@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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@@ -28,6 +28,6 @@ gl_FragColor=baseColor;
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  }`;
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  // Sideeffect
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  ShaderStore.ShadersStore[name] = shader;
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- /** @hidden */
31
+ /** @internal */
32
32
  export const particlesPixelShader = { name, shader };
33
33
  //# sourceMappingURL=particles.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"particles.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/particles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"particlesPixelShader\";\nconst shader = `varying vec2 vUV;\rvarying vec4 vColor;\runiform vec4 textureMask;\runiform sampler2D diffuseSampler;\r#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\runiform sampler2D rampSampler;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\rvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\r#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\rfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\rvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\rbaseColor.rgb*=rampColor.rgb;\rfloat finalAlpha=baseColor.a;\rbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\r#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\rbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\r#endif\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\r#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\rbaseColor=applyImageProcessing(baseColor);\r#endif\n#endif\ngl_FragColor=baseColor;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const particlesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/particles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"particlesPixelShader\";\nconst shader = `varying vec2 vUV;\rvarying vec4 vColor;\runiform vec4 textureMask;\runiform sampler2D diffuseSampler;\r#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\runiform sampler2D rampSampler;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\rvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\r#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\rfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\rvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\rbaseColor.rgb*=rampColor.rgb;\rfloat finalAlpha=baseColor.a;\rbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\r#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\rbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\r#endif\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\r#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\rbaseColor=applyImageProcessing(baseColor);\r#endif\n#endif\ngl_FragColor=baseColor;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesPixelShader = { name, shader };\n"]}
@@ -1,6 +1,6 @@
1
1
  import "./ShadersInclude/clipPlaneVertexDeclaration";
2
2
  import "./ShadersInclude/clipPlaneVertex";
3
- /** @hidden */
3
+ /** @internal */
4
4
  export declare const particlesVertexShader: {
5
5
  name: string;
6
6
  shader: string;
@@ -43,6 +43,6 @@ vec4 worldPos=vec4(vPositionW,1.0);
43
43
  }`;
44
44
  // Sideeffect
45
45
  ShaderStore.ShadersStore[name] = shader;
46
- /** @hidden */
46
+ /** @internal */
47
47
  export const particlesVertexShader = { name, shader };
48
48
  //# sourceMappingURL=particles.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoHb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;\rattribute vec4 color;\rattribute float angle;\rattribute vec2 size;\r#ifdef ANIMATESHEET\nattribute float cellIndex;\r#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\r#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\r#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\r#endif\nattribute vec2 offset;\runiform mat4 view;\runiform mat4 projection;\runiform vec2 translationPivot;\r#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \r#endif\nvarying vec2 vUV;\rvarying vec4 vColor;\rvarying vec3 vPositionW;\r#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\r#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\r#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\r#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\rvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\rvec3 zaxis=normalize(cross(yaxis,xaxis));\rvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\rvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\rvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\rmat3 rotMatrix= mat3(row0,row1,row2);\rvec3 alignedCorner=rotMatrix*rotatedCorner;\rreturn position+alignedCorner;\r}\r#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\rvec3 normalizedToCamera=normalize(toCamera);\rvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\rvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\rvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\rvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\rvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\rmat3 rotMatrix= mat3(row0,row1,row2);\rvec3 alignedCorner=rotMatrix*rotatedCorner;\rreturn position+alignedCorner;\r}\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;\rcornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size+translationPivot;\r#ifdef BILLBOARD\nvec3 rotatedCorner;\r#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.y=0.;\rvec3 yaxis=position-eyePosition;\ryaxis.y=0.;\rvPositionW=rotate(normalize(yaxis),rotatedCorner);\rvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\r#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rvec3 toCamera=position-eyePosition;\rvPositionW=rotateAlign(toCamera,rotatedCorner);\rvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\r#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;\rvPositionW=(invView*vec4(viewPos,1)).xyz;\r#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\r#endif\ngl_Position=projection*vec4(viewPos,1.0);\r#else\nvec3 rotatedCorner;\rrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.y=0.;\rvec3 yaxis=normalize(direction);\rvPositionW=rotate(yaxis,rotatedCorner);\rgl_Position=projection*view*vec4(vPositionW,1.0);\r#endif\nvColor=color;\r#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);\rfloat