@babylonjs/core 5.24.0 → 5.26.0

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 (1729) 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/audioEngine.js +1 -2
  38. package/Audio/audioEngine.js.map +1 -1
  39. package/Audio/audioSceneComponent.d.ts +1 -1
  40. package/Audio/audioSceneComponent.js.map +1 -1
  41. package/Audio/sound.d.ts +3 -4
  42. package/Audio/sound.js +2 -3
  43. package/Audio/sound.js.map +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  47. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  51. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  52. package/Behaviors/Meshes/followBehavior.js +1 -1
  53. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  56. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  57. package/Bones/bone.d.ts +7 -9
  58. package/Bones/bone.js +7 -9
  59. package/Bones/bone.js.map +1 -1
  60. package/Bones/skeleton.d.ts +6 -8
  61. package/Bones/skeleton.js +6 -8
  62. package/Bones/skeleton.js.map +1 -1
  63. package/Buffers/buffer.d.ts +6 -6
  64. package/Buffers/buffer.js +14 -16
  65. package/Buffers/buffer.js.map +1 -1
  66. package/Buffers/storageBuffer.d.ts +1 -1
  67. package/Buffers/storageBuffer.js +1 -1
  68. package/Buffers/storageBuffer.js.map +1 -1
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  70. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  71. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  73. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  74. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
  76. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
  77. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  79. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  80. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  82. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  83. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  85. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  86. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  87. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  88. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  89. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  90. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  91. package/Cameras/RigModes/vrRigMode.js +1 -3
  92. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  93. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  94. package/Cameras/RigModes/webVRRigMode.js +1 -3
  95. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  98. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  99. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  100. package/Cameras/VR/vrCameraMetrics.js +4 -4
  101. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  102. package/Cameras/VR/vrExperienceHelper.js +20 -48
  103. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  104. package/Cameras/VR/webVRCamera.d.ts +9 -9
  105. package/Cameras/VR/webVRCamera.js +9 -9
  106. package/Cameras/VR/webVRCamera.js.map +1 -1
  107. package/Cameras/arcRotateCamera.d.ts +11 -12
  108. package/Cameras/arcRotateCamera.js +8 -9
  109. package/Cameras/arcRotateCamera.js.map +1 -1
  110. package/Cameras/camera.d.ts +29 -38
  111. package/Cameras/camera.js +27 -36
  112. package/Cameras/camera.js.map +1 -1
  113. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  114. package/Cameras/deviceOrientationCamera.js +1 -1
  115. package/Cameras/deviceOrientationCamera.js.map +1 -1
  116. package/Cameras/flyCamera.d.ts +8 -12
  117. package/Cameras/flyCamera.js +6 -10
  118. package/Cameras/flyCamera.js.map +1 -1
  119. package/Cameras/followCamera.d.ts +2 -2
  120. package/Cameras/followCamera.js +2 -2
  121. package/Cameras/followCamera.js.map +1 -1
  122. package/Cameras/freeCamera.d.ts +6 -7
  123. package/Cameras/freeCamera.js +4 -5
  124. package/Cameras/freeCamera.js.map +1 -1
  125. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  126. package/Cameras/freeCameraInputsManager.js +2 -2
  127. package/Cameras/freeCameraInputsManager.js.map +1 -1
  128. package/Cameras/targetCamera.d.ts +21 -24
  129. package/Cameras/targetCamera.js +20 -23
  130. package/Cameras/targetCamera.js.map +1 -1
  131. package/Cameras/touchCamera.d.ts +1 -1
  132. package/Cameras/touchCamera.js +1 -1
  133. package/Cameras/touchCamera.js.map +1 -1
  134. package/Collisions/collider.d.ts +13 -44
  135. package/Collisions/collider.js +10 -41
  136. package/Collisions/collider.js.map +1 -1
  137. package/Collisions/collisionCoordinator.d.ts +2 -2
  138. package/Collisions/collisionCoordinator.js +1 -1
  139. package/Collisions/collisionCoordinator.js.map +1 -1
  140. package/Collisions/intersectionInfo.d.ts +1 -1
  141. package/Collisions/intersectionInfo.js +1 -1
  142. package/Collisions/intersectionInfo.js.map +1 -1
  143. package/Collisions/meshCollisionData.d.ts +1 -1
  144. package/Collisions/meshCollisionData.js +1 -1
  145. package/Collisions/meshCollisionData.js.map +1 -1
  146. package/Collisions/pickingInfo.d.ts +1 -1
  147. package/Collisions/pickingInfo.js +1 -1
  148. package/Collisions/pickingInfo.js.map +1 -1
  149. package/Compute/IComputeContext.d.ts +1 -1
  150. package/Compute/IComputeContext.js.map +1 -1
  151. package/Compute/IComputePipelineContext.d.ts +2 -2
  152. package/Compute/IComputePipelineContext.js.map +1 -1
  153. package/Compute/computeEffect.d.ts +5 -5
  154. package/Compute/computeEffect.js +5 -5
  155. package/Compute/computeEffect.js.map +1 -1
  156. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  157. package/Culling/Octrees/octreeBlock.js +1 -9
  158. package/Culling/Octrees/octreeBlock.js.map +1 -1
  159. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  160. package/Culling/Octrees/octreeSceneComponent.js +1 -5
  161. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  162. package/Culling/boundingBox.d.ts +4 -5
  163. package/Culling/boundingBox.js +3 -4
  164. package/Culling/boundingBox.js.map +1 -1
  165. package/Culling/boundingInfo.d.ts +1 -2
  166. package/Culling/boundingInfo.js +1 -2
  167. package/Culling/boundingInfo.js.map +1 -1
  168. package/Culling/boundingSphere.d.ts +1 -2
  169. package/Culling/boundingSphere.js +1 -2
  170. package/Culling/boundingSphere.js.map +1 -1
  171. package/Culling/ray.d.ts +6 -6
  172. package/Culling/ray.js.map +1 -1
  173. package/Debug/debugLayer.d.ts +1 -1
  174. package/Debug/debugLayer.js.map +1 -1
  175. package/Debug/physicsViewer.d.ts +6 -6
  176. package/Debug/physicsViewer.js +4 -4
