@babylonjs/core 5.24.0 → 5.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1708) hide show
  1. package/Actions/action.d.ts +12 -21
  2. package/Actions/action.js +8 -17
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.d.ts +2 -5
  5. package/Actions/actionManager.js +2 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Actions/condition.d.ts +9 -50
  8. package/Actions/condition.js +3 -26
  9. package/Actions/condition.js.map +1 -1
  10. package/Actions/directActions.d.ts +7 -7
  11. package/Actions/directActions.js +7 -7
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/directAudioActions.d.ts +2 -2
  14. package/Actions/directAudioActions.js +2 -2
  15. package/Actions/directAudioActions.js.map +1 -1
  16. package/Actions/interpolateValueAction.d.ts +1 -1
  17. package/Actions/interpolateValueAction.js +1 -1
  18. package/Actions/interpolateValueAction.js.map +1 -1
  19. package/Animations/animatable.d.ts +5 -6
  20. package/Animations/animatable.js +1 -2
  21. package/Animations/animatable.js.map +1 -1
  22. package/Animations/animation.d.ts +6 -20
  23. package/Animations/animation.js +6 -20
  24. package/Animations/animation.js.map +1 -1
  25. package/Animations/animationEvent.d.ts +1 -1
  26. package/Animations/animationEvent.js +1 -1
  27. package/Animations/animationEvent.js.map +1 -1
  28. package/Animations/animationGroup.d.ts +1 -1
  29. package/Animations/animationGroup.js +1 -1
  30. package/Animations/animationGroup.js.map +1 -1
  31. package/Animations/easing.d.ts +13 -26
  32. package/Animations/easing.js +13 -26
  33. package/Animations/easing.js.map +1 -1
  34. package/Animations/runtimeAnimation.d.ts +3 -4
  35. package/Animations/runtimeAnimation.js +1 -2
  36. package/Animations/runtimeAnimation.js.map +1 -1
  37. package/Audio/audioSceneComponent.d.ts +1 -1
  38. package/Audio/audioSceneComponent.js.map +1 -1
  39. package/Audio/sound.d.ts +3 -4
  40. package/Audio/sound.js +2 -3
  41. package/Audio/sound.js.map +1 -1
  42. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  43. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  45. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  46. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  47. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  48. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  50. package/Behaviors/Meshes/followBehavior.js +1 -1
  51. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  52. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  53. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  55. package/Bones/bone.d.ts +7 -9
  56. package/Bones/bone.js +7 -9
  57. package/Bones/bone.js.map +1 -1
  58. package/Bones/skeleton.d.ts +6 -8
  59. package/Bones/skeleton.js +6 -8
  60. package/Bones/skeleton.js.map +1 -1
  61. package/Buffers/buffer.d.ts +6 -6
  62. package/Buffers/buffer.js +14 -16
  63. package/Buffers/buffer.js.map +1 -1
  64. package/Buffers/storageBuffer.d.ts +1 -1
  65. package/Buffers/storageBuffer.js +1 -1
  66. package/Buffers/storageBuffer.js.map +1 -1
  67. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  68. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  70. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  71. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  73. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  74. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  76. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  77. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  79. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  80. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  82. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  83. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  85. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  86. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  87. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  88. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  89. package/Cameras/RigModes/vrRigMode.js +1 -3
  90. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  91. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  92. package/Cameras/RigModes/webVRRigMode.js +1 -3
  93. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  94. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  95. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  97. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  98. package/Cameras/VR/vrCameraMetrics.js +4 -4
  99. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  100. package/Cameras/VR/vrExperienceHelper.js +19 -24
  101. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  102. package/Cameras/VR/webVRCamera.d.ts +9 -9
  103. package/Cameras/VR/webVRCamera.js +9 -9
  104. package/Cameras/VR/webVRCamera.js.map +1 -1
  105. package/Cameras/arcRotateCamera.d.ts +11 -12
  106. package/Cameras/arcRotateCamera.js +8 -9
  107. package/Cameras/arcRotateCamera.js.map +1 -1
  108. package/Cameras/camera.d.ts +29 -38
  109. package/Cameras/camera.js +27 -36
  110. package/Cameras/camera.js.map +1 -1
  111. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  112. package/Cameras/deviceOrientationCamera.js +1 -1
  113. package/Cameras/deviceOrientationCamera.js.map +1 -1
  114. package/Cameras/flyCamera.d.ts +8 -12
  115. package/Cameras/flyCamera.js +6 -10
  116. package/Cameras/flyCamera.js.map +1 -1
  117. package/Cameras/followCamera.d.ts +2 -2
  118. package/Cameras/followCamera.js +2 -2
  119. package/Cameras/followCamera.js.map +1 -1
  120. package/Cameras/freeCamera.d.ts +6 -7
  121. package/Cameras/freeCamera.js +4 -5
  122. package/Cameras/freeCamera.js.map +1 -1
  123. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  124. package/Cameras/freeCameraInputsManager.js +2 -2
  125. package/Cameras/freeCameraInputsManager.js.map +1 -1
  126. package/Cameras/targetCamera.d.ts +21 -24
  127. package/Cameras/targetCamera.js +20 -23
  128. package/Cameras/targetCamera.js.map +1 -1
  129. package/Cameras/touchCamera.d.ts +1 -1
  130. package/Cameras/touchCamera.js +1 -1
  131. package/Cameras/touchCamera.js.map +1 -1
  132. package/Collisions/collider.d.ts +13 -44
  133. package/Collisions/collider.js +10 -41
  134. package/Collisions/collider.js.map +1 -1
  135. package/Collisions/collisionCoordinator.d.ts +2 -2
  136. package/Collisions/collisionCoordinator.js +1 -1
  137. package/Collisions/collisionCoordinator.js.map +1 -1
  138. package/Collisions/intersectionInfo.d.ts +1 -1
  139. package/Collisions/intersectionInfo.js +1 -1
  140. package/Collisions/intersectionInfo.js.map +1 -1
  141. package/Collisions/meshCollisionData.d.ts +1 -1
  142. package/Collisions/meshCollisionData.js +1 -1
  143. package/Collisions/meshCollisionData.js.map +1 -1
  144. package/Collisions/pickingInfo.d.ts +1 -1
  145. package/Collisions/pickingInfo.js +1 -1
  146. package/Collisions/pickingInfo.js.map +1 -1
  147. package/Compute/IComputeContext.d.ts +1 -1
  148. package/Compute/IComputeContext.js.map +1 -1
  149. package/Compute/IComputePipelineContext.d.ts +2 -2
  150. package/Compute/IComputePipelineContext.js.map +1 -1
  151. package/Compute/computeEffect.d.ts +5 -5
  152. package/Compute/computeEffect.js +5 -5
  153. package/Compute/computeEffect.js.map +1 -1
  154. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  155. package/Culling/Octrees/octreeBlock.js +1 -9
  156. package/Culling/Octrees/octreeBlock.js.map +1 -1
  157. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  158. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  159. package/Culling/boundingBox.d.ts +4 -5
  160. package/Culling/boundingBox.js +3 -4
  161. package/Culling/boundingBox.js.map +1 -1
  162. package/Culling/boundingInfo.d.ts +1 -2
  163. package/Culling/boundingInfo.js +1 -2
  164. package/Culling/boundingInfo.js.map +1 -1
  165. package/Culling/boundingSphere.d.ts +1 -2
  166. package/Culling/boundingSphere.js +1 -2
  167. package/Culling/boundingSphere.js.map +1 -1
  168. package/Culling/ray.d.ts +6 -6
  169. package/Culling/ray.js.map +1 -1
  170. package/Debug/debugLayer.d.ts +1 -1
  171. package/Debug/debugLayer.js.map +1 -1
  172. package/Debug/physicsViewer.d.ts +6 -6
  173. package/Debug/physicsViewer.js +4 -4
  174. package/Debug/physicsViewer.js.map +1 -1
  175. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  176. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  177. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  179. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  180. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  181. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  183. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  184. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  185. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  186. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  187. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/webDeviceInputSystem.js +1 -1
