst shader = `#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\rvarying float vFragmentDepth;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const logDepthDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"logDepthDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/logDepthDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"logDepthDeclaration\";\nconst shader = `#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\rvarying float vFragmentDepth;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const logDepthDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const logDepthFragment: {
3
3
  name: string;
4
4
  shader: string;
@@ -6,6 +6,6 @@ gl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;
6
6
  `;
7
7
  // Sideeffect
8
8
  ShaderStore.IncludesShadersStore[name] = shader;
9
- /** @hidden */
9
+ /** @internal */
10
10
  export const logDepthFragment = { name, shader };
11
11
  //# sourceMappingURL=logDepthFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"logDepthFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/logDepthFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"logDepthFragment\";\nconst shader = `#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const logDepthFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"logDepthFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/logDepthFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"logDepthFragment\";\nconst shader = `#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const logDepthFragment = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const logDepthVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -6,6 +6,6 @@ vFragmentDepth=1.0+gl_Position.w;
6
6
  `;
7
7
  // Sideeffect
8
8
  ShaderStore.IncludesShadersStore[name] = shader;
9
- /** @hidden */
9
+ /** @internal */
10
10
  export const logDepthVertex = { name, shader };
11
11
  //# sourceMappingURL=logDepthVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"logDepthVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/logDepthVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"logDepthVertex\";\nconst shader = `#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\rgl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const logDepthVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"logDepthVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/logDepthVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"logDepthVertex\";\nconst shader = `#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\rgl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const logDepthVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const mainUVVaryingDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -6,6 +6,6 @@ varying vec2 vMainUV{X};
6
6
  `;
7
7
  // Sideeffect
8
8
  ShaderStore.IncludesShadersStore[name] = shader;
9
- /** @hidden */
9
+ /** @internal */
10
10
  export const mainUVVaryingDeclaration = { name, shader };
11
11
  //# sourceMappingURL=mainUVVaryingDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"mainUVVaryingDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/mainUVVaryingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"mainUVVaryingDeclaration\";\nconst shader = `#ifdef MAINUV{X}\nvarying vec2 vMainUV{X};\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const mainUVVaryingDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"mainUVVaryingDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/mainUVVaryingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"mainUVVaryingDeclaration\";\nconst shader = `#ifdef MAINUV{X}\nvarying vec2 vMainUV{X};\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const mainUVVaryingDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const meshFragmentDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "meshFragmentDeclaration";
4
4
  const shader = `uniform mat4 world;
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const meshFragmentDeclaration = { name, shader };
9
9
  //# sourceMappingURL=meshFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/meshFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"meshFragmentDeclaration\";\nconst shader = `uniform mat4 world;\runiform float visibility;\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const meshFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"meshFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/meshFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"meshFragmentDeclaration\";\nconst shader = `uniform mat4 world;\runiform float visibility;\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const meshFragmentDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const meshUboDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ layout(std140,column_major) uniform;
8
8
  `;
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStore[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const meshUboDeclaration = { name, shader };
13
13