  177. package/Debug/physicsViewer.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  179. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  180. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  181. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  183. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  184. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  185. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  186. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  187. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  189. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  190. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  191. package/DeviceInput/webDeviceInputSystem.js +1 -19
  192. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  193. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  194. package/Engines/Extensions/engine.computeShader.js +1 -1
  195. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  196. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  197. package/Engines/Extensions/engine.cubeTexture.js +3 -2
  198. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  199. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  200. package/Engines/Extensions/engine.debugging.js.map +1 -1
  201. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  202. package/Engines/Extensions/engine.multiview.js.map +1 -1
  203. package/Engines/Extensions/engine.query.d.ts +22 -22
  204. package/Engines/Extensions/engine.query.js +8 -8
  205. package/Engines/Extensions/engine.query.js.map +1 -1
  206. package/Engines/Extensions/engine.rawTexture.js +3 -7
  207. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  208. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  209. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  210. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  211. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  212. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  213. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  214. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  215. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  216. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  217. package/Engines/Extensions/engine.views.d.ts +2 -2
  218. package/Engines/Extensions/engine.views.js.map +1 -1
  219. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  220. package/Engines/Extensions/engine.webVR.js.map +1 -1
  221. package/Engines/IDrawContext.d.ts +1 -1
  222. package/Engines/IDrawContext.js.map +1 -1
  223. package/Engines/IMaterialContext.d.ts +1 -1
  224. package/Engines/IMaterialContext.js.map +1 -1
  225. package/Engines/IPipelineContext.d.ts +5 -5
  226. package/Engines/IPipelineContext.js.map +1 -1
  227. package/Engines/Native/nativeDataStream.d.ts +2 -2
  228. package/Engines/Native/nativeDataStream.js +1 -1
  229. package/Engines/Native/nativeDataStream.js.map +1 -1
  230. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  231. package/Engines/Native/nativeInterfaces.js.map +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  240. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  241. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  242. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  243. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  244. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  245. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  246. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  247. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  248. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  249. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  250. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  251. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  252. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  253. package/Engines/Processors/shaderCodeCursor.js +1 -1
  254. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  255. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  256. package/Engines/Processors/shaderCodeNode.js +1 -1
  257. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  258. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  259. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  260. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  261. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  262. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  263. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  264. package/Engines/Processors/shaderProcessor.js +2 -2
  265. package/Engines/Processors/shaderProcessor.js.map +1 -1
  266. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  267. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  268. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  269. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  270. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  271. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  272. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  273. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  274. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  275. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  276. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  277. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  278. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  279. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  280. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  281. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  282. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  283. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  284. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  285. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  286. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  287. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  288. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  289. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  290. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  291. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  292. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  293. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  299. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  300. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  301. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  302. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  303. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  304. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  305. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  306. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  307. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  308. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  309. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  310. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  311. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  312. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  313. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  314. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  315. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  316. package/Engines/WebGPU/webgpuConstants.js +38 -38