columnOffset=cellIndex-rowOffset/particlesInfos.z;\rvec2 uvScale=particlesInfos.xy;\rvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\rvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\r#else\nvUV=offset;\r#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\r#endif\n#include<clipPlaneVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const particlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoHb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;\rattribute vec4 color;\rattribute float angle;\rattribute vec2 size;\r#ifdef ANIMATESHEET\nattribute float cellIndex;\r#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\r#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\r#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\r#endif\nattribute vec2 offset;\runiform mat4 view;\runiform mat4 projection;\runiform vec2 translationPivot;\r#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \r#endif\nvarying vec2 vUV;\rvarying vec4 vColor;\rvarying vec3 vPositionW;\r#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\r#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\r#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\r#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\rvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\rvec3 zaxis=normalize(cross(yaxis,xaxis));\rvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\rvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\rvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\rmat3 rotMatrix= mat3(row0,row1,row2);\rvec3 alignedCorner=rotMatrix*rotatedCorner;\rreturn position+alignedCorner;\r}\r#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\rvec3 normalizedToCamera=normalize(toCamera);\rvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\rvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\rvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\rvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\rvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\rmat3 rotMatrix= mat3(row0,row1,row2);\rvec3 alignedCorner=rotMatrix*rotatedCorner;\rreturn position+alignedCorner;\r}\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;\rcornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size+translationPivot;\r#ifdef BILLBOARD\nvec3 rotatedCorner;\r#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.y=0.;\rvec3 yaxis=position-eyePosition;\ryaxis.y=0.;\rvPositionW=rotate(normalize(yaxis),rotatedCorner);\rvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\r#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rvec3 toCamera=position-eyePosition;\rvPositionW=rotateAlign(toCamera,rotatedCorner);\rvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\r#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;\rvPositionW=(invView*vec4(viewPos,1)).xyz;\r#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\r#endif\ngl_Position=projection*vec4(viewPos,1.0);\r#else\nvec3 rotatedCorner;\rrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.y=0.;\rvec3 yaxis=normalize(direction);\rvPositionW=rotate(yaxis,rotatedCorner);\rgl_Position=projection*view*vec4(vPositionW,1.0);\r#endif\nvColor=color;\r#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);\rfloat columnOffset=cellIndex-rowOffset/particlesInfos.z;\rvec2 uvScale=particlesInfos.xy;\rvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\rvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\r#else\nvUV=offset;\r#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\r#endif\n#include<clipPlaneVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const passPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -5,6 +5,6 @@ const shader = `varying vec2 vUV;
5
5
  void main(void)
6
6
  // Sideeffect
7
7
  ShaderStore.ShadersStore[name] = shader;
8
- /** @hidden */
8
+ /** @internal */
9
9
  export const passPixelShader = { name, shader };
10
10
  //# sourceMappingURL=pass.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pass.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/pass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=texture2D(textureSampler,vUV);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const passPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pass.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/pass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=texture2D(textureSampler,vUV);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const passCubePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -17,6 +17,6 @@ gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));
17
17
  }`;
18
18
  // Sideeffect
19
19
  ShaderStore.ShadersStore[name] = shader;
20
- /** @hidden */
20
+ /** @internal */
21
21
  export const passCubePixelShader = { name, shader };
22
22
  //# sourceMappingURL=passCube.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;EAwBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"passCubePixelShader\";\nconst shader = `varying vec2 vUV;\runiform samplerCube textureSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec2 uv=vUV*2.0-1.0;\r#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\r#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\r#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\r#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\r#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\r#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const passCubePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;EAwBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"passCubePixelShader\";\nconst shader = `varying vec2 vUV;\runiform samplerCube textureSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec2 uv=vUV*2.0-1.0;\r#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\r#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\r#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\r#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\r#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\r#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passCubePixelShader = { name, shader };\n"]}
@@ -55,7 +55,7 @@ import "./ShadersInclude/fogFragment";
55
55
  import "./ShadersInclude/pbrBlockImageProcessing";
56
56
  import "./ShadersInclude/oitFragment";
57
57
  import "./ShadersInclude/pbrDebug";