  //# sourceMappingURL=meshUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/meshUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"meshUboDeclaration\";\nconst shader = `#ifdef WEBGL2\nuniform mat4 world;\runiform float visibility;\r#else\nlayout(std140,column_major) uniform;\runiform Mesh\r{\rmat4 world;\rfloat visibility;\r};\r#endif\n#define WORLD_UBO\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const meshUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/meshUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"meshUboDeclaration\";\nconst shader = `#ifdef WEBGL2\nuniform mat4 world;\runiform float visibility;\r#else\nlayout(std140,column_major) uniform;\runiform Mesh\r{\rmat4 world;\rfloat visibility;\r};\r#endif\n#define WORLD_UBO\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const meshUboDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const meshVertexDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "meshVertexDeclaration";
4
4
  const shader = `uniform mat4 world;
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const meshVertexDeclaration = { name, shader };
9
9
  //# sourceMappingURL=meshVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/meshVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"meshVertexDeclaration\";\nconst shader = `uniform mat4 world;\runiform float visibility;\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const meshVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"meshVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/meshVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"meshVertexDeclaration\";\nconst shader = `uniform mat4 world;\runiform float visibility;\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const meshVertexDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const morphTargetsVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -21,6 +21,6 @@ uvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];
21
21
  `;
22
22
  // Sideeffect
23
23
  ShaderStore.IncludesShadersStore[name] = shader;
24
- /** @hidden */
24
+ /** @internal */
25
25
  export const morphTargetsVertex = { name, shader };
26
26
  //# sourceMappingURL=morphTargetsVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetsVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/morphTargetsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE \nvertexID=float(gl_VertexID)*morphTargetTextureInfo.x;\rpositionUpdated+=(readVector3FromRawSampler({X},vertexID)-position)*morphTargetInfluences[{X}];\rvertexID+=1.0;\r#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(readVector3FromRawSampler({X},vertexID) -normal)*morphTargetInfluences[{X}];\rvertexID+=1.0;\r#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(readVector3FromRawSampler({X},vertexID).xy-uv)*morphTargetInfluences[{X}];\rvertexID+=1.0;\r#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(readVector3FromRawSampler({X},vertexID) -tangent.xyz)*morphTargetInfluences[{X}];\r#endif\n#else\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\r#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\r#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\r#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const morphTargetsVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"morphTargetsVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/morphTargetsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE \nvertexID=float(gl_VertexID)*morphTargetTextureInfo.x;\rpositionUpdated+=(readVector3FromRawSampler({X},vertexID)-position)*morphTargetInfluences[{X}];\rvertexID+=1.0;\r#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(readVector3FromRawSampler({X},vertexID) -normal)*morphTargetInfluences[{X}];\rvertexID+=1.0;\r#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(readVector3FromRawSampler({X},vertexID).xy-uv)*morphTargetInfluences[{X}];\rvertexID+=1.0;\r#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(readVector3FromRawSampler({X},vertexID) -tangent.xyz)*morphTargetInfluences[{X}];\r#endif\n#else\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\r#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\r#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\r#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const morphTargetsVertexDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -14,6 +14,6 @@ attribute vec2 uv_{X};
14
14
  `;
15
15
  // Sideeffect
16
16
  ShaderStore.IncludesShadersStore[name] = shader;
17
- /** @hidden */
17
+ /** @internal */
18
18
  export const morphTargetsVertexDeclaration = { name, shader };
19
19
  //# sourceMappingURL=morphTargetsVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetsVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/morphTargetsVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute vec3 position{X};\r#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\r#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\r#endif\n#ifdef MORPHTARGETS_UV\nattribute vec2 uv_{X};\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const morphTargetsVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"morphTargetsVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/morphTargetsVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute vec3 position{X};\r#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\r#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\r#endif\n#ifdef MORPHTARGETS_UV\nattribute vec2 uv_{X};\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const morphTargetsVertexGlobal: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ float vertexID;
8
8
  `;
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStore[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const morphTargetsVertexGlobal = { name, shader };
13
13