  317. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  318. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  319. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  320. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  321. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  322. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  323. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  324. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  325. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  326. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  327. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  328. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  329. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  330. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  331. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  332. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  333. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  334. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  335. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  336. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  337. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  338. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  339. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  340. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  341. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  342. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  343. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  344. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  345. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  346. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  347. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  348. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
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  1710. package/XR/webXRSessionManager.js.map +1 -1
  1711. package/XR/webXRWebGLLayer.d.ts +2 -2
  1712. package/XR/webXRWebGLLayer.js +2 -2
  1713. package/XR/webXRWebGLLayer.js.map +1 -1
  1714. package/abstractScene.d.ts +1 -1
  1715. package/abstractScene.js +1 -1
  1716. package/abstractScene.js.map +1 -1
  1717. package/node.d.ts +40 -52
  1718. package/node.js +40 -55
  1719. package/node.js.map +1 -1
  1720. package/package.json +1 -1
  1721. package/scene.d.ts +83 -107
  1722. package/scene.js +94 -108
  1723. package/scene.js.map +1 -1
  1724. package/sceneComponent.d.ts +4 -2
  1725. package/sceneComponent.js +4 -2
  1726. package/sceneComponent.js.map +1 -1
  1727. package/types.d.ts +2 -2
  1728. package/types.js +1 -1
  1729. package/types.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"geometryUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/geometryUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAE/B,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\n\nconst name = \"geometryUboDeclaration\";\nconst shader = `#include<sceneUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const geometryUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"geometryUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/geometryUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAE/B,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\n\nconst name = \"geometryUboDeclaration\";\nconst shader = `#include<sceneUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const geometryUboDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const geometryVertexDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "geometryVertexDeclaration";
4
4
  const shader = `uniform mat4 viewProjection;
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const geometryVertexDeclaration = { name, shader };
9
9
  //# sourceMappingURL=geometryVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"geometryVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/geometryVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;mBACI,CAAC;AACpB,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"geometryVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;\runiform mat4 view;`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const geometryVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"geometryVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/geometryVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;mBACI,CAAC;AACpB,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"geometryVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;\runiform mat4 view;`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const geometryVertexDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const harmonicsFunctions: {
3
3
  name: string;
4
4
  shader: string;
@@ -9,6 +9,6 @@ vec3 computeEnvironmentIrradiance(vec3 normal) {
9
9
  `;
10
10
  // Sideeffect
11
11
  ShaderStore.IncludesShadersStore[name] = shader;
12
- /** @hidden */
12
+ /** @internal */
13
13
  export const harmonicsFunctions = { name, shader };
14
14
  //# sourceMappingURL=harmonicsFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"harmonicsFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/harmonicsFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nvec3 computeEnvironmentIrradiance(vec3 normal) {\rreturn vSphericalL00\r+ vSphericalL1_1*(normal.y)\r+ vSphericalL10*(normal.z)\r+ vSphericalL11*(normal.x)\r+ vSphericalL2_2*(normal.y*normal.x)\r+ vSphericalL2_1*(normal.y*normal.z)\r+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)\r+ vSphericalL21*(normal.z*normal.x)\r+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));\r}\r#else\nvec3 computeEnvironmentIrradiance(vec3 normal) {\rfloat Nx=normal.x;\rfloat Ny=normal.y;\rfloat Nz=normal.z;\rvec3 C1=vSphericalZZ.rgb;\rvec3 Cx=vSphericalX.rgb;\rvec3 Cy=vSphericalY.rgb;\rvec3 Cz=vSphericalZ.rgb;\rvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\rvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\rvec3 Cxy=vSphericalXY.rgb;\rvec3 Cyz=vSphericalYZ.rgb;\rvec3 Czx=vSphericalZX.rgb;\rvec3 a1=Cyy_zz*Ny+Cy;\rvec3 a2=Cyz*Nz+a1;\rvec3 b1=Czx*Nz+Cx;\rvec3 