58
- /** @hidden */
58
+ /** @internal */
59
59
  export declare const pbrPixelShader: {
60
60
  name: string;
61
61
  shader: string;
@@ -388,6 +388,6 @@ if (fragDepth==nearestDepth) {
388
388
  }
389
389
  // Sideeffect
390
390
  ShaderStore.ShadersStore[name] = shader;
391
- /** @hidden */
391
+ /** @internal */
392
392
  export const pbrPixelShader = { name, shader };
393
393
  //# sourceMappingURL=pbr.fragment.js.map
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\r#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\r#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\r#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\r#endif\nalbedoOpacityBlock(\rvAlbedoColor,\r#ifdef ALBEDO\nalbedoTexture,\rvAlbedoInfos,\r#endif\n#ifdef OPACITY\nopacityMap,\rvOpacityInfos,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\nalbedoOpacityOut\r);\rvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\rfloat alpha=albedoOpacityOut.alpha;\r#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\r#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\r#endif\nambientOcclusionBlock(\r#ifdef AMBIENT\nambientOcclusionColorMap,\rvAmbientInfos,\r#endif\naoOut\r);\r#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\r#else\nvec3 baseColor=surfaceAlbedo;\rreflectivityOutParams reflectivityOut;\r#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\rvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\r#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\r#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\r#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\r#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\r#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\r#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\r#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\r#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\r#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\r#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\r#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\r#endif\n#endif\nreflectivityBlock(\rvReflectivityColor,\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\rmetallicReflectanceFactors,\r#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\rsurfaceMetallicOrReflectivityColorMap,\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\r#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\nreflectivityOut\r);\rfloat microSurface=reflectivityOut.microSurface;\rfloat roughness=reflectivityOut.roughness;\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\r#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\ralphaFresnelBlock(\rnormalW,\rviewDirectionW,\ralpha,\rmicroSurface,\ralphaFresnelOut\r);\ralpha=alphaFresnelOut.alpha;\r#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\r#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\r#endif\nanisotropicBlock(\rvAnisotropy,\r#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\r#endif\nTBN,\rnormalW,\rviewDirectionW,\ranisotropicOut\r);\r#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\r#ifndef USE_CUSTOM_REFLECTION\nreflectionBlock(\rvPositionW,\rnormalW,\ralphaG,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\r#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\r#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\r#endif\nreflectionSampler,\r#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\r#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\nreflectionOut\r);\r#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\r#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\r#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\r#endif\nsheenBlock(\rvSheenColor,\r#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\r#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\r#endif\n#endif\nroughness,\r#ifdef SHEEN_TEXTURE\nsheenMapData,\rvSheenInfos.y,\r#endif\nreflectance,\r#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\rsurfaceAlbedo,\r#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\renvironmentBrdf,\r#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\rreflectionOut.reflectionCoords,\rNdotVUnclamped,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\r#endif\n#endif\nsheenOut\r);\r#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\r#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\r#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\r#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\r#endif\niridescenceBlock(\rvIridescenceParams,\rNdotV,\rspecularEnvironmentR0,\r#ifdef IRIDESCENCE_TEXTURE\niridescenceMapData,\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\niridescenceThicknessMapData,\r#endif\n#ifdef CLEARCOAT\nNdotVUnclamped,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#endif\niridescenceOut\r);\rfloat iridescenceIntensity=iridescenceOut.iridescenceIntensity;\rspecularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\r#endif\nclearcoatOutParams clearcoatOut;\r#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\r#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\r#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\r#endif\nclearcoatBlock(\rvPositionW,\rgeometricNormalW,\rviewDirectionW,\rvClearCoatParams,\r#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\r#endif\nspecularEnvironmentR0,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\rclearCoatColorAtDistance,\rvClearCoatRefractionParams,\r#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\r#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\rclearCoatBumpMapData,\rvClearCoatBumpUV,\r#if defined(TANGENT) && defined(NORMAL)\nvTBN,\r#else\nvClearCoatTangentSpaceParams,\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\r#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\r#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\r#endif\nclearcoatOut\r);\r#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\r#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\r#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\r#endif\nsubSurfaceBlock(\rvSubSurfaceIntensity,\rvThicknessParam,\rvTintColor,\rnormalW,\rspecularEnvironmentReflectance,\r#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\r#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\r#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\r#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\rvReflectionFilteringInfo,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\r#endif\n#ifdef