  //# sourceMappingURL=morphTargetsVertexGlobal.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetsVertexGlobal.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/morphTargetsVertexGlobal.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nfloat vertexID;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const morphTargetsVertexGlobal = { name, shader };\n"]}
1
+ {"version":3,"file":"morphTargetsVertexGlobal.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/morphTargetsVertexGlobal.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nfloat vertexID;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobal = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const morphTargetsVertexGlobalDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ precision mediump sampler2DArray;
8
8
  `;
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStore[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const morphTargetsVertexGlobalDeclaration = { name, shader };
13
13
  //# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetsVertexGlobalDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\r#ifdef MORPHTARGETS_TEXTURE \nprecision mediump sampler2DArray; \runiform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];\runiform vec3 morphTargetTextureInfo;\runiform sampler2DArray morphTargets;\rvec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)\r{ \rfloat y=floor(vertexIndex/morphTargetTextureInfo.y);\rfloat x=vertexIndex-y*morphTargetTextureInfo.y;\rvec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);\rreturn texture(morphTargets,textureUV).xyz;\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const morphTargetsVertexGlobalDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"morphTargetsVertexGlobalDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\r#ifdef MORPHTARGETS_TEXTURE \nprecision mediump sampler2DArray; \runiform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];\runiform vec3 morphTargetTextureInfo;\runiform sampler2DArray morphTargets;\rvec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)\r{ \rfloat y=floor(vertexIndex/morphTargetTextureInfo.y);\rfloat x=vertexIndex-y*morphTargetTextureInfo.y;\rvec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);\rreturn texture(morphTargets,textureUV).xyz;\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const mrtFragmentDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ layout(location=0) out vec4 glFragData[{X}];
7
7
  `;
8
8
  // Sideeffect
9
9
  ShaderStore.IncludesShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const mrtFragmentDeclaration = { name, shader };
12
12
  //# sourceMappingURL=mrtFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"mrtFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/mrtFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"mrtFragmentDeclaration\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU)\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const mrtFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"mrtFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/mrtFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"mrtFragmentDeclaration\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU)\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const mrtFragmentDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const oitDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ highp vec4 gl_FragColor;
8
8
  `;
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStore[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const oitDeclaration = { name, shader };
13
13
  //# sourceMappingURL=oitDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"oitDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/oitDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"oitDeclaration\";\nconst shader = `#ifdef ORDER_INDEPENDENT_TRANSPARENCY\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out vec2 depth; \rlayout(location=1) out vec4 frontColor;\rlayout(location=2) out vec4 backColor;\r#define MAX_DEPTH 99999.0\nhighp vec4 gl_FragColor;\runiform sampler2D oitDepthSampler;\runiform sampler2D oitFrontColorSampler;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const oitDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"oitDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/oitDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"oitDeclaration\";\nconst shader = `#ifdef ORDER_INDEPENDENT_TRANSPARENCY\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out vec2 depth; \rlayout(location=1) out vec4 frontColor;\rlayout(location=2) out vec4 backColor;\r#define MAX_DEPTH 99999.0\nhighp vec4 gl_FragColor;\runiform sampler2D oitDepthSampler;\runiform sampler2D oitFrontColorSampler;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const oitDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const oitFragment: {
3
3
  name: string;
4
4
  shader: string;
@@ -17,6 +17,6 @@ depth.rg=vec2(-fragDepth,fragDepth);
17
17
  `;
18
18
  // Sideeffect
19
19
  ShaderStore.IncludesShadersStore[name] = shader;
20
- /** @hidden */
20
+ /** @internal */
21
21
  export const oitFragment = { name, shader };
22
22