  189. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  190. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  191. package/Engines/Extensions/engine.computeShader.js +1 -1
  192. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  193. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  194. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  195. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  196. package/Engines/Extensions/engine.debugging.js.map +1 -1
  197. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  198. package/Engines/Extensions/engine.multiview.js.map +1 -1
  199. package/Engines/Extensions/engine.query.d.ts +22 -22
  200. package/Engines/Extensions/engine.query.js +8 -8
  201. package/Engines/Extensions/engine.query.js.map +1 -1
  202. package/Engines/Extensions/engine.rawTexture.js +3 -7
  203. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  204. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  205. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  206. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  207. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  208. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  209. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  210. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  211. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  212. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  213. package/Engines/Extensions/engine.views.d.ts +2 -2
  214. package/Engines/Extensions/engine.views.js.map +1 -1
  215. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  216. package/Engines/Extensions/engine.webVR.js.map +1 -1
  217. package/Engines/IDrawContext.d.ts +1 -1
  218. package/Engines/IDrawContext.js.map +1 -1
  219. package/Engines/IMaterialContext.d.ts +1 -1
  220. package/Engines/IMaterialContext.js.map +1 -1
  221. package/Engines/IPipelineContext.d.ts +5 -5
  222. package/Engines/IPipelineContext.js.map +1 -1
  223. package/Engines/Native/nativeDataStream.d.ts +2 -2
  224. package/Engines/Native/nativeDataStream.js +1 -1
  225. package/Engines/Native/nativeDataStream.js.map +1 -1
  226. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  227. package/Engines/Native/nativeInterfaces.js.map +1 -1
  228. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  229. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  230. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  231. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  240. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  241. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  242. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  243. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  244. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  245. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  246. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  247. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  248. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  249. package/Engines/Processors/shaderCodeCursor.js +1 -1
  250. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  251. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  252. package/Engines/Processors/shaderCodeNode.js +1 -1
  253. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  254. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  255. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  256. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  257. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  258. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  259. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  260. package/Engines/Processors/shaderProcessor.js +2 -2
  261. package/Engines/Processors/shaderProcessor.js.map +1 -1
  262. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  263. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  264. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  265. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  266. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  267. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  268. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  269. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  270. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  271. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  272. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  273. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  274. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  275. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  276. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  277. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  278. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  279. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  280. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  281. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  282. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  283. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  284. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  285. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  286. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  287. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  288. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  289. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  290. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  291. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  292. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  293. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  299. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  300. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  301. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  302. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  303. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  304. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  305. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  306. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  307. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  308. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  309. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  310. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  311. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  312. package/Engines/WebGPU/webgpuConstants.js +38 -38
  313. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  314. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  316. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  317. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  319. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  320. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  322. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  323. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  324. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  325. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  326. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  327. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  328. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  329. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  331. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  332. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  333. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  334. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  336. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  337. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  338. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  339. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  340. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  341. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  342. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  343. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  344. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
  345. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -2
  346. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -1
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@@ -1 +1 @@
1