SS_REFRACTION\nvPositionW,\rviewDirectionW,\rview,\rvRefractionInfos,\rrefractionMatrix,\rvRefractionMicrosurfaceInfos,\rvLightingIntensity,\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\r#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\r#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\r#endif\nalphaG,\rrefractionSampler,\r#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\rrefractionSamplerHigh,\r#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\r#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\rvRefractionSize,\r#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\r#endif\nsubSurfaceOut\r);\r#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\r#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\r#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\r#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\r#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\r#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \r#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\r#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\r#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a); \rirradiance/=sqAlbedo;\r#else\ngl_FragData[0]=finalColor; \rfloat scatteringDiffusionProfile=255.;\r#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \r#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\r#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo); \r#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \r#endif\n#ifdef PREPASS_REFLECTIVITY\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toGammaSpace(specularEnvironmentR0),microSurface)*writeGeometryInfo;\r#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\r#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\rfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\rfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\r} else {\rbackColor+=finalColor;\r}\r#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const pbrPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\r#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\r#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\r#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\r#endif\nalbedoOpacityBlock(\rvAlbedoColor,\r#ifdef ALBEDO\nalbedoTexture,\rvAlbedoInfos,\r#endif\n#ifdef OPACITY\nopacityMap,\rvOpacityInfos,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\nalbedoOpacityOut\r);\rvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\rfloat alpha=albedoOpacityOut.alpha;\r#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\r#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\r#endif\nambientOcclusionBlock(\r#ifdef AMBIENT\nambientOcclusionColorMap,\rvAmbientInfos,\r#endif\naoOut\r);\r#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\r#else\nvec3 baseColor=surfaceAlbedo;\rreflectivityOutParams reflectivityOut;\r#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\rvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\r#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\r#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\r#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\r#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\r#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\r#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\r#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\r#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\r#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\r#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\r#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\r#endif\n#endif\nreflectivityBlock(\rvReflectivityColor,\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\rmetallicReflectanceFactors,\r#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\rsurfaceMetallicOrReflectivityColorMap,\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\r#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\nreflectivityOut\r);\rfloat microSurface=reflectivityOut.microSurface;\rfloat roughness=reflectivityOut.roughness;\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\r#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\ralphaFresnelBlock(\rnormalW,\rviewDirectionW,\ralpha,\rmicroSurface,\ralphaFresnelOut\r);\ralpha=alphaFresnelOut.alpha;\r#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\r#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\r#endif\nanisotropicBlock(\rvAnisotropy,\r#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\r#endif\nTBN,\rnormalW,\rviewDirectionW,\ranisotropicOut\r);\r#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\r#ifndef USE_CUSTOM_REFLECTION\nreflectionBlock(\rvPositionW,\rnormalW,\ralphaG,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\r#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\r#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\r#endif\nreflectionSampler,\r#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\r#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\nreflectionOut\r);\r#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\r#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\r#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\r#endif\nsheenBlock(\rvSheenColor,\r#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\r#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\r#endif\n#endif\nroughness,\r#ifdef SHEEN_TEXTURE\nsheenMapData,\rvSheenInfos.y,\r#endif\nreflectance,\r#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\rsurfaceAlbedo,\r#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\renvironmentBrdf,\r#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\rreflectionOut.reflectionCoords,\rNdotVUnclamped,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\r#endif\n#endif\nsheenOut\r);\r#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\r#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\r#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\r#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\r#endif\niridescenceBlock(\rvIridescenceParams,\rNdotV,\rspecularEnvironmentR0,\r#ifdef