  //# sourceMappingURL=oitFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"oitFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/oitFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"oitFragment\";\nconst shader = `#ifdef ORDER_INDEPENDENT_TRANSPARENCY\nfloat fragDepth=gl_FragCoord.z; \r#ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS\nuint halfFloat=packHalf2x16(vec2(fragDepth));\rvec2 full=unpackHalf2x16(halfFloat);\rfragDepth=full.x;\r#endif\nivec2 fragCoord=ivec2(gl_FragCoord.xy);\rvec2 lastDepth=texelFetch(oitDepthSampler,fragCoord,0).rg;\rvec4 lastFrontColor=texelFetch(oitFrontColorSampler,fragCoord,0);\rdepth.rg=vec2(-MAX_DEPTH);\rfrontColor=lastFrontColor;\rbackColor=vec4(0.0);\r#ifdef USE_REVERSE_DEPTHBUFFER\nfloat furthestDepth=-lastDepth.x;\rfloat nearestDepth=lastDepth.y;\r#else\nfloat nearestDepth=-lastDepth.x;\rfloat furthestDepth=lastDepth.y;\r#endif\nfloat alphaMultiplier=1.0-lastFrontColor.a;\r#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth>nearestDepth || fragDepth<furthestDepth) {\r#else\nif (fragDepth<nearestDepth || fragDepth>furthestDepth) {\r#endif\nreturn;\r}\r#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth<nearestDepth && fragDepth>furthestDepth) {\r#else\nif (fragDepth>nearestDepth && fragDepth<furthestDepth) {\r#endif\ndepth.rg=vec2(-fragDepth,fragDepth);\rreturn;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const oitFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"oitFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/oitFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"oitFragment\";\nconst shader = `#ifdef ORDER_INDEPENDENT_TRANSPARENCY\nfloat fragDepth=gl_FragCoord.z; \r#ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS\nuint halfFloat=packHalf2x16(vec2(fragDepth));\rvec2 full=unpackHalf2x16(halfFloat);\rfragDepth=full.x;\r#endif\nivec2 fragCoord=ivec2(gl_FragCoord.xy);\rvec2 lastDepth=texelFetch(oitDepthSampler,fragCoord,0).rg;\rvec4 lastFrontColor=texelFetch(oitFrontColorSampler,fragCoord,0);\rdepth.rg=vec2(-MAX_DEPTH);\rfrontColor=lastFrontColor;\rbackColor=vec4(0.0);\r#ifdef USE_REVERSE_DEPTHBUFFER\nfloat furthestDepth=-lastDepth.x;\rfloat nearestDepth=lastDepth.y;\r#else\nfloat nearestDepth=-lastDepth.x;\rfloat furthestDepth=lastDepth.y;\r#endif\nfloat alphaMultiplier=1.0-lastFrontColor.a;\r#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth>nearestDepth || fragDepth<furthestDepth) {\r#else\nif (fragDepth<nearestDepth || fragDepth>furthestDepth) {\r#endif\nreturn;\r}\r#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth<nearestDepth && fragDepth>furthestDepth) {\r#else\nif (fragDepth>nearestDepth && fragDepth<furthestDepth) {\r#endif\ndepth.rg=vec2(-fragDepth,fragDepth);\rreturn;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const oitFragment = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const packingFunctions: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "packingFunctions";
4
4
  const shader = `vec4 pack(float depth)
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const packingFunctions = { name, shader };
9
9
  //# sourceMappingURL=packingFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"packingFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/packingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"packingFunctions\";\nconst shader = `vec4 pack(float depth)\r{\rconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\rconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\rvec4 res=fract(depth*bit_shift);\rres-=res.xxyz*bit_mask;\rreturn res;\r}\rfloat unpack(vec4 color)\r{\rconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\rreturn dot(color,bit_shift);\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const packingFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"packingFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/packingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"packingFunctions\";\nconst shader = `vec4 pack(float depth)\r{\rconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\rconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\rvec4 res=fract(depth*bit_shift);\rres-=res.xxyz*bit_mask;\rreturn res;\r}\rfloat unpack(vec4 color)\r{\rconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\rreturn dot(color,bit_shift);\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const packingFunctions = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const pbrBRDFFunctions: {
3
3
  name: string;
4
4
  shader: string;
@@ -56,6 +56,6 @@ vec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,
56
56
  `;
57
57
  // Sideeffect
58
58
  ShaderStore.IncludesShadersStore[name] = shader;
59
- /** @hidden */
59
+ /** @internal */
60
60
  export const pbrBRDFFunctions = { name, shader };
61
61
  //# sourceMappingURL=pbrBRDFFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\rreturn 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);\r}\r#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {\rvec2 UV=vec2(NdotV,perceptualRoughness);\rvec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\r#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\r#endif\nreturn brdfLookup.rgb;\r}\rvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\r#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\r#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\r#endif\nreturn reflectance;\r}\rvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\r#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\r#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\r#endif\nreturn reflectance;\r}\r#endif\n/* NOT USED\r#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\r{\rfloat c=1.0-NdotV;\rfloat c3=c*c*c;\rreturn 