b2=Cxy*Ny+b1;\rvec3 b3=Cxx_zz*Nx+b2;\rvec3 t1=Cz *Nz+C1;\rvec3 t2=a2 *Ny+t1;\rvec3 t3=b3 *Nx+t2;\rreturn t3;\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const harmonicsFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"harmonicsFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/harmonicsFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nvec3 computeEnvironmentIrradiance(vec3 normal) {\rreturn vSphericalL00\r+ vSphericalL1_1*(normal.y)\r+ vSphericalL10*(normal.z)\r+ vSphericalL11*(normal.x)\r+ vSphericalL2_2*(normal.y*normal.x)\r+ vSphericalL2_1*(normal.y*normal.z)\r+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)\r+ vSphericalL21*(normal.z*normal.x)\r+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));\r}\r#else\nvec3 computeEnvironmentIrradiance(vec3 normal) {\rfloat Nx=normal.x;\rfloat Ny=normal.y;\rfloat Nz=normal.z;\rvec3 C1=vSphericalZZ.rgb;\rvec3 Cx=vSphericalX.rgb;\rvec3 Cy=vSphericalY.rgb;\rvec3 Cz=vSphericalZ.rgb;\rvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\rvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\rvec3 Cxy=vSphericalXY.rgb;\rvec3 Cyz=vSphericalYZ.rgb;\rvec3 Czx=vSphericalZX.rgb;\rvec3 a1=Cyy_zz*Ny+Cy;\rvec3 a2=Cyz*Nz+a1;\rvec3 b1=Czx*Nz+Cx;\rvec3 b2=Cxy*Ny+b1;\rvec3 b3=Cxx_zz*Nx+b2;\rvec3 t1=Cz *Nz+C1;\rvec3 t2=a2 *Ny+t1;\rvec3 t3=b3 *Nx+t2;\rreturn t3;\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const harmonicsFunctions = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const hdrFilteringFunctions: {
3
3
  name: string;
4
4
  shader: string;
@@ -25,6 +25,6 @@ result+=c*NoL;
25
25
  `;
26
26
  // Sideeffect
27
27
  ShaderStore.IncludesShadersStore[name] = shader;
28
- /** @hidden */
28
+ /** @internal */
29
29
  export const hdrFilteringFunctions = { name, shader };
30
30
  //# sourceMappingURL=hdrFilteringFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU)\nfloat radicalInverse_VdC(uint bits) \r{\rbits=(bits<<16u) | (bits>>16u);\rbits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);\rbits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);\rbits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);\rbits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);\rreturn float(bits)*2.3283064365386963e-10; \r}\rvec2 hammersley(uint i,uint N)\r{\rreturn vec2(float(i)/float(N),radicalInverse_VdC(i));\r}\r#else\nfloat vanDerCorpus(int n,int base)\r{\rfloat invBase=1.0/float(base);\rfloat denom =1.0;\rfloat result =0.0;\rfor(int i=0; i<32; ++i)\r{\rif(n>0)\r{\rdenom =mod(float(n),2.0);\rresult+=denom*invBase;\rinvBase=invBase/2.0;\rn =int(float(n)/2.0);\r}\r}\rreturn result;\r}\rvec2 hammersley(int i,int N)\r{\rreturn vec2(float(i)/float(N),vanDerCorpus(i,2));\r}\r#endif\nfloat log4(float x) {\rreturn log2(x)/2.;\r}\rconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);\rconst float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;\rconst float K=4.;\r#define inline\nvec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rvec3 result=vec3(0.0);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\r#if defined(WEBGL2) || defined(WEBGPU)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 Ls=hemisphereCosSample(Xi);\rLs=normalize(Ls);\rvec3 Ns=vec3(0.,0.,1.);\rfloat NoL=dot(Ns,Ls);\rif (NoL>0.) {\rfloat pdf_inversed=PI/NoL;\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(l,0.0,maxLevel);\rvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c;\r}\r}\rresult=result*NUM_SAMPLES_FLOAT_INVERSED;\rreturn result;\r}\r#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rif (alphaG==0.) {\rvec3 c=textureCube(inputTexture,n).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nreturn c;\r} else {\rvec3 result=vec3(0.);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\rfloat weight=0.;\r#if defined(WEBGL2) || defined(WEBGPU)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);\rfloat NoV=1.;\rfloat NoH=H.z;\rfloat NoH2=H.z*H.z;\rfloat NoL=2.*NoH2-1.;\rvec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);\rL=normalize(L);\rif (NoL>0.) {\rfloat pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(float(l),0.0,maxLevel);\rweight+=NoL;\rvec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c*NoL;\r}\r}\rresult=result/weight;\rreturn result;\r}\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU)\nfloat radicalInverse_VdC(uint bits) \r{\rbits=(bits<<16u) | (bits>>16u);\rbits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);\rbits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);\rbits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);\rbits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);\rreturn float(bits)*2.3283064365386963e-10; \r}\rvec2 hammersley(uint i,uint N)\r{\rreturn vec2(float(i)/float(N),radicalInverse_VdC(i));\r}\r#else\nfloat vanDerCorpus(int n,int base)\r{\rfloat invBase=1.0/float(base);\rfloat denom =1.0;\rfloat result =0.0;\rfor(int i=0; i<32; ++i)\r{\rif(n>0)\r{\rdenom =mod(float(n),2.0);\rresult+=denom*invBase;\rinvBase=invBase/2.0;\rn =int(float(n)/2.0);\r}\r}\rreturn result;\r}\rvec2 hammersley(int i,int N)\r{\rreturn vec2(float(i)/float(N),vanDerCorpus(i,2));\r}\r#endif\nfloat log4(float x) {\rreturn log2(x)/2.;\r}\rconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);\rconst float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;\rconst float K=4.;\r#define inline\nvec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rvec3 result=vec3(0.0);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\r#if defined(WEBGL2) || defined(WEBGPU)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 Ls=hemisphereCosSample(Xi);\rLs=normalize(Ls);\rvec3 Ns=vec3(0.,0.,1.);\rfloat NoL=dot(Ns,Ls);\rif (NoL>0.) {\rfloat pdf_inversed=PI/NoL;\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(l,0.0,maxLevel);\rvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c;\r}\r}\rresult=result*NUM_SAMPLES_FLOAT_INVERSED;\rreturn result;\r}\r#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rif (alphaG==0.) {\rvec3 c=textureCube(inputTexture,n).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nreturn c;\r} else {\rvec3 result=vec3(0.);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\rfloat weight=0.;\r#if defined(WEBGL2) || defined(WEBGPU)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);\rfloat NoV=1.;\rfloat NoH=H.z;\rfloat NoH2=H.z*H.z;\rfloat NoL=2.*NoH2-1.;\rvec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);\rL=normalize(L);\rif (NoL>0.) {\rfloat pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(float(l),0.0,maxLevel);\rweight+=NoL;\rvec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c*NoL;\r}\r}\rresult=result/weight;\rreturn result;\r}\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const helperFunctions: {