IRIDESCENCE_TEXTURE\niridescenceMapData,\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\niridescenceThicknessMapData,\r#endif\n#ifdef CLEARCOAT\nNdotVUnclamped,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#endif\niridescenceOut\r);\rfloat iridescenceIntensity=iridescenceOut.iridescenceIntensity;\rspecularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\r#endif\nclearcoatOutParams clearcoatOut;\r#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\r#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\r#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\r#endif\nclearcoatBlock(\rvPositionW,\rgeometricNormalW,\rviewDirectionW,\rvClearCoatParams,\r#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\r#endif\nspecularEnvironmentR0,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\rclearCoatColorAtDistance,\rvClearCoatRefractionParams,\r#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\r#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\rclearCoatBumpMapData,\rvClearCoatBumpUV,\r#if defined(TANGENT) && defined(NORMAL)\nvTBN,\r#else\nvClearCoatTangentSpaceParams,\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\r#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\r#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\r#endif\nclearcoatOut\r);\r#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\r#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\r#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\r#endif\nsubSurfaceBlock(\rvSubSurfaceIntensity,\rvThicknessParam,\rvTintColor,\rnormalW,\rspecularEnvironmentReflectance,\r#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\r#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\r#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\r#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\rvReflectionFilteringInfo,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\r#endif\n#ifdef SS_REFRACTION\nvPositionW,\rviewDirectionW,\rview,\rvRefractionInfos,\rrefractionMatrix,\rvRefractionMicrosurfaceInfos,\rvLightingIntensity,\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\r#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\r#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\r#endif\nalphaG,\rrefractionSampler,\r#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\rrefractionSamplerHigh,\r#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\r#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\rvRefractionSize,\r#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\r#endif\nsubSurfaceOut\r);\r#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\r#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\r#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\r#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\r#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\r#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \r#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\r#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\r#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a); \rirradiance/=sqAlbedo;\r#else\ngl_FragData[0]=finalColor; \rfloat scatteringDiffusionProfile=255.;\r#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \r#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\r#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo); \r#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \r#endif\n#ifdef PREPASS_REFLECTIVITY\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toGammaSpace(specularEnvironmentR0),microSurface)*writeGeometryInfo;\r#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\r#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\rfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\rfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\r} else {\rbackColor+=finalColor;\r}\r#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
@@ -31,7 +31,7 @@ import "./ShadersInclude/fogVertex";
31
31
  import "./ShadersInclude/shadowsVertex";
32
32
  import "./ShadersInclude/vertexColorMixing";
33
33
  import "./ShadersInclude/logDepthVertex";
34
- /** @hidden */
34
+ /** @internal */
35
35
  export declare const pbrVertexShader: {
36
36
  name: string;
37
37
  shader: string;
@@ -193,6 +193,6 @@ gl_PointSize=pointSize;
193
193
  }`;
194
194
  // Sideeffect
195
195
  ShaderStore.ShadersStore[name] = shader;
196
- /** @hidden */
196
+ /** @internal */
197
197
  export const pbrVertexShader = { name, shader };
198
198
  //# sourceMappingURL=pbr.vertex.js.map
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef TANGENT\nattribute vec4 tangent;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\nvarying vec3 vPositionW;\r#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\r#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\r#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\r#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\r#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\r#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\r#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\rvPositionW=vec3(worldPos);\r#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\rvNormalW=normalize(normalWorld*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normalUpdated);\r#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\r#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\r#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\r#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const pbrVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef TANGENT\nattribute vec4 tangent;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\nvarying vec3 vPositionW;\r#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\r#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\r#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\r#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\r#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\r#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\r#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\rvPositionW=vec3(worldPos);\r#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\rvNormalW=normalize(normalWorld*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normalUpdated);\r#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\r#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\r#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\r#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const postprocessVertexShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vUV=(position*madd+madd)*scale;