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));\r}\r#endif\n*/\r#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\r{\rfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\rreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\r}\r#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\r* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\r* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\r*/\rvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {\rvec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;\rreturn sheenEnvironmentReflectance;\r}\r#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\r{\rreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\r}\rfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\r{\rreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\r}\r#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\r#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\r#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\r#endif\n#else\nvec3 s=sqrt(f0);\rvec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);\rreturn square(t);\r#endif\n}\r#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\r3.2404542,-0.9692660, 0.0556434,\r-1.5371385, 1.8760108,-0.2040259,\r-0.4985314, 0.0415560, 1.0572252\r);\rvec3 getIORTfromAirToSurfaceR0(vec3 f0) {\rvec3 sqrtF0=sqrt(f0);\rreturn (1.+sqrtF0)/(1.-sqrtF0);\r}\rvec3 getR0fromIORs(vec3 iorT,float iorI) {\rreturn square((iorT-vec3(iorI))/(iorT+vec3(iorI)));\r}\rfloat getR0fromIORs(float iorT,float iorI) {\rreturn square((iorT-iorI)/(iorT+iorI));\r}\rvec3 evalSensitivity(float opd,vec3 shift) {\rfloat phase=2.0*PI*opd*1.0e-9;\rconst vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);\rconst vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);\rconst vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);\rvec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);\rxyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));\rxyz/=1.0685e-7;\rvec3 srgb=XYZ_TO_REC709*xyz;\rreturn srgb;\r}\rvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {\rvec3 I=vec3(1.0);\rfloat iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));\rfloat sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));\rfloat cosTheta2Sq=1.0-sinTheta2Sq;\rif (cosTheta2Sq<0.0) {\rreturn I;\r}\rfloat cosTheta2=sqrt(cosTheta2Sq);\rfloat R0=getR0fromIORs(iridescenceIOR,outsideIOR);\rfloat R12=fresnelSchlickGGX(cosTheta1,R0,1.);\rfloat R21=R12;\rfloat T121=1.0-R12;\rfloat phi12=0.0;\rif (iridescenceIOR<outsideIOR) phi12=PI;\rfloat phi21=PI-phi12;\rvec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \rvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);\rvec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));\rvec3 phi23=vec3(0.0);\rif (baseIOR[0]<iridescenceIOR) phi23[0]=PI;\rif (baseIOR[1]<iridescenceIOR) phi23[1]=PI;\rif (baseIOR[2]<iridescenceIOR) phi23[2]=PI;\rfloat opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;\rvec3 phi=vec3(phi21)+phi23;\rvec3 R123=clamp(R12*R23,1e-5,0.9999);\rvec3 r123=sqrt(R123);\rvec3 Rs=square(T121)*R23/(vec3(1.0)-R123);\rvec3 C0=R12+Rs;\rI=C0;\rvec3 Cm=Rs-T121;\rfor (int m=1; m<=2; ++m)\r{\rCm*=r123;\rvec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);\rI+=Cm*Sm;\r}\rreturn max(I,vec3(0.0));\r}\r#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\r{\rfloat a2=square(alphaG);\rfloat d=NdotH*NdotH*(a2-1.0)+1.0;\rreturn a2/(PI*d*d);\r}\r#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\r{\rfloat invR=1./alphaG;\rfloat cos2h=NdotH*NdotH;\rfloat sin2h=1.-cos2h;\rreturn (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);\r}\r#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {\rfloat a2=alphaTB.x*alphaTB.y;\rvec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);\rfloat v2=dot(v,v);\rfloat w2=a2/v2;\rreturn a2*w2*w2*RECIPROCAL_PI;\r}\r#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\r#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);\rfloat GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);\rreturn 0.5/(GGXV+GGXL);\r#else\nfloat a2=alphaG*alphaG;\rfloat GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);\rfloat GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);\rreturn 0.5/(GGXV+GGXL);\r#endif\n}\r#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\r{\r#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\r#else\nfloat alphaSquared=alphaG*alphaG;\rreturn 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\r#endif\n}\rfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\r{\rfloat visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);\rreturn visibility;\r}\r#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {\rfloat lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));\rfloat lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));\rfloat v=0.5/(lambdaV+lambdaL);\rreturn v;\r}\r#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {\rreturn 0.25/(VdotH*VdotH); \r}\r#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\r{\rreturn 1./(4.