- {"version":3,"file":"vrDistortionCorrection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/vrDistortionCorrection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;EAqBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"vrDistortionCorrectionPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 LensCenter;\runiform vec2 Scale;\runiform vec2 ScaleIn;\runiform vec4 HmdWarpParam;\rvec2 HmdWarp(vec2 in01) {\rvec2 theta=(in01-LensCenter)*ScaleIn; \rfloat rSq=theta.x*theta.x+theta.y*theta.y;\rvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\rreturn LensCenter+Scale*rvector;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec2 tc=HmdWarp(vUV);\rif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\rgl_FragColor=vec4(0.0,0.0,0.0,0.0);\relse{\rgl_FragColor=texture2D(textureSampler,tc);\r}\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const vrDistortionCorrectionPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"vrDistortionCorrection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/vrDistortionCorrection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;EAqBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"vrDistortionCorrectionPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 LensCenter;\runiform vec2 Scale;\runiform vec2 ScaleIn;\runiform vec4 HmdWarpParam;\rvec2 HmdWarp(vec2 in01) {\rvec2 theta=(in01-LensCenter)*ScaleIn; \rfloat rSq=theta.x*theta.x+theta.y*theta.y;\rvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\rreturn LensCenter+Scale*rvector;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec2 tc=HmdWarp(vUV);\rif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\rgl_FragColor=vec4(0.0,0.0,0.0,0.0);\relse{\rgl_FragColor=texture2D(textureSampler,tc);\r}\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const vrDistortionCorrectionPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const vrMultiviewToSingleviewPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -5,6 +5,6 @@ const shader = `precision mediump sampler2DArray;
5
5
  void main(void)
6
6
  // Sideeffect
7
7
  ShaderStore.ShadersStore[name] = shader;
8
- /** @hidden */
8
+ /** @internal */
9
9
  export const vrMultiviewToSingleviewPixelShader = { name, shader };
10
10
  //# sourceMappingURL=vrMultiviewToSingleview.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"vrMultiviewToSingleview.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/vrMultiviewToSingleview.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;EAQb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"vrMultiviewToSingleviewPixelShader\";\nconst shader = `precision mediump sampler2DArray;\rvarying vec2 vUV;\runiform sampler2DArray multiviewSampler;\runiform int imageIndex;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(multiviewSampler,vec3(vUV,imageIndex));\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const vrMultiviewToSingleviewPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"vrMultiviewToSingleview.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/vrMultiviewToSingleview.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;EAQb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"vrMultiviewToSingleviewPixelShader\";\nconst shader = `precision mediump sampler2DArray;\rvarying vec2 vUV;\runiform sampler2DArray multiviewSampler;\runiform int imageIndex;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(multiviewSampler,vec3(vUV,imageIndex));\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const vrMultiviewToSingleviewPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const bakedVertexAnimation: {
3
3
  name: string;
4
4
  shader: string;
@@ -23,6 +23,6 @@ finalWorld=finalWorld*VATInfluence;
23
23
  `;
24
24
  // Sideeffect
25
25
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
26
- /** @hidden */
26
+ /** @internal */
27
27
  export const bakedVertexAnimation = { name, shader };
28
28
  //# sourceMappingURL=bakedVertexAnimation.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bakedVertexAnimation.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bakedVertexAnimation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\r#ifdef INSTANCES\nlet VATStartFrame: f32=bakedVertexAnimationSettingsInstanced.x;\rlet VATEndFrame: f32=bakedVertexAnimationSettingsInstanced.y;\rlet VATOffsetFrame: f32=bakedVertexAnimationSettingsInstanced.z;\rlet VATSpeed: f32=bakedVertexAnimationSettingsInstanced.w;\r#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;\rlet VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;\rlet VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;\rlet VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\r#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;\rlet time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;\rlet frameCorrection: f32=select(1.0,0.0,time<1.0);\rlet numOfFrames: f32=totalFrames-frameCorrection;\rvar VATFrameNum: f32=fract(time)*numOfFrames;\rVATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;\rVATFrameNum=floor(VATFrameNum);\rVATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;\rvar VATInfluence : mat4x4<f32>;\rVATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\r#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\r#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\r#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\r#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\r#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\r#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\r#endif\nfinalWorld=finalWorld*VATInfluence;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const bakedVertexAnimation = { name, shader };\n"]}
1
+ {"version":3,"file":"bakedVertexAnimation.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bakedVertexAnimation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\r#ifdef INSTANCES\nlet VATStartFrame: f32=bakedVertexAnimationSettingsInstanced.x;\rlet VATEndFrame: f32=bakedVertexAnimationSettingsInstanced.y;\rlet VATOffsetFrame: f32=bakedVertexAnimationSettingsInstanced.z;\rlet VATSpeed: f32=bakedVertexAnimationSettingsInstanced.w;\r#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;\rlet VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;\rlet VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;\rlet VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\r#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;\rlet time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;\rlet frameCorrection: f32=select(1.0,0.0,time<1.0);\rlet numOfFrames: f32=totalFrames-frameCorrection;\rvar VATFrameNum: f32=fract(time)*numOfFrames;\rVATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;\rVATFrameNum=floor(VATFrameNum);\rVATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;\rvar VATInfluence : mat4x4<f32>;\rVATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\r#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\r#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\r#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\r#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\r#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\r#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\r#endif\nfinalWorld=finalWorld*VATInfluence;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bakedVertexAnimation = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const bakedVertexAnimationDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ fn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->m
8
8
  `;
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const bakedVertexAnimationDeclaration = { name, shader };
13
13
  //# sourceMappingURL=bakedVertexAnimationDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bakedVertexAnimationDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;CAmBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;\runiform bakedVertexAnimationTextureSizeInverted: vec2<f32>;\runiform bakedVertexAnimationSettings: vec4<f32>;\rvar bakedVertexAnimationTexture : texture_2d<f32>;\r#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\r#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\r{\rlet offset=i32(index)*4;\rlet frameUV=i32(frame);\rlet m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);\rlet m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);\rlet m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);\rlet m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);\rreturn mat4x4<f32>(m0,m1,m2,m3);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bakedVertexAnimationDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;CAmBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;\runiform bakedVertexAnimationTextureSizeInverted: vec2<f32>;\runiform bakedVertexAnimationSettings: vec4<f32>;\rvar bakedVertexAnimationTexture : texture_2d<f32>;\r#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\r#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\r{\rlet offset=i32(index)*4;\rlet frameUV=i32(frame);\rlet m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);\rlet m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);\rlet m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);\rlet m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);\rreturn mat4x4<f32>(m0,m1,m2,m3);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const bonesDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -17,6 +17,6 @@ fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>
17
17
  `;
18
18
  // Sideeffect
19
19
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
20
- /** @hidden */
20
+ /** @internal */
21
21
  export const bonesDeclaration = { name, shader };
22
22