7
7
  }`;
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const postprocessVertexShader = { name, shader };
12
12
  //# sourceMappingURL=postprocess.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"postprocess.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/postprocess.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"postprocessVertexShader\";\nconst shader = `attribute vec2 position;\runiform vec2 scale;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd)*scale;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const postprocessVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"postprocess.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/postprocess.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"postprocessVertexShader\";\nconst shader = `attribute vec2 position;\runiform vec2 scale;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd)*scale;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const postprocessVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const proceduralVertexShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vPosition=position;
7
7
  }`;
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const proceduralVertexShader = { name, shader };
12
12
  //# sourceMappingURL=procedural.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"procedural.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/procedural.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"proceduralVertexShader\";\nconst shader = `attribute vec2 position;\rvarying vec2 vPosition;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvPosition=position;\rvUV=position*madd+madd;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const proceduralVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"procedural.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/procedural.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"proceduralVertexShader\";\nconst shader = `attribute vec2 position;\rvarying vec2 vPosition;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvPosition=position;\rvUV=position*madd+madd;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const proceduralVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const refractionPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "refractionPixelShader";
4
4
  const shader = `varying vec2 vUV;
5
5
  // Sideeffect
6
6
  ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const refractionPixelShader = { name, shader };
9
9
  //# sourceMappingURL=refraction.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"refraction.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/refraction.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"refractionPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D refractionSampler;\runiform vec3 baseColor;\runiform float depth;\runiform float colorLevel;\rvoid main() {\rfloat ref=1.0-texture2D(refractionSampler,vUV).r;\rvec2 uv=vUV-vec2(0.5);\rvec2 offset=uv*depth*ref;\rvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\rgl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const refractionPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"refraction.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/refraction.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"refractionPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D refractionSampler;\runiform vec3 baseColor;\runiform float depth;\runiform float colorLevel;\rvoid main() {\rfloat ref=1.0-texture2D(refractionSampler,vUV).r;\rvec2 uv=vUV-vec2(0.5);\rvec2 offset=uv*depth*ref;\rvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\rgl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const refractionPixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import "./ShadersInclude/helperFunctions";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export declare const rgbdDecodePixelShader: {
4
4
  name: string;
5
5
  shader: string;
@@ -7,6 +7,6 @@ const shader = `varying vec2 vUV;
7
7
  void main(void)
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const rgbdDecodePixelShader = { name, shader };
12
12
  //# sourceMappingURL=rgbdDecode.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"rgbdDecode.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/rgbdDecode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const rgbdDecodePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"rgbdDecode.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/rgbdDecode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const rgbdDecodePixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import "./ShadersInclude/helperFunctions";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export declare const rgbdEncodePixelShader: {
4
4
  name: string;
5
5
  shader: string;
@@ -7,6 +7,6 @@ const shader = `varying vec2 vUV;
7
7
  void main(void)
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const rgbdEncodePixelShader = { name, shader };
12
12
  //# sourceMappingURL=rgbdEncode.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"rgbdEncode.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/rgbdEncode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const rgbdEncodePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"rgbdEncode.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/rgbdEncode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const rgbdEncodePixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const screenSpaceCurvaturePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ float curvature_soft_clamp(float curvature,float control)
8
8
  void main(void)
9
9
  // Sideeffect
10
10
  ShaderStore.ShadersStore[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const screenSpaceCurvaturePixelShader = { name, shader };
13
13