*(NdotL+NdotV-NdotL*NdotV));\r}\r/* NOT USED\r#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\r{\rfloat oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);\rfloat a=mix(21.5473,25.3245,oneMinusAlphaSq);\rfloat b=mix(3.82987,3.32435,oneMinusAlphaSq);\rfloat c=mix(0.19823,0.16801,oneMinusAlphaSq);\rfloat d=mix(-1.97760,-1.27393,oneMinusAlphaSq);\rfloat e=mix(-4.32054,-4.85967,oneMinusAlphaSq);\rreturn a/(1.0+b*pow(x,c))+d*x+e;\r}\rfloat lambdaSheen(float cosTheta,float alphaG)\r{\rreturn abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));\r}\rfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\r{\rfloat G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));\rreturn G/(4.0*NdotV*NdotL);\r}\r#endif\n*/\r#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {\rfloat diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));\rfloat diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));\rfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\rfloat fresnel =\r(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\r(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\rreturn fresnel/PI;\r}\r#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {\rvec3 S=1./maxEps(diffusionDistance);\rvec3 temp=exp((-0.333333333*thickness)*S);\rreturn tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);\r}\rfloat computeWrappedDiffuseNdotL(float NdotL,float w) {\rfloat t=1.0+w;\rfloat invt2=1.0/square(t);\rreturn saturate((NdotL+w)*invt2);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\rreturn 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);\r}\r#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {\rvec2 UV=vec2(NdotV,perceptualRoughness);\rvec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\r#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\r#endif\nreturn brdfLookup.rgb;\r}\rvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\r#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\r#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\r#endif\nreturn reflectance;\r}\rvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\r#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\r#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\r#endif\nreturn reflectance;\r}\r#endif\n/* NOT USED\r#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\r{\rfloat c=1.0-NdotV;\rfloat c3=c*c*c;\rreturn 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));\r}\r#endif\n*/\r#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\r{\rfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\rreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\r}\r#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\r* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\r* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\r*/\rvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {\rvec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;\rreturn sheenEnvironmentReflectance;\r}\r#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\r{\rreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\r}\rfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\r{\rreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\r}\r#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\r#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\r#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\r#endif\n#else\nvec3 s=sqrt(f0);\rvec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);\rreturn square(t);\r#endif\n}\r#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\r3.2404542,-0.9692660, 0.0556434,\r-1.5371385, 1.8760108,-0.2040259,\r-0.4985314, 0.0415560, 1.0572252\r);\rvec3 getIORTfromAirToSurfaceR0(vec3 f0) {\rvec3 sqrtF0=sqrt(f0);\rreturn (1.+sqrtF0)/(1.-sqrtF0);\r}\rvec3 getR0fromIORs(vec3 iorT,float iorI) {\rreturn square((iorT-vec3(iorI))/(iorT+vec3(iorI)));\r}\rfloat getR0fromIORs(float iorT,float iorI) {\rreturn square((iorT-iorI)/(iorT+iorI));\r}\rvec3 evalSensitivity(float opd,vec3 shift) {\rfloat phase=2.0*PI*opd*1.0e-9;\rconst vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);\rconst vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);\rconst vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);\rvec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);\rxyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));\rxyz/=1.0685e-7;\rvec3 srgb=XYZ_TO_REC709*xyz;\rreturn srgb;\r}\rvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {\rvec3 I=vec3(1.0);\rfloat iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));\rfloat sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));\rfloat cosTheta2Sq=1.0-sinTheta2Sq;\rif (cosTheta2Sq<0.0) {\rreturn I;\r}\rfloat cosTheta2=sqrt(cosTheta2Sq);\rfloat R0=getR0fromIORs(iridescenceIOR,outsideIOR);\rfloat R12=fresnelSchlickGGX(cosTheta1,R0,1.);\rfloat R21=R12;\rfloat T121=1.0-R12;\rfloat phi12=0.0;\rif (iridescenceIOR<outsideIOR) phi12=PI;\rfloat phi21=PI-phi12;\rvec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \rvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);\rvec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));\rvec3 phi23=vec3(0.0);\rif (baseIOR[0]<iridescenceIOR) phi23[0]=PI;\rif (baseIOR[1]<iridescenceIOR) phi23[1]=PI;\rif (baseIOR[2]<iridescenceIOR) phi23[2]=PI;\rfloat opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;\rvec3 phi=vec3(phi21)+phi23;\rvec3 R123=clamp(R12*R23,1e-5,0.9999);\rvec3 r123=sqrt(R123);\rvec3 Rs=square(T121)*R23/(vec3(1.0)-R123);\rvec3 C0=R12+Rs;\rI=C0;\rvec3 Cm=Rs-T121;\rfor (int m=1; m<=2; ++m)\r{\rCm*=r123;\rvec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);\rI+=Cm*Sm;\r}\rreturn max(I,vec3(0.0));\r}\r#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\r{\rfloat a2=square(alphaG);\rfloat d=NdotH*NdotH*(a2-1.0)+1.0;\rreturn a2/(PI*d*d);\r}\r#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\r{\rfloat invR=1./alphaG;\rfloat cos2h=NdotH*NdotH;\rfloat sin2h=1.