  //# sourceMappingURL=bonesDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;\rattribute matricesWeights : vec4<f32>;\r#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;\rattribute matricesWeightsExtra : vec4<f32>;\r#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;\runiform boneTextureWidth : f32;\r#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\r#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\r#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\r{\rlet offset=i32(index) *4; \rlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);\rlet m1=textureLoad(smp,vec2<i32>(offset+1,0),0);\rlet m2=textureLoad(smp,vec2<i32>(offset+2,0),0);\rlet m3=textureLoad(smp,vec2<i32>(offset+3,0),0);\rreturn mat4x4<f32>(m0,m1,m2,m3);\r}\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const bonesDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;\rattribute matricesWeights : vec4<f32>;\r#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;\rattribute matricesWeightsExtra : vec4<f32>;\r#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;\runiform boneTextureWidth : f32;\r#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\r#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\r#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\r{\rlet offset=i32(index) *4; \rlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);\rlet m1=textureLoad(smp,vec2<i32>(offset+1,0),0);\rlet m2=textureLoad(smp,vec2<i32>(offset+2,0),0);\rlet m3=textureLoad(smp,vec2<i32>(offset+3,0),0);\rreturn mat4x4<f32>(m0,m1,m2,m3);\r}\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const bonesVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -39,6 +39,6 @@ finalWorld=finalWorld*influence;
39
39
  `;
40
40
  // Sideeffect
41
41
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
42
- /** @hidden */
42
+ /** @internal */
43
43
  export const bonesVertex = { name, shader };
44
44
  //# sourceMappingURL=bonesVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\r#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\r#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\r#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\r#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\r#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\r#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\r#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\r#endif \n#else \ninfluence=uniforms.mBones[int(matricesIndices[0])]*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(matricesIndices[1])]*matricesWeights[1];\r#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(matricesIndices[2])]*matricesWeights[2];\r#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(matricesIndices[3])]*matricesWeights[3];\r#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\r#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\r#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\r#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\r#endif \n#endif\nfinalWorld=finalWorld*influence;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const bonesVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\r#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\r#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\r#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\r#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\r#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\r#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\r#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\r#endif \n#else \ninfluence=uniforms.mBones[int(matricesIndices[0])]*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(matricesIndices[1])]*matricesWeights[1];\r#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(matricesIndices[2])]*matricesWeights[2];\r#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(matricesIndices[3])]*matricesWeights[3];\r#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\r#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\r#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\r#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\r#endif \n#endif\nfinalWorld=finalWorld*influence;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const clipPlaneFragment: {
3
3
  name: string;
4
4
  shader: string;
@@ -18,6 +18,6 @@ else if (fClipDistance6>0.0)
18
18
  `;
19
19
  // Sideeffect
20
20
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
21
- /** @hidden */
21
+ /** @internal */
22
22
  export const clipPlaneFragment = { name, shader };
23
23
  //# sourceMappingURL=clipPlaneFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clipPlaneFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragment\";\nconst shader = `#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nif (false) {}\r#endif\n#ifdef CLIPPLANE\nelse if (fClipDistance>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE2\nelse if (fClipDistance2>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE3\nelse if (fClipDistance3>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE4\nelse if (fClipDistance4>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE5\nelse if (fClipDistance5>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE6\nelse if (fClipDistance6>0.0)\r{\rdiscard;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const clipPlaneFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"clipPlaneFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragment\";\nconst shader = `#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nif (false) {}\r#endif\n#ifdef CLIPPLANE\nelse if (fClipDistance>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE2\nelse if (fClipDistance2>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE3\nelse if (fClipDistance3>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE4\nelse if (fClipDistance4>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE5\nelse if (fClipDistance5>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE6\nelse if (fClipDistance6>0.0)\r{\rdiscard;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneFragment = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const clipPlaneFragmentDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -16,6 +16,6 @@ varying fClipDistance6: f32;
16
16
  `;
17
17
  // Sideeffect
18
18
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
19
- /** @hidden */
19
+ /** @internal */
20
20
  export const clipPlaneFragmentDeclaration = { name, shader };
21
21
  //# sourceMappingURL=clipPlaneFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clipPlaneFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragmentDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nvarying fClipDistance: f32;\r#endif\n#ifdef CLIPPLANE2\nvarying fClipDistance2: f32;\r#endif\n#ifdef CLIPPLANE3\nvarying fClipDistance3: f32;\r#endif\n#ifdef CLIPPLANE4\nvarying fClipDistance4: f32;\r#endif\n#ifdef CLIPPLANE5\nvarying fClipDistance5: f32;\r#endif\n#ifdef CLIPPLANE6\nvarying fClipDistance6: f32;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const clipPlaneFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"clipPlaneFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragmentDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nvarying fClipDistance: f32;\r#endif\n#ifdef CLIPPLANE2\nvarying fClipDistance2: f32;\r#endif\n#ifdef CLIPPLANE3\nvarying fClipDistance3: f32;\r#endif\n#ifdef CLIPPLANE4\nvarying fClipDistance4: f32;\r#endif\n#ifdef CLIPPLANE5\nvarying fClipDistance5: f32;\r#endif\n#ifdef CLIPPLANE6\nvarying fClipDistance6: f32;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneFragmentDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const clipPlaneVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -16,6 +16,6 @@ fClipDistance6=dot(worldPos,uniforms.vClipPlane6);
16
16
  `;
17
17
  // Sideeffect
18
18
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
19
- /** @hidden */
19
+ /** @internal */
20
20
  export const clipPlaneVertex = { name, shader };
21
21
  //# sourceMappingURL=clipPlaneVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clipPlaneVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"clipPlaneVertex\";\nconst shader = `#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,uniforms.vClipPlane);\r#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,uniforms.vClipPlane2);\r#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,uniforms.vClipPlane3);\r#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,uniforms.vClipPlane4);\r#endif\n#ifdef CLIPPLANE5\nfClipDistance5=dot(worldPos,uniforms.vClipPlane5);\r#endif\n#ifdef CLIPPLANE6\nfClipDistance6=dot(worldPos,uniforms.vClipPlane6);\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const clipPlaneVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"clipPlaneVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"clipPlaneVertex\";\nconst shader = `#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,uniforms.vClipPlane);\r#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,uniforms.vClipPlane2);\r#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,uniforms.vClipPlane3);\r#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,uniforms.vClipPlane4);\r#endif\n#ifdef CLIPPLANE5\nfClipDistance5=dot(worldPos,uniforms.vClipPlane5);\r#endif\n#ifdef CLIPPLANE6\nfClipDistance6=dot(worldPos,uniforms.vClipPlane6);\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const clipPlaneVertexDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -16,6 +16,6 @@ uniform vClipPlane6: vec4<f32>;