  //# sourceMappingURL=screenSpaceCurvature.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceCurvature.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceCurvature.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceCurvaturePixelShader\";\nconst shader = `precision highp float;\rvarying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D normalSampler;\runiform float curvature_ridge;\runiform float curvature_valley;\r#ifndef CURVATURE_OFFSET\n#define CURVATURE_OFFSET 1\n#endif\nfloat curvature_soft_clamp(float curvature,float control)\r{\rif (curvature<0.5/control)\rreturn curvature*(1.0-curvature*control);\rreturn 0.25/control;\r}\rfloat calculate_curvature(ivec2 texel,float ridge,float valley)\r{\rvec2 normal_up =texelFetch(normalSampler,texel+ivec2(0, CURVATURE_OFFSET),0).rb;\rvec2 normal_down =texelFetch(normalSampler,texel+ivec2(0,-CURVATURE_OFFSET),0).rb;\rvec2 normal_left =texelFetch(normalSampler,texel+ivec2(-CURVATURE_OFFSET,0),0).rb;\rvec2 normal_right=texelFetch(normalSampler,texel+ivec2( CURVATURE_OFFSET,0),0).rb;\rfloat normal_diff=((normal_up.g-normal_down.g)+(normal_right.r-normal_left.r));\rif (normal_diff<0.0)\rreturn -2.0*curvature_soft_clamp(-normal_diff,valley);\rreturn 2.0*curvature_soft_clamp(normal_diff,ridge);\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rivec2 texel=ivec2(gl_FragCoord.xy);\rvec4 baseColor=texture2D(textureSampler,vUV);\rfloat curvature=calculate_curvature(texel,curvature_ridge,curvature_valley);\rbaseColor.rgb*=curvature+1.0;\rgl_FragColor=baseColor;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const screenSpaceCurvaturePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceCurvature.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceCurvature.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceCurvaturePixelShader\";\nconst shader = `precision highp float;\rvarying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D normalSampler;\runiform float curvature_ridge;\runiform float curvature_valley;\r#ifndef CURVATURE_OFFSET\n#define CURVATURE_OFFSET 1\n#endif\nfloat curvature_soft_clamp(float curvature,float control)\r{\rif (curvature<0.5/control)\rreturn curvature*(1.0-curvature*control);\rreturn 0.25/control;\r}\rfloat calculate_curvature(ivec2 texel,float ridge,float valley)\r{\rvec2 normal_up =texelFetch(normalSampler,texel+ivec2(0, CURVATURE_OFFSET),0).rb;\rvec2 normal_down =texelFetch(normalSampler,texel+ivec2(0,-CURVATURE_OFFSET),0).rb;\rvec2 normal_left =texelFetch(normalSampler,texel+ivec2(-CURVATURE_OFFSET,0),0).rb;\rvec2 normal_right=texelFetch(normalSampler,texel+ivec2( CURVATURE_OFFSET,0),0).rb;\rfloat normal_diff=((normal_up.g-normal_down.g)+(normal_right.r-normal_left.r));\rif (normal_diff<0.0)\rreturn -2.0*curvature_soft_clamp(-normal_diff,valley);\rreturn 2.0*curvature_soft_clamp(normal_diff,ridge);\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rivec2 texel=ivec2(gl_FragCoord.xy);\rvec4 baseColor=texture2D(textureSampler,vUV);\rfloat curvature=calculate_curvature(texel,curvature_ridge,curvature_valley);\rbaseColor.rgb*=curvature+1.0;\rgl_FragColor=baseColor;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceCurvaturePixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const screenSpaceReflectionPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -18,6 +18,6 @@ gl_FragColor=texture2D(textureSampler,vUV);
18
18
  }
19
19
  // Sideeffect
20
20
  ShaderStore.ShadersStore[name] = shader;
21
- /** @hidden */
21
+ /** @internal */
22
22
  export const screenSpaceReflectionPixelShader = { name, shader };
23
23
  //# sourceMappingURL=screenSpaceReflection.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceReflection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceReflectionPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\r#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;\runiform sampler2D normalSampler;\runiform sampler2D positionSampler;\r#endif\nuniform mat4 view;\runiform mat4 projection;\runiform float stepSize;\runiform float strength;\runiform float threshold;\runiform float roughnessFactor;\runiform float reflectionSpecularFalloffExponent;\rvarying vec2 vUV;\r#ifdef SSR_SUPPORTED\nstruct ReflectionInfo {\rvec3 color;\rvec4 coords;\r};\r/**\r* According to specular,see https:\r*/\rvec3 fresnelSchlick(float cosTheta,vec3 F0)\r{\rreturn F0+(1.0-F0)*pow(1.0-cosTheta,5.0);\r}\r/**\r* Once the pixel's coordinates has been found,let's adjust (smooth) a little bit\r* by sampling multiple reflection pixels.\r*/\rReflectionInfo smoothReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rinfo.color=vec3(0.0);\rvec4 projectedCoord;\rfloat sampledDepth;\rfor(int i=0; i<SMOOTH_STEPS; i++)\r{\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\rdir*=0.5;\rif(depth>0.0)\rhitCoord-=dir;\relse\rhitCoord+=dir;\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\r}\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,1.0);\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.color/=float(SMOOTH_STEPS+1);\rreturn info;\r}\r/**\r* Tests the given world position (hitCoord) according to the given reflection vector (dir)\r* until it finds a collision (means that depth is enough close to say \"it's the pixel to sample!\").\r*/\rReflectionInfo getReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rvec4 projectedCoord;\rfloat sampledDepth;\rdir*=stepSize;\rfor(int i=0; i<REFLECTION_SAMPLES; i++)\r{\rhitCoord+=dir;\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\r#ifdef RIGHT_HANDED_SCENE\ndepth*=-1.0;\r#endif\nif(((depth-dir.z)<threshold) && depth<=0.0)\r{\r#ifdef ENABLE_SMOOTH_REFLECTIONS\nreturn smoothReflectionInfo(dir,hitCoord);\r#else\ninfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r#endif\n}\r}\rinfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r}\rvec3 hash(vec3 a)\r{\ra=fract(a*0.8);\ra+=dot(a,a.yxz+19.19);\rreturn fract((a.xxy+a.yxx)*a.zyx);\r}\r#endif\nvoid main()\r{\r#ifdef SSR_SUPPORTED\nvec4 albedoFull=texture2D(textureSampler,vUV);\rvec3 albedo=albedoFull.rgb;\rfloat spec=texture2D(reflectivitySampler,vUV).r;\rif (spec==0.0) {\rgl_FragColor=albedoFull;\rreturn;\r}\rvec3 normal=(texture2D(normalSampler,vUV)).xyz;\rvec3 position=(view*texture2D(positionSampler,vUV)).xyz;\rvec3 reflected=normalize(reflect(normalize(position),normalize(normal)));\rfloat roughness=1.0-texture2D(reflectivitySampler,vUV).a;\rvec3 jitt=mix(vec3(0.0),hash(position),roughness)*roughnessFactor;\rReflectionInfo