-cos2h;\rreturn (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);\r}\r#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {\rfloat a2=alphaTB.x*alphaTB.y;\rvec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);\rfloat v2=dot(v,v);\rfloat w2=a2/v2;\rreturn a2*w2*w2*RECIPROCAL_PI;\r}\r#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\r#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);\rfloat GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);\rreturn 0.5/(GGXV+GGXL);\r#else\nfloat a2=alphaG*alphaG;\rfloat GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);\rfloat GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);\rreturn 0.5/(GGXV+GGXL);\r#endif\n}\r#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\r{\r#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\r#else\nfloat alphaSquared=alphaG*alphaG;\rreturn 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\r#endif\n}\rfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\r{\rfloat visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);\rreturn visibility;\r}\r#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {\rfloat lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));\rfloat lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));\rfloat v=0.5/(lambdaV+lambdaL);\rreturn v;\r}\r#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {\rreturn 0.25/(VdotH*VdotH); \r}\r#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\r{\rreturn 1./(4.*(NdotL+NdotV-NdotL*NdotV));\r}\r/* NOT USED\r#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\r{\rfloat oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);\rfloat a=mix(21.5473,25.3245,oneMinusAlphaSq);\rfloat b=mix(3.82987,3.32435,oneMinusAlphaSq);\rfloat c=mix(0.19823,0.16801,oneMinusAlphaSq);\rfloat d=mix(-1.97760,-1.27393,oneMinusAlphaSq);\rfloat e=mix(-4.32054,-4.85967,oneMinusAlphaSq);\rreturn a/(1.0+b*pow(x,c))+d*x+e;\r}\rfloat lambdaSheen(float cosTheta,float alphaG)\r{\rreturn abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));\r}\rfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\r{\rfloat G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));\rreturn G/(4.0*NdotV*NdotL);\r}\r#endif\n*/\r#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {\rfloat diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));\rfloat diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));\rfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\rfloat fresnel =\r(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\r(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\rreturn fresnel/PI;\r}\r#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {\rvec3 S=1./maxEps(diffusionDistance);\rvec3 temp=exp((-0.333333333*thickness)*S);\rreturn tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);\r}\rfloat computeWrappedDiffuseNdotL(float NdotL,float w) {\rfloat t=1.0+w;\rfloat invt2=1.0/square(t);\rreturn saturate((NdotL+w)*invt2);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const pbrBlockAlbedoOpacity: {
3
3
  name: string;
4
4
  shader: string;
@@ -36,6 +36,6 @@ alpha=1.0;
36
36
  outParams.surfaceAlbedo=surfaceAlbedo;
37
37
  // Sideeffect
38
38
  ShaderStore.IncludesShadersStore[name] = shader;
39
- /** @hidden */
39
+ /** @internal */
40
40
  export const pbrBlockAlbedoOpacity = { name, shader };
41
41
  //# sourceMappingURL=pbrBlockAlbedoOpacity.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\r{\rvec3 surfaceAlbedo;\rfloat alpha;\r};\r#define pbr_inline\nvoid albedoOpacityBlock(\rin vec4 vAlbedoColor,\r#ifdef ALBEDO\nin vec4 albedoTexture,\rin vec2 albedoInfos,\r#endif\n#ifdef OPACITY\nin vec4 opacityMap,\rin vec2 vOpacityInfos,\r#endif\n#ifdef DETAIL\nin vec4 detailColor,\rin vec4 vDetailInfos,\r#endif\nout albedoOpacityOutParams outParams\r)\r{\rvec3 surfaceAlbedo=vAlbedoColor.rgb;\rfloat alpha=vAlbedoColor.a;\r#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\r#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\r#else\nsurfaceAlbedo*=albedoTexture.rgb;\r#endif\nsurfaceAlbedo*=albedoInfos.y;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nsurfaceAlbedo*=vColor.rgb;\r#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\rsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\r#else\nalpha*=opacityMap.a;\r#endif\nalpha*=vOpacityInfos.y;\r#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\rdiscard;\r#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\routParams.alpha=alpha;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBlockAlbedoOpacity = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\r{\rvec3 surfaceAlbedo;\rfloat alpha;\r};\r#define pbr_inline\nvoid albedoOpacityBlock(\rin vec4 vAlbedoColor,\r#ifdef ALBEDO\nin vec4 albedoTexture,\rin vec2 albedoInfos,\r#endif\n#ifdef OPACITY\nin vec4 opacityMap,\rin vec2 vOpacityInfos,\r#endif\n#ifdef DETAIL\nin vec4 detailColor,\rin vec4 vDetailInfos,\r#endif\nout albedoOpacityOutParams outParams\r)\r{\rvec3 surfaceAlbedo=vAlbedoColor.rgb;\rfloat alpha=vAlbedoColor.a;\r#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\r#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\r#else\nsurfaceAlbedo*=albedoTexture.rgb;\r#endif\nsurfaceAlbedo*=albedoInfos.y;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nsurfaceAlbedo*=vColor.rgb;\r#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\rsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\r#else\nalpha*=opacityMap.a;\r#endif\nalpha*=vOpacityInfos.y;\r#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\rdiscard;\r#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\routParams.alpha=alpha;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAlbedoOpacity = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const pbrBlockAlphaFresnel: {