16
16
  `;
17
17
  // Sideeffect
18
18
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
19
- /** @hidden */
19
+ /** @internal */
20
20
  export const clipPlaneVertexDeclaration = { name, shader };
21
21
  //# sourceMappingURL=clipPlaneVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clipPlaneVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneVertexDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;\rvarying fClipDistance: f32;\r#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;\rvarying fClipDistance2: f32;\r#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;\rvarying fClipDistance3: f32;\r#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;\rvarying fClipDistance4: f32;\r#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;\rvarying fClipDistance5: f32;\r#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;\rvarying fClipDistance6: f32;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const clipPlaneVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"clipPlaneVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneVertexDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;\rvarying fClipDistance: f32;\r#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;\rvarying fClipDistance2: f32;\r#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;\rvarying fClipDistance3: f32;\r#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;\rvarying fClipDistance4: f32;\r#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;\rvarying fClipDistance5: f32;\r#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;\rvarying fClipDistance6: f32;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneVertexDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const instancesDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -19,6 +19,6 @@ uniform previousWorld : mat4x4<f32>;
19
19
  `;
20
20
  // Sideeffect
21
21
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
22
- /** @hidden */
22
+ /** @internal */
23
23
  export const instancesDeclaration = { name, shader };
24
24
  //# sourceMappingURL=instancesDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"instancesDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/instancesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute world0 : vec4<f32>;\rattribute world1 : vec4<f32>;\rattribute world2 : vec4<f32>;\rattribute world3 : vec4<f32>;\r#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\r#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute previousWorld0 : vec4<f32>;\rattribute previousWorld1 : vec4<f32>;\rattribute previousWorld2 : vec4<f32>;\rattribute previousWorld3 : vec4<f32>;\r#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\r#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform previousWorld : mat4x4<f32>;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const instancesDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"instancesDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/instancesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute world0 : vec4<f32>;\rattribute world1 : vec4<f32>;\rattribute world2 : vec4<f32>;\rattribute world3 : vec4<f32>;\r#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\r#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute previousWorld0 : vec4<f32>;\rattribute previousWorld1 : vec4<f32>;\rattribute previousWorld2 : vec4<f32>;\rattribute previousWorld3 : vec4<f32>;\r#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\r#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform previousWorld : mat4x4<f32>;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const instancesVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -21,6 +21,6 @@ var finalPreviousWorld=previousWorld;
21
21
  `;
22
22
  // Sideeffect
23
23
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
24
- /** @hidden */
24
+ /** @internal */
25
25
  export const instancesVertex = { name, shader };
26
26
  //# sourceMappingURL=instancesVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"instancesVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/instancesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(world0,world1,world2,world3);\r#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=mat4x4<f32>(previousWorld0,previousWorld1,previousWorld2,previousWorld3);\r#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\r#else\nfinalWorld=mesh.world*finalWorld;\r#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nfinalPreviousWorld=previousWorld*finalPreviousWorld;\r#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\r#else\nvar finalWorld=mesh.world;\r#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=previousWorld;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const instancesVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"instancesVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/instancesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(world0,world1,world2,world3);\r#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=mat4x4<f32>(previousWorld0,previousWorld1,previousWorld2,previousWorld3);\r#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\r#else\nfinalWorld=mesh.world*finalWorld;\r#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nfinalPreviousWorld=previousWorld*finalPreviousWorld;\r#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\r#else\nvar finalWorld=mesh.world;\r#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=previousWorld;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const meshUboDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -5,6 +5,6 @@ const shader = `struct Mesh {
5
5
  `;
6
6
  // Sideeffect
7
7
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
8
- /** @hidden */
8
+ /** @internal */
9
9
  export const meshUboDeclaration = { name, shader };
10
10
  //# sourceMappingURL=meshUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/meshUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;CAMd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"meshUboDeclaration\";\nconst shader = `struct Mesh {\rworld : mat4x4<f32>,\rvisibility : f32,\r};\rvar<uniform> mesh : Mesh;\r#define WORLD_UBO\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const meshUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/meshUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;CAMd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"meshUboDeclaration\";\nconst shader = `struct Mesh {\rworld : mat4x4<f32>,\rvisibility : f32,\r};\rvar<uniform> mesh : Mesh;\r#define WORLD_UBO\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const meshUboDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const morphTargetsVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -21,6 +21,6 @@ uvUpdated=uvUpdated+(uv_{X}-uv)*uniforms.morphTargetInfluences[{X}];
21
21
  `;
22
22
  // Sideeffect
23
23
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
24
- /** @hidden */
24
+ /** @internal */
25
25
  export const morphTargetsVertex = { name, shader };
26
26
  //# sourceMappingURL=morphTargetsVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetsVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/morphTargetsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE \nvertexID=f32(gl_VertexID)*uniforms.morphTargetTextureInfo.x;\rpositionUpdated=positionUpdated+(readVector3FromRawSampler({X},vertexID)-position)*uniforms.morphTargetInfluences[{X}];\rvertexID=vertexID+1.0;\r#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler({X},vertexID) -normal)*uniforms.morphTargetInfluences[{X}];\rvertexID=vertexID+1.0;\r#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler({X},vertexID).xy-uv)*uniforms.morphTargetInfluences[{X}];\rvertexID=vertexID+1.0;\r#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz=tangentUpdated.xyz+(readVector3FromRawSampler({X},vertexID) -tangent.xyz)*uniforms.morphTargetInfluences[{X}];\r#endif\n#else\npositionUpdated=positionUpdated+(position{X}-position)*uniforms.morphTargetInfluences[{X}];\r#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*uniforms.morphTargetInfluences[{X}];\r#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz=tangentUpdated.xyz+(tangent{X}-tangent.xyz)*uniforms.morphTargetInfluences[{X}];\r#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(uv_{X}-uv)*uniforms.morphTargetInfluences[{X}];\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const morphTargetsVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"morphTargetsVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/morphTargetsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE \nvertexID=f32(gl_VertexID)*uniforms.morphTargetTextureInfo.x;\rpositionUpdated=positionUpdated+(readVector3FromRawSampler({X},vertexID)-position)*uniforms.morphTargetInfluences[{X}];\rvertexID=vertexID+1.0;\r#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler({X},vertexID) -normal)*uniforms.morphTargetInfluences[{X}];\rvertexID=vertexID+1.0;\r#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler({X},vertexID).xy-uv)*uniforms.morphTargetInfluences[{X}];\rvertexID=vertexID+1.0;\r#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz=tangentUpdated.xyz+(readVector3FromRawSampler({X},vertexID) -tangent.xyz)*uniforms.morphTargetInfluences[{X}];\r#endif\n#else\npositionUpdated=positionUpdated+(position{X}-position)*uniforms.morphTargetInfluences[{X}];\r#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*uniforms.morphTargetInfluences[{X}];\r#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz=tangentUpdated.xyz+(tangent{X}-tangent.xyz)*uniforms.morphTargetInfluences[{X}];\r#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(uv_{X}-uv)*uniforms.morphTargetInfluences[{X}];\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const morphTargetsVertexDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -14,6 +14,6 @@ attribute uv_{X} : vec2<f32>;