3
3
  name: string;
4
4
  shader: string;
@@ -34,6 +34,6 @@ return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
34
34
  }
35
35
  // Sideeffect
36
36
  ShaderStore.IncludesShadersStore[name] = shader;
37
- /** @hidden */
37
+ /** @internal */
38
38
  export const helperFunctions = { name, shader };
39
39
  //# sourceMappingURL=helperFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;\rconst float HALF_MIN=5.96046448e-08; \rconst float LinearEncodePowerApprox=2.2;\rconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\rconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\rconst float Epsilon=0.0000001;\r#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\rvec3 i0=inMatrix[0];\rvec3 i1=inMatrix[1];\rvec3 i2=inMatrix[2];\rmat3 outMatrix=mat3(\rvec3(i0.x,i1.x,i2.x),\rvec3(i0.y,i1.y,i2.y),\rvec3(i0.z,i1.z,i2.z)\r);\rreturn outMatrix;\r}\rmat3 inverseMat3(mat3 inMatrix) {\rfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\rfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\rfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\rfloat b01=a22*a11-a12*a21;\rfloat b11=-a22*a10+a12*a20;\rfloat b21=a21*a10-a11*a20;\rfloat det=a00*b01+a01*b11+a02*b21;\rreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\rb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\rb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\r}\r#if USE_EXACT_SRGB_CONVERSIONS\nvec3 toLinearSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=0.0773993808*color;\rvec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\r#else\nreturn\rvec3(\rcolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\rvec3 toGammaSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=12.92*color;\rvec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\r#else\nreturn\rvec3(\rcolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\r#endif\nfloat toLinearSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=0.0773993808*color;\rfloat remainingSection=pow(0.947867299*(color+0.055),2.4);\rreturn color<=0.04045 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,LinearEncodePowerApprox);\r#endif\n}\rvec3 toLinearSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\r#else\nreturn pow(color,vec3(LinearEncodePowerApprox));\r#endif\n}\rvec4 toLinearSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\r#endif\n}\rfloat toGammaSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=12.92*color;\rfloat remainingSection=1.055*pow(color,0.41666)-0.055;\rreturn color<=0.0031308 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,GammaEncodePowerApprox);\r#endif\n}\rvec3 toGammaSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\r#else\nreturn pow(color,vec3(GammaEncodePowerApprox));\r#endif\n}\rvec4 toGammaSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\r#endif\n}\rfloat square(float value)\r{\rreturn value*value;\r}\rvec3 square(vec3 value)\r{\rreturn value*value;\r}\rfloat pow5(float value) {\rfloat sq=value*value;\rreturn sq*sq*value;\r}\rfloat getLuminance(vec3 color)\r{\rreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\r}\rfloat getRand(vec2 seed) {\rreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\r}\rfloat dither(vec2 seed,float varianceAmount) {\rfloat rand=getRand(seed);\rfloat normVariance=varianceAmount/255.0;\rfloat dither=mix(-normVariance,normVariance,rand);\rreturn dither;\r}\rconst float rgbdMaxRange=255.0;\rvec4 toRGBD(vec3 color) {\rfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\rfloat D =max(rgbdMaxRange/maxRGB,1.);\rD =clamp(floor(D)/255.0,0.,1.);\rvec3 rgb=color.rgb*D;\rrgb=toGammaSpace(rgb);\rreturn vec4(clamp(rgb,0.,1.),D); \r}\rvec3 fromRGBD(vec4 rgbd) {\rrgbd.rgb=toLinearSpace(rgbd.rgb);\rreturn rgbd.rgb/rgbd.a;\r}\rvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\rvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\rvec3 halfSize=cubeSize*0.5;\rvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\rvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\rvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\rfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\rvec3 intersectPositionWS=vertexPos+origVec*distance;\rreturn intersectPositionWS-cubePos;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const helperFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;\rconst float HALF_MIN=5.96046448e-08; \rconst float LinearEncodePowerApprox=2.2;\rconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\rconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\rconst float Epsilon=0.0000001;\r#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\rvec3 i0=inMatrix[0];\rvec3 i1=inMatrix[1];\rvec3 i2=inMatrix[2];\rmat3 outMatrix=mat3(\rvec3(i0.x,i1.x,i2.x),\rvec3(i0.y,i1.y,i2.y),\rvec3(i0.z,i1.z,i2.z)\r);\rreturn outMatrix;\r}\rmat3 inverseMat3(mat3 inMatrix) {\rfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\rfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\rfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\rfloat b01=a22*a11-a12*a21;\rfloat b11=-a22*a10+a12*a20;\rfloat b21=a21*a10-a11*a20;\rfloat det=a00*b01+a01*b11+a02*b21;\rreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\rb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\rb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\r}\r#if USE_EXACT_SRGB_CONVERSIONS\nvec3 toLinearSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=0.0773993808*color;\rvec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\r#else\nreturn\rvec3(\rcolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\rvec3 toGammaSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=12.92*color;\rvec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\r#else\nreturn\rvec3(\rcolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\r#endif\nfloat toLinearSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=0.0773993808*color;\rfloat remainingSection=pow(0.947867299*(color+0.055),2.4);\rreturn color<=0.04045 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,LinearEncodePowerApprox);\r#endif\n}\rvec3 toLinearSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\r#else\nreturn pow(color,vec3(LinearEncodePowerApprox));\r#endif\n}\rvec4 toLinearSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\r#endif\n}\rfloat toGammaSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=12.92*color;\rfloat remainingSection=1.055*pow(color,0.41666)-0.055;\rreturn color<=0.0031308 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,GammaEncodePowerApprox);\r#endif\n}\rvec3 toGammaSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\r#else\nreturn pow(color,vec3(GammaEncodePowerApprox));\r#endif\n}\rvec4 toGammaSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\r#endif\n}\rfloat square(float value)\r{\rreturn value*value;\r}\rvec3 square(vec3 value)\r{\rreturn value*value;\r}\rfloat pow5(float value) {\rfloat sq=value*value;\rreturn sq*sq*value;\r}\rfloat getLuminance(vec3 color)\r{\rreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\r}\rfloat getRand(vec2 seed) {\rreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\r}\rfloat dither(vec2 seed,float varianceAmount) {\rfloat rand=getRand(seed);\rfloat normVariance=varianceAmount/255.0;\rfloat dither=mix(-normVariance,normVariance,rand);\rreturn dither;\r}\rconst float rgbdMaxRange=255.0;\rvec4 toRGBD(vec3 color) {\rfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\rfloat D =max(rgbdMaxRange/maxRGB,1.);\rD =clamp(floor(D)/255.0,0.,1.);\rvec3 rgb=color.rgb*D;\rrgb=toGammaSpace(rgb);\rreturn vec4(clamp(rgb,0.,1.),D); \r}\rvec3 fromRGBD(vec4 rgbd) {\rrgbd.rgb=toLinearSpace(rgbd.rgb);\rreturn rgbd.rgb/rgbd.a;\r}\rvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\rvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\rvec3 halfSize=cubeSize*0.5;\rvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\rvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\rvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\rfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\rvec3 intersectPositionWS=vertexPos+origVec*distance;\rreturn intersectPositionWS-cubePos;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const helperFunctions = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const imageProcessingCompatibility: {
3
3
  name: string;
4
4
  shader: string;
@@ -6,6 +6,6 @@ gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(2.2));
6
6
  `;
7
7
  // Sideeffect
8
8
  ShaderStore.IncludesShadersStore[name] = shader;
9
- /** @hidden */
9
+ /** @internal */
10
10
  export const imageProcessingCompatibility = { name, shader };
11
11
  //# sourceMappingURL=imageProcessingCompatibility.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingCompatibility.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/imageProcessingCompatibility.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"imageProcessingCompatibility\";\nconst shader = `#ifdef IMAGEPROCESSINGPOSTPROCESS\ngl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(2.2));\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const imageProcessingCompatibility = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingCompatibility.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/imageProcessingCompatibility.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"imageProcessingCompatibility\";\nconst shader = `#ifdef IMAGEPROCESSINGPOSTPROCESS\ngl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(2.2));\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingCompatibility = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const imageProcessingDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -21,6 +21,6 @@ uniform float ditherIntensity;
21
21
  `;
22
22
  // Sideeffect
23
23
  ShaderStore.IncludesShadersStore[name] = shader;
24
- /** @hidden */
24
+ /** @internal */
25
25
  export const imageProcessingDeclaration = { name, shader };
26
26
  //# sourceMappingURL=imageProcessingDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/imageProcessingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"imageProcessingDeclaration\";\nconst shader = `#ifdef EXPOSURE\nuniform float exposureLinear;\r#endif\n#ifdef CONTRAST\nuniform float contrast;\r#endif\n#if defined(VIGNETTE) || defined(DITHER)\nuniform vec2 vInverseScreenSize;\r#endif\n#ifdef VIGNETTE\nuniform vec4 vignetteSettings1;\runiform vec4 vignetteSettings2;\r#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\runiform vec4 vCameraColorCurveNeutral;\runiform vec4 vCameraColorCurvePositive;\r#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\r#else\nuniform sampler2D txColorTransform;\r#endif\nuniform vec4 colorTransformSettings;\r#endif\n#ifdef DITHER\nuniform float ditherIntensity;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const imageProcessingDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/imageProcessingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"imageProcessingDeclaration\";\nconst shader = `#ifdef EXPOSURE\nuniform float exposureLinear;\r#endif\n#ifdef CONTRAST\nuniform float contrast;\r#endif\n#if defined(VIGNETTE) || defined(DITHER)\nuniform vec2 vInverseScreenSize;\r#endif\n#ifdef VIGNETTE\nuniform vec4 vignetteSettings1;\runiform vec4 vignetteSettings2;\r#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\runiform vec4 vCameraColorCurveNeutral;\runiform vec4 vCameraColorCurvePositive;\r#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\r#else\nuniform sampler2D txColorTransform;\r#endif\nuniform vec4 colorTransformSettings;\r#endif\n#ifdef DITHER\nuniform float ditherIntensity;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const imageProcessingFunctions: {
3
3
  name: string;
4
4
  shader: string;
@@ -42,6 +42,6 @@ float rand=getRand(gl_FragCoord.xy*vInverseScreenSize);
42
42
  return result;
43
43
  // Sideeffect
44
44
  ShaderStore.IncludesShadersStore[name] = shader;
45
- /** @hidden */
45
+ /** @internal */
46
46
  export const imageProcessingFunctions = { name, shader };
47
47
  //# sourceMappingURL=imageProcessingFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Hb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n/** \r* Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.\r* sampler3dSetting.x=textureOffset (0.5/textureSize).\r* sampler3dSetting.y=textureSize.\r*/\r#define inline\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\r{\rfloat sliceSize=2.0*sampler3dSetting.x; \r#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\r#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\r#endif\nfloat sliceInteger=floor(sliceContinuous);\rfloat sliceFraction=sliceContinuous-sliceInteger;\r#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\r#else\nvec2 sliceUV=color.rg;\r#endif\nsliceUV.x*=sliceSize;\rsliceUV.x+=sliceInteger*sliceSize;\rsliceUV=saturate(sliceUV);\rvec4 slice0Color=texture2D(colorTransform,sliceUV);\rsliceUV.x+=sliceSize;\rsliceUV=saturate(sliceUV);\rvec4 slice1Color=texture2D(colorTransform,sliceUV);\rvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\r#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\r#else\ncolor.rgb=result.bgr;\r#endif\nreturn color;\r}\r#endif\n#ifdef TONEMAPPING_ACES\nconst mat3 ACESInputMat=mat3(\rvec3(0.59719,0.07600,0.02840),\rvec3(0.35458,0.90834,0.13383),\rvec3(0.04823,0.01566,0.83777)\r);\rconst mat3 ACESOutputMat=mat3(\rvec3( 