3
3
  name: string;
4
4
  shader: string;
@@ -16,6 +16,6 @@ outParams.alpha=1.0;
16
16
  `;
17
17
  // Sideeffect
18
18
  ShaderStore.IncludesShadersStore[name] = shader;
19
- /** @hidden */
19
+ /** @internal */
20
20
  export const pbrBlockAlphaFresnel = { name, shader };
21
21
  //# sourceMappingURL=pbrBlockAlphaFresnel.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockAlphaFresnel.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAlphaFresnel.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAlphaFresnel\";\nconst shader = `#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nstruct alphaFresnelOutParams\r{\rfloat alpha;\r};\r#define pbr_inline\nvoid alphaFresnelBlock(\rin vec3 normalW,\rin vec3 viewDirectionW,\rin float alpha,\rin float microSurface,\rout alphaFresnelOutParams outParams\r)\r{\rfloat opacityPerceptual=alpha;\r#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\r#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\r#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\rvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\routParams.alpha=getReflectanceFromAnalyticalBRDFLookup_Jones(saturate(dot(viewDirectionW,normalForward)),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\r#ifdef ALPHATEST\nif (outParams.alpha<ALPHATESTVALUE)\rdiscard;\r#ifndef ALPHABLEND\noutParams.alpha=1.0;\r#endif\n#endif\n}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBlockAlphaFresnel = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockAlphaFresnel.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAlphaFresnel.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAlphaFresnel\";\nconst shader = `#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nstruct alphaFresnelOutParams\r{\rfloat alpha;\r};\r#define pbr_inline\nvoid alphaFresnelBlock(\rin vec3 normalW,\rin vec3 viewDirectionW,\rin float alpha,\rin float microSurface,\rout alphaFresnelOutParams outParams\r)\r{\rfloat opacityPerceptual=alpha;\r#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\r#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\r#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\rvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\routParams.alpha=getReflectanceFromAnalyticalBRDFLookup_Jones(saturate(dot(viewDirectionW,normalForward)),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\r#ifdef ALPHATEST\nif (outParams.alpha<ALPHATESTVALUE)\rdiscard;\r#ifndef ALPHABLEND\noutParams.alpha=1.0;\r#endif\n#endif\n}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAlphaFresnel = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const pbrBlockAmbientOcclusion: {
3
3
  name: string;
4
4
  shader: string;
@@ -15,6 +15,6 @@ outParams.ambientOcclusionColorMap=ambientOcclusionColorMap;
15
15
  outParams.ambientOcclusionColor=ambientOcclusionColor;
16
16
  // Sideeffect
17
17
  ShaderStore.IncludesShadersStore[name] = shader;
18
- /** @hidden */
18
+ /** @internal */
19
19
  export const pbrBlockAmbientOcclusion = { name, shader };
20
20
  //# sourceMappingURL=pbrBlockAmbientOcclusion.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockAmbientOcclusion.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAmbientOcclusion\";\nconst shader = `struct ambientOcclusionOutParams\r{\rvec3 ambientOcclusionColor;\r#if DEBUGMODE>0\nvec3 ambientOcclusionColorMap;\r#endif\n};\r#define pbr_inline\nvoid ambientOcclusionBlock(\r#ifdef AMBIENT\nin vec3 ambientOcclusionColorMap_,\rin vec4 vAmbientInfos,\r#endif\nout ambientOcclusionOutParams outParams\r)\r{\rvec3 ambientOcclusionColor=vec3(1.,1.,1.);\r#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=ambientOcclusionColorMap_*vAmbientInfos.y;\r#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\r#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\r#if DEBUGMODE>0\noutParams.ambientOcclusionColorMap=ambientOcclusionColorMap;\r#endif\n#endif\noutParams.ambientOcclusionColor=ambientOcclusionColor;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBlockAmbientOcclusion = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockAmbientOcclusion.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAmbientOcclusion\";\nconst shader = `struct ambientOcclusionOutParams\r{\rvec3 ambientOcclusionColor;\r#if DEBUGMODE>0\nvec3 ambientOcclusionColorMap;\r#endif\n};\r#define pbr_inline\nvoid ambientOcclusionBlock(\r#ifdef AMBIENT\nin vec3 ambientOcclusionColorMap_,\rin vec4 vAmbientInfos,\r#endif\nout ambientOcclusionOutParams outParams\r)\r{\rvec3 ambientOcclusionColor=vec3(1.,1.,1.);\r#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=ambientOcclusionColorMap_*vAmbientInfos.y;\r#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\r#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\r#if DEBUGMODE>0\noutParams.ambientOcclusionColorMap=ambientOcclusionColorMap;\r#endif\n#endif\noutParams.ambientOcclusionColor=ambientOcclusionColor;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAmbientOcclusion = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const pbrBlockAnisotropic: {
3
3
  name: string;
4
4
  shader: string;
@@ -15,6 +15,6 @@ mat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));
15
15
  `;
16
16
  // Sideeffect
17
17
  ShaderStore.IncludesShadersStore[name] = shader;
18
- /** @hidden */
18
+ /** @internal */
19
19
  export const pbrBlockAnisotropic = { name, shader };
20
20
  //# sourceMappingURL=pbrBlockAnisotropic.js.map