14
14
  `;
15
15
  // Sideeffect
16
16
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
17
- /** @hidden */
17
+ /** @internal */
18
18
  export const morphTargetsVertexDeclaration = { name, shader };
19
19
  //# sourceMappingURL=morphTargetsVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetsVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\r#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\r#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\r#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const morphTargetsVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"morphTargetsVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\r#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\r#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\r#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const morphTargetsVertexGlobal: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ var vertexID : f32;
8
8
  `;
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const morphTargetsVertexGlobal = { name, shader };
13
13
  //# sourceMappingURL=morphTargetsVertexGlobal.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetsVertexGlobal.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const morphTargetsVertexGlobal = { name, shader };\n"]}
1
+ {"version":3,"file":"morphTargetsVertexGlobal.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobal = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const morphTargetsVertexGlobalDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ uniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;
8
8
  `;
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const morphTargetsVertexGlobalDeclaration = { name, shader };
13
13
  //# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetsVertexGlobalDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\r#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;\runiform morphTargetTextureInfo : vec3<f32>;\rvar morphTargets : texture_2d_array<f32>;\rvar morphTargetsSampler : sampler;\rfn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\r{ \rlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);\rlet x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;\rlet textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);\rreturn textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const morphTargetsVertexGlobalDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"morphTargetsVertexGlobalDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\r#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;\runiform morphTargetTextureInfo : vec3<f32>;\rvar morphTargets : texture_2d_array<f32>;\rvar morphTargetsSampler : sampler;\rfn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\r{ \rlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);\rlet x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;\rlet textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);\rreturn textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const sceneUboDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -6,6 +6,6 @@ viewProjectionR : mat4x4<f32>,
6
6
  view : mat4x4<f32>,
7
7
  // Sideeffect
8
8
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
9
- /** @hidden */
9
+ /** @internal */
10
10
  export const sceneUboDeclaration = { name, shader };
11
11
  //# sourceMappingURL=sceneUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sceneUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/sceneUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"sceneUboDeclaration\";\nconst shader = `struct Scene {\rviewProjection : mat4x4<f32>,\r#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\r#endif \nview : mat4x4<f32>,\rprojection : mat4x4<f32>,\rvEyePosition : vec4<f32>,\r};\rvar<uniform> scene : Scene;\r`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const sceneUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"sceneUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/sceneUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"sceneUboDeclaration\";\nconst shader = `struct Scene {\rviewProjection : mat4x4<f32>,\r#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\r#endif \nview : mat4x4<f32>,\rprojection : mat4x4<f32>,\rvEyePosition : vec4<f32>,\r};\rvar<uniform> scene : Scene;\r`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const sceneUboDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const gpuUpdateParticlesComputeShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -133,6 +133,6 @@ var ratio : f32;
133
133
  }
134
134
  // Sideeffect
135
135
  ShaderStore.ShadersStoreWGSL[name] = shader;
136
- /** @hidden */
136
+ /** @internal */
137
137
  export const gpuUpdateParticlesComputeShader = { name, shader };
138
138
  //# sourceMappingURL=gpuUpdateParticles.compute.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../../lts/core/generated/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Xd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {\rposition : vec3<f32>,\rage : f32,\rsize : vec3<f32>,\rlife : f32,\rseed : vec4<f32>,\rdirection : vec3<f32>,\rdummy0: f32,\r#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\rdummy1: f32,\r#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\r#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\rdummy2: f32,\r#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\rdummy3: f32,\rnoiseCoordinates2 : vec3<f32>,\rdummy4: f32,\r#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\r#else\nangle : vec2<f32>,\r#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\r#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\r#endif\n#endif\n};\rstruct Particles {\rparticles : array<Particle>,\r};\rstruct SimParams {\rcurrentCount : f32,\rtimeDelta : f32,\rstopFactor : f32,\rrandomTextureSize: i32,\rlifeTime : vec2<f32>,\remitPower : vec2<f32>,\r#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\rcolor2 : vec4<f32>,\r#endif\nsizeRange : vec2<f32>,\rscaleRange : vec4<f32>,\rangleRange : vec4<f32>,\rgravity : vec3<f32>,\r#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\r#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\r#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\r#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\r#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\rminEmitBox : vec3<f32>,\rmaxEmitBox : vec3<f32>,\r#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\rconeAngle : f32,\rheight : vec2<f32>,\rdirectionRandomizer : f32,\r#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\rheight : f32,\rradiusRange : f32,\r#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#else\ndirectionRandomizer : f32,\r#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\rradiusRange : f32,\rdirectionRandomizer : f32,\r#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#endif\n#ifdef SPHEREEMITTER\nradius : f32,\rradiusRange : f32,\r#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#else\ndirectionRandomizer : f32,\r#endif\n#endif\n};\r@binding(0) @group(0) var<uniform> params : SimParams;\r@binding(1) @group(0) var<storage,read> particlesIn : Particles;\r@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;\r@binding(3) @group(0) var randomTexture : texture_2d<f32>;\r@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\r#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;\r@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\r#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;\r@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\r#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;\r@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\r#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;\r@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\r#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;\r@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\r#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;\r@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\r#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {\rreturn textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;\r}\rfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {\rreturn textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);\r}\r@stage(compute) @workgroup_size(64)\rfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {\rlet index : u32=GlobalInvocationID.x;\rlet vertexID : f32=f32(index);\rif (index>=u32(params.currentCount)) {\rreturn;\r}\rlet PI : f32=3.14159;\rlet timeDelta : f32=params.timeDelta;\rlet newAge : f32=particlesIn.particles[index].age+timeDelta;\rlet life : f32=particlesIn.particles[index].life;\rlet seed : vec4<f32>=particlesIn.particles[index].seed;\rlet direction : vec3<f32>=particlesIn.particles[index].direction;\rif (newAge>=life && params.stopFactor != 0.) {\rvar newPosition : vec3<f32>;\rvar newDirection : vec3<f32>;\rlet randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);\rlet outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\rparticlesOut.particles[index].life=outLife;\rparticlesOut.particles[index].age=newAge-life;\rparticlesOut.particles[index].seed=seed;\rvar sizex : f32;\r#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\r#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\r#endif\nparticlesOut.particles[index].size=vec3<f32>(\rsizex,\rparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\rparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\r#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\r#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\rparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\rparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\r#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\r#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewPosition=vec3<f32>(0.,0.,0.);\rnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\r#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;\rnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \r#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet phi : f32=2.0*PI*randoms2.x;\rlet theta : f32=acos(-1.0+2.0*randoms2.y);\rlet randX : f32=cos(phi)*sin(theta);\rlet randY : f32=cos(theta);\rlet randZ : f32=sin(phi)*sin(theta);\rnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);\rnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\r#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet phi : f32=2.0*PI*randoms2.x;\rlet theta : f32=acos(-1.0+2.0*randoms2.y);\rlet randX : f32=cos(phi)*sin(theta);\rlet randY : f32=cos(theta);\rlet randZ : f32=sin(phi)*sin(theta);\rnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\r#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\r#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\r#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet yPos : f32=(-0.5+randoms2.x)*params.height;\rvar angle : f32=randoms2.y*PI*2.;\rlet inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);\rlet positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));\rlet xPos : f32=positionRadius*cos(angle);\rlet zPos : f32=positionRadius*sin(angle);\rnewPosition=vec3<f32>(xPos,yPos,zPos);\r#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\r#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;\rnewDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));\rnewDirection=normalize(newDirection);\r#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet s : f32=2.0*PI*randoms2.x;\r#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\r#else\nvar h : f32=randoms2.y*params.height.y;\rh=1.-h*h; \r#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;\rlRadius=lRadius*h;\rlet randX : f32=lRadius*sin(s);\rlet randZ : f32=lRadius*cos(s);\rlet randY : f32=h *params.height.x;\rnewPosition=vec3<f32>(randX,randY,randZ); \rif (abs(cos(params.coneAngle))==1.0) {\rnewDirection=vec3<f32>(0.,1.0,0.);\r} else {\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewDirection=normalize(newPosition+params.directionRandomizer*randoms3); \r}\r#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;\rparticlesOut.particles[index].initialPosition=newPosition;\r#else \nnewPosition=vec3<f32>(0.,0.,0.);\rnewDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\r#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\r#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\r#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\r#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\r#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\r#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\r#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\r#endif\nparticlesOut.particles[index].direction=initial*power;\r#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\r#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\r#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;\rparticlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\r#endif\n} else {\rvar directionScale : f32=timeDelta;\rparticlesOut.particles[index].age=newAge;\rlet ageGradient : f32=newAge/life;\r#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\r#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\r#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\r#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \rparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\r#else\nparticlesOut.particles[index].position=position+direction*directionScale;\r#endif\nparticlesOut.particles[index].life=life;\rparticlesOut.particles[index].seed=seed;\r#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\r#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\rtextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\rparticlesIn.particles[index].size.yz);\r#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\r#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\r#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\r#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\r#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\rlet currentVelocity : f32=length(updatedDirection);\rif (currentVelocity>limitVelocity) {\rupdatedDirection=updatedDirection*params.limitVelocityDamping;\r}\r#endif\nparticlesOut.particles[index].direction=updatedDirection;\r#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;\rlet noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;\rlet fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;\rparticlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;\rparticlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;\rparticlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\r#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\rparticlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\r#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;\rparticlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\r#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;\rlet dist : f32=params.cellInfos.y-params.cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;\rparticlesOut.particles[index].cellStartOffset=cellStartOffset;\roffsetAge=offsetAge+cellStartOffset;\r#else\nlet cellStartOffset : f32=0.;\r#endif \nvar ratio : f32;\rif (params.cellInfos.w==1.0) {\rratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);\r}\relse {\rratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);\r}\rparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\r#endif\n}\r}\r`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const gpuUpdateParticlesComputeShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../../lts/core/generated/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Xd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {\rposition : vec3<f32>,\rage : f32,\rsize : vec3<f32>,\rlife : f32,\rseed : vec4<f32>,\rdirection : vec3<f32>,\rdummy0: f32,\r#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\rdummy1: f32,\r#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\r#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\rdummy2: f32,\r#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\rdummy3: f32,\rnoiseCoordinates2 : vec3<f32>,\rdummy4: f32,\r#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\r#else\nangle : vec2<f32>,\r#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\r#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\r#endif\n#endif\n};\rstruct Particles {\rparticles : array<Particle>,\r};\rstruct SimParams {\rcurrentCount : f32,\rtimeDelta : f32,\rstopFactor : f32,\rrandomTextureSize: i32,\rlifeTime : vec2<f32>,\remitPower : vec2<f32>,\r#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\rcolor2 : vec4<f32>,\r#endif\nsizeRange : vec2<f32>,\rscaleRange : vec4<f32>,\rangleRange : vec4<f32>,\rgravity : vec3<f32>,\r#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\r#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\r#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\r#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\r#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\rminEmitBox : vec3<f32>,\rmaxEmitBox : vec3<f32>,\r#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\rconeAngle : f32,\rheight : vec2<f32>,\rdirectionRandomizer : f32,\r#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\rheight : f32,\rradiusRange : f32,\r#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#else\ndirectionRandomizer : f32,\r#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\rradiusRange : f32,\rdirectionRandomizer : f32,\r#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#endif\n#ifdef SPHEREEMITTER\nradius : f32,\rradiusRange : f32,\r#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#else\ndirectionRandomizer : f32,\r#endif\n#endif\n};\r@binding(0) @group(0) var<uniform> params : SimParams;\r@binding(1) @group(0) var<storage,read> particlesIn : Particles;\r@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;\r@binding(3) @group(0) var randomTexture : texture_2d<f32>;\r@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\r#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;\r@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\r#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;\r@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\r#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;\r@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\r#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;\r@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\r#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;\r@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\r#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;\r@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\r#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {\rreturn textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;\r}\rfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {\rreturn textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);\r}\r@stage(compute) @workgroup_size(64)\rfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {\rlet index : u32=GlobalInvocationID.x;\rlet vertexID : f32=f32(index);\rif (index>=u32(params.currentCount)) {\rreturn;\r}\rlet PI : f32=3.14159;\rlet timeDelta : f32=params.timeDelta;\rlet newAge : f32=particlesIn.particles[index].age+timeDelta;\rlet life : f32=particlesIn.particles[index].life;\rlet seed : vec4<f32>=particlesIn.particles[index].seed;\rlet direction : vec3<f32>=particlesIn.particles[index].direction;\rif (newAge>=life && params.stopFactor != 0.) {\rvar newPosition : vec3<f32>;\rvar newDirection : vec3<f32>;\rlet randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);\rlet outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\rparticlesOut.particles[index].life=outLife;\rparticlesOut.particles[index].age=newAge-life;\rparticlesOut.particles[index].seed=seed;\rvar sizex : f32;\r#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\r#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\r#endif\nparticlesOut.particles[index].size=vec3<f32>(\rsizex,\rparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\rparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\r#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\r#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\rparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\rparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\r#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\r#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewPosition=vec3<f32>(0.,0.,0.);\rnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\r#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;\rnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \r#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet phi : f32=2.0*PI*randoms2.x;\rlet theta : f32=acos(-1.0+2.0*randoms2.y);\rlet randX : f32=cos(phi)*sin(theta);\rlet randY : f32=cos(theta);\rlet randZ : f32=sin(phi)*sin(theta);\rnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);\rnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\r#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet phi : f32=2.0*PI*randoms2.x;\rlet theta : f32=acos(-1.0+2.0*randoms2.y);\rlet randX : f32=cos(phi)*sin(theta);\rlet randY : f32=cos(theta);\rlet randZ : f32=sin(phi)*sin(theta);\rnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\r#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\r#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\r#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet yPos : f32=(-0.5+randoms2.x)*params.height;\rvar angle : f32=randoms2.y*PI*2.;\rlet inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);\rlet positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));\rlet xPos : f32=positionRadius*cos(angle);\rlet zPos : f32=positionRadius*sin(angle);\rnewPosition=vec3<f32>(xPos,yPos,zPos);\r#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\r#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;\rnewDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));\rnewDirection=normalize(newDirection);\r#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet s : f32=2.0*PI*randoms2.x;\r#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\r#else\nvar h : f32=randoms2.y*params.height.y;\rh=1.-h*h; \r#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;\rlRadius=lRadius*h;\rlet randX : f32=lRadius*sin(s);\rlet randZ : f32=lRadius*cos(s);\rlet randY : f32=h *params.height.x;\rnewPosition=vec3<f32>(randX,randY,randZ); \rif (abs(cos(params.coneAngle))==1.0) {\rnewDirection=vec3<f32>(0.,1.0,0.);\r} else {\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewDirection=normalize(newPosition+params.directionRandomizer*randoms3); \r}\r#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;\rparticlesOut.particles[index].initialPosition=newPosition;\r#else \nnewPosition=vec3<f32>(0.,0.,0.);\rnewDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\r#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\r#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\r#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\r#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\r#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\r#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\r#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\r#endif\nparticlesOut.particles[index].direction=initial*power;\r#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\r#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\r#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;\rparticlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\r#endif\n} else {\rvar directionScale : f32=timeDelta;\rparticlesOut.particles[index].age=newAge;\rlet ageGradient : f32=newAge/life;\r#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\r#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\r#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\r#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \rparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\r#else\nparticlesOut.particles[index].position=position+direction*directionScale;\r#endif\nparticlesOut.particles[index].life=life;\rparticlesOut.particles[index].seed=seed;\r#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\r#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\rtextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\rparticlesIn.particles[index].size.yz);\r#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\r#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\r#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\r#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\r#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\rlet currentVelocity : f32=length(updatedDirection);\rif (currentVelocity>limitVelocity) {\rupdatedDirection=updatedDirection*params.limitVelocityDamping;\r}\r#endif\nparticlesOut.particles[index].direction=updatedDirection;\r#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;\rlet noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;\rlet fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;\rparticlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;\rparticlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;\rparticlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\r#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\rparticlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\r#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;\rparticlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\r#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;\rlet dist : f32=params.cellInfos.y-params.cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;\rparticlesOut.particles[index].cellStartOffset=cellStartOffset;\roffsetAge=offsetAge+cellStartOffset;\r#else\nlet cellStartOffset : f32=0.;\r#endif \nvar ratio : f32;\rif (params.cellInfos.w==1.0) {\rratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);\r}\relse {\rratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);\r}\rparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\r#endif\n}\r}\r`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesComputeShader = { name, shader };\n"]}