1.60475,-0.10208,-0.00327),\rvec3(-0.53108, 1.10813,-0.07276),\rvec3(-0.07367,-0.00605, 1.07602)\r);\rvec3 RRTAndODTFit(vec3 v)\r{\rvec3 a=v*(v+0.0245786)-0.000090537;\rvec3 b=v*(0.983729*v+0.4329510)+0.238081;\rreturn a/b;\r}\rvec3 ACESFitted(vec3 color)\r{\rcolor=ACESInputMat*color;\rcolor=RRTAndODTFit(color);\rcolor=ACESOutputMat*color;\rcolor=saturate(color);\rreturn color;\r}\r#endif\nvec4 applyImageProcessing(vec4 result) {\r#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\r#endif\n#ifdef VIGNETTE\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\rviewportXY=viewportXY*2.0-1.0;\rvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\rfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\rfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\rvec3 vignetteColor=vignetteSettings2.rgb;\r#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\rresult.rgb*=vignetteColorMultiplier;\r#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\r#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\r#else\nconst float tonemappingCalibration=1.590579;\rresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\r#endif\n#endif\nresult.rgb=toGammaSpace(result.rgb);\rresult.rgb=saturate(result.rgb);\r#ifdef CONTRAST\nvec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);\rif (contrast<1.0) {\rresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\r} else {\rresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\r}\r#endif\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\r#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\r#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\r#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\r#endif\n#ifdef COLORCURVES\nfloat luma=getLuminance(result.rgb);\rvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\rvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\rresult.rgb*=colorCurve.rgb;\rresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\r#endif\n#ifdef DITHER\nfloat rand=getRand(gl_FragCoord.xy*vInverseScreenSize);\rfloat dither=mix(-ditherIntensity,ditherIntensity,rand);\rresult.rgb=saturate(result.rgb+vec3(dither));\r#endif\nreturn result;\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const imageProcessingFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Hb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n/** \r* Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.\r* sampler3dSetting.x=textureOffset (0.5/textureSize).\r* sampler3dSetting.y=textureSize.\r*/\r#define inline\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\r{\rfloat sliceSize=2.0*sampler3dSetting.x; \r#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\r#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\r#endif\nfloat sliceInteger=floor(sliceContinuous);\rfloat sliceFraction=sliceContinuous-sliceInteger;\r#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\r#else\nvec2 sliceUV=color.rg;\r#endif\nsliceUV.x*=sliceSize;\rsliceUV.x+=sliceInteger*sliceSize;\rsliceUV=saturate(sliceUV);\rvec4 slice0Color=texture2D(colorTransform,sliceUV);\rsliceUV.x+=sliceSize;\rsliceUV=saturate(sliceUV);\rvec4 slice1Color=texture2D(colorTransform,sliceUV);\rvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\r#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\r#else\ncolor.rgb=result.bgr;\r#endif\nreturn color;\r}\r#endif\n#ifdef TONEMAPPING_ACES\nconst mat3 ACESInputMat=mat3(\rvec3(0.59719,0.07600,0.02840),\rvec3(0.35458,0.90834,0.13383),\rvec3(0.04823,0.01566,0.83777)\r);\rconst mat3 ACESOutputMat=mat3(\rvec3( 1.60475,-0.10208,-0.00327),\rvec3(-0.53108, 1.10813,-0.07276),\rvec3(-0.07367,-0.00605, 1.07602)\r);\rvec3 RRTAndODTFit(vec3 v)\r{\rvec3 a=v*(v+0.0245786)-0.000090537;\rvec3 b=v*(0.983729*v+0.4329510)+0.238081;\rreturn a/b;\r}\rvec3 ACESFitted(vec3 color)\r{\rcolor=ACESInputMat*color;\rcolor=RRTAndODTFit(color);\rcolor=ACESOutputMat*color;\rcolor=saturate(color);\rreturn color;\r}\r#endif\nvec4 applyImageProcessing(vec4 result) {\r#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\r#endif\n#ifdef VIGNETTE\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\rviewportXY=viewportXY*2.0-1.0;\rvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\rfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\rfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\rvec3 vignetteColor=vignetteSettings2.rgb;\r#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\rresult.rgb*=vignetteColorMultiplier;\r#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\r#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\r#else\nconst float tonemappingCalibration=1.590579;\rresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\r#endif\n#endif\nresult.rgb=toGammaSpace(result.rgb);\rresult.rgb=saturate(result.rgb);\r#ifdef CONTRAST\nvec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);\rif (contrast<1.0) {\rresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\r} else {\rresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\r}\r#endif\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\r#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\r#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\r#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\r#endif\n#ifdef COLORCURVES\nfloat luma=getLuminance(result.rgb);\rvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\rvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\rresult.rgb*=colorCurve.rgb;\rresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\r#endif\n#ifdef DITHER\nfloat rand=getRand(gl_FragCoord.xy*vInverseScreenSize);\rfloat dither=mix(-ditherIntensity,ditherIntensity,rand);\rresult.rgb=saturate(result.rgb+vec3(dither));\r#endif\nreturn result;\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingFunctions = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const importanceSampling: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "importanceSampling";
4
4
  const shader = `vec3 hemisphereCosSample(vec2 u) {
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const importanceSampling = { name, shader };
9
9
  //# sourceMappingURL=importanceSampling.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;EAmBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `vec3 hemisphereCosSample(vec2 u) {\rfloat phi=2.*PI*u.x;\rfloat cosTheta2=1.-u.y;\rfloat cosTheta=sqrt(cosTheta2);\rfloat sinTheta=sqrt(1.-cosTheta2);\rreturn vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);\r}\rvec3 hemisphereImportanceSampleDggx(vec2 u,float a) {\rfloat phi=2.*PI*u.x;\rfloat cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));\rfloat cosTheta=sqrt(cosTheta2);\rfloat sinTheta=sqrt(1.-cosTheta2);\rreturn vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);\r}\rvec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) { \rfloat phi=2.*PI*u.x;\rfloat sinTheta=pow(u.y,a/(2.*a+1.));\rfloat cosTheta=sqrt(1.-sinTheta*sinTheta);\rreturn vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const importanceSampling = { name, shader };\n"]}