info=getReflectionInfo(jitt+reflected,position);\rvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-info.coords.xy));\rfloat screenEdgefactor=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\rvec3 F0=vec3(0.04);\rF0 =mix(F0,albedo,spec);\rvec3 fresnel=fresnelSchlick(max(dot(normalize(normal),normalize(position)),0.0),F0);\r#ifdef RIGHT_HANDED_SCENE\nreflected.z*=-1.0;\r#endif\nfloat reflectionMultiplier=clamp(pow(spec*strength,reflectionSpecularFalloffExponent)*screenEdgefactor*reflected.z,0.0,0.9);\rfloat albedoMultiplier=1.0-reflectionMultiplier;\rvec3 SSR=info.color*fresnel;\rgl_FragColor=vec4((albedo*albedoMultiplier)+(SSR*reflectionMultiplier),albedoFull.a);\r#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const screenSpaceReflectionPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceReflection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceReflection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceReflectionPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\r#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;\runiform sampler2D normalSampler;\runiform sampler2D positionSampler;\r#endif\nuniform mat4 view;\runiform mat4 projection;\runiform float stepSize;\runiform float strength;\runiform float threshold;\runiform float roughnessFactor;\runiform float reflectionSpecularFalloffExponent;\rvarying vec2 vUV;\r#ifdef SSR_SUPPORTED\nstruct ReflectionInfo {\rvec3 color;\rvec4 coords;\r};\r/**\r* According to specular,see https:\r*/\rvec3 fresnelSchlick(float cosTheta,vec3 F0)\r{\rreturn F0+(1.0-F0)*pow(1.0-cosTheta,5.0);\r}\r/**\r* Once the pixel's coordinates has been found,let's adjust (smooth) a little bit\r* by sampling multiple reflection pixels.\r*/\rReflectionInfo smoothReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rinfo.color=vec3(0.0);\rvec4 projectedCoord;\rfloat sampledDepth;\rfor(int i=0; i<SMOOTH_STEPS; i++)\r{\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\rdir*=0.5;\rif(depth>0.0)\rhitCoord-=dir;\relse\rhitCoord+=dir;\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\r}\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,1.0);\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.color/=float(SMOOTH_STEPS+1);\rreturn info;\r}\r/**\r* Tests the given world position (hitCoord) according to the given reflection vector (dir)\r* until it finds a collision (means that depth is enough close to say \"it's the pixel to sample!\").\r*/\rReflectionInfo getReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rvec4 projectedCoord;\rfloat sampledDepth;\rdir*=stepSize;\rfor(int i=0; i<REFLECTION_SAMPLES; i++)\r{\rhitCoord+=dir;\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\r#ifdef RIGHT_HANDED_SCENE\ndepth*=-1.0;\r#endif\nif(((depth-dir.z)<threshold) && depth<=0.0)\r{\r#ifdef ENABLE_SMOOTH_REFLECTIONS\nreturn smoothReflectionInfo(dir,hitCoord);\r#else\ninfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r#endif\n}\r}\rinfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r}\rvec3 hash(vec3 a)\r{\ra=fract(a*0.8);\ra+=dot(a,a.yxz+19.19);\rreturn fract((a.xxy+a.yxx)*a.zyx);\r}\r#endif\nvoid main()\r{\r#ifdef SSR_SUPPORTED\nvec4 albedoFull=texture2D(textureSampler,vUV);\rvec3 albedo=albedoFull.rgb;\rfloat spec=texture2D(reflectivitySampler,vUV).r;\rif (spec==0.0) {\rgl_FragColor=albedoFull;\rreturn;\r}\rvec3 normal=(texture2D(normalSampler,vUV)).xyz;\rvec3 position=(view*texture2D(positionSampler,vUV)).xyz;\rvec3 reflected=normalize(reflect(normalize(position),normalize(normal)));\rfloat roughness=1.0-texture2D(reflectivitySampler,vUV).a;\rvec3 jitt=mix(vec3(0.0),hash(position),roughness)*roughnessFactor;\rReflectionInfo info=getReflectionInfo(jitt+reflected,position);\rvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-info.coords.xy));\rfloat screenEdgefactor=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\rvec3 F0=vec3(0.04);\rF0 =mix(F0,albedo,spec);\rvec3 fresnel=fresnelSchlick(max(dot(normalize(normal),normalize(position)),0.0),F0);\r#ifdef RIGHT_HANDED_SCENE\nreflected.z*=-1.0;\r#endif\nfloat reflectionMultiplier=clamp(pow(spec*strength,reflectionSpecularFalloffExponent)*screenEdgefactor*reflected.z,0.0,0.9);\rfloat albedoMultiplier=1.0-reflectionMultiplier;\rvec3 SSR=info.color*fresnel;\rgl_FragColor=vec4((albedo*albedoMultiplier)+(SSR*reflectionMultiplier),albedoFull.a);\r#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflectionPixelShader = { name, shader };\n"]}
@@ -2,7 +2,7 @@ import "./ShadersInclude/shadowMapFragmentExtraDeclaration";
2
2
  import "./ShadersInclude/clipPlaneFragmentDeclaration";
3
3
  import "./ShadersInclude/clipPlaneFragment";
4
4
  import "./ShadersInclude/shadowMapFragment";
5
- /** @hidden */
5
+ /** @internal */
6
6
  export declare const shadowMapPixelShader: {
7
7
  name: string;
8
8
  shader: string;
@@ -22,6 +22,6 @@ if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowS
22
22
  }`;
23
23
  // Sideeffect
24
24
  ShaderStore.ShadersStore[name] = shader;
25
- /** @hidden */
25
+ /** @internal */
26
26
  export const shadowMapPixelShader = { name, shader };
27
27
  //# sourceMappingURL=shadowMap.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEST\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\rif (alphaFromAlphaTexture<ALPHATESTVALUE)\rdiscard;\r#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEST\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\r#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\r#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const shadowMapPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEST\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\rif (alphaFromAlphaTexture<ALPHATESTVALUE)\rdiscard;\r#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEST\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\r#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\r#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapPixelShader = { name, shader };\n"]}
@@ -15,7 +15,7 @@ import "./ShadersInclude/bakedVertexAnimation";
15
15
  import "./ShadersInclude/shadowMapVertexNormalBias";
16
16
  import "./ShadersInclude/shadowMapVertexMetric";
17
17
  import "./ShadersInclude/clipPlaneVertex";
18
- /** @hidden */
18
+ /** @internal */
19
19
  export declare const shadowMapVertexShader: {
20
20
  name: string;
21
21
  shader: string;