1
+ {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;EAmBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `vec3 hemisphereCosSample(vec2 u) {\rfloat phi=2.*PI*u.x;\rfloat cosTheta2=1.-u.y;\rfloat cosTheta=sqrt(cosTheta2);\rfloat sinTheta=sqrt(1.-cosTheta2);\rreturn vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);\r}\rvec3 hemisphereImportanceSampleDggx(vec2 u,float a) {\rfloat phi=2.*PI*u.x;\rfloat cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));\rfloat cosTheta=sqrt(cosTheta2);\rfloat sinTheta=sqrt(1.-cosTheta2);\rreturn vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);\r}\rvec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) { \rfloat phi=2.*PI*u.x;\rfloat sinTheta=pow(u.y,a/(2.*a+1.));\rfloat cosTheta=sqrt(1.-sinTheta*sinTheta);\rreturn vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const importanceSampling = { 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 mat4 previousWorld;
19
19
  `;
20
20
  // Sideeffect
21
21
  ShaderStore.IncludesShadersStore[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/Shaders/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,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#ifdef INSTANCESCOLOR\nattribute vec4 instanceColor;\r#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform mat4 world;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute vec4 previousWorld0;\rattribute vec4 previousWorld1;\rattribute vec4 previousWorld2;\rattribute vec4 previousWorld3;\r#ifdef THIN_INSTANCES\nuniform mat4 previousWorld;\r#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform mat4 world;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform mat4 previousWorld;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const instancesDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"instancesDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/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,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#ifdef INSTANCESCOLOR\nattribute vec4 instanceColor;\r#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform mat4 world;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute vec4 previousWorld0;\rattribute vec4 previousWorld1;\rattribute vec4 previousWorld2;\rattribute vec4 previousWorld3;\r#ifdef THIN_INSTANCES\nuniform mat4 previousWorld;\r#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform mat4 world;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform mat4 previousWorld;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[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;
@@ -15,6 +15,6 @@ mat4 finalPreviousWorld=previousWorld;
15
15
  `;
16
16
  // Sideeffect
17
17
  ShaderStore.IncludesShadersStore[name] = shader;
18
- /** @hidden */
18
+ /** @internal */
19
19
  export const instancesVertex = { name, shader };
20
20
  //# sourceMappingURL=instancesVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"instancesVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/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;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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\nmat4 finalWorld=mat4(world0,world1,world2,world3);\r#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nmat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,previousWorld2,previousWorld3);\r#endif\n#ifdef THIN_INSTANCES\nfinalWorld=world*finalWorld;\r#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nfinalPreviousWorld=previousWorld*finalPreviousWorld;\r#endif\n#endif\n#else\nmat4 finalWorld=world;\r#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nmat4 finalPreviousWorld=previousWorld;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const instancesVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"instancesVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/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;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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\nmat4 finalWorld=mat4(world0,world1,world2,world3);\r#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nmat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,previousWorld2,previousWorld3);\r#endif\n#ifdef THIN_INSTANCES\nfinalWorld=world*finalWorld;\r#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nfinalPreviousWorld=previousWorld*finalPreviousWorld;\r#endif\n#endif\n#else\nmat4 finalWorld=world;\r#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nmat4 finalPreviousWorld=previousWorld;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const instancesVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const kernelBlurFragment: {
3
3
  name: string;
4
4
  shader: string;
@@ -10,6 +10,6 @@ blend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;
10
10
  `;
11
11
  // Sideeffect
12
12
  ShaderStore.IncludesShadersStore[name] = shader;
13
- /** @hidden */
13
+ /** @internal */
14
14
  export const kernelBlurFragment = { name, shader };
15
15
  //# sourceMappingURL=kernelBlurFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlurFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/kernelBlurFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurFragment\";\nconst shader = `#ifdef DOF\nfactor=sampleCoC(sampleCoord{X}); \rcomputedWeight=KERNEL_WEIGHT{X}*factor;\rsumOfWeights+=computedWeight;\r#else\ncomputedWeight=KERNEL_WEIGHT{X};\r#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\r#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const kernelBlurFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlurFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/kernelBlurFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurFragment\";\nconst shader = `#ifdef DOF\nfactor=sampleCoC(sampleCoord{X}); \rcomputedWeight=KERNEL_WEIGHT{X}*factor;\rsumOfWeights+=computedWeight;\r#else\ncomputedWeight=KERNEL_WEIGHT{X};\r#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\r#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurFragment = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const kernelBlurFragment2: {
3
3
  name: string;
4
4
  shader: string;
@@ -10,6 +10,6 @@ blend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*compute
10
10
  `;
11
11
  // Sideeffect
12
12
  ShaderStore.IncludesShadersStore[name] = shader;
13
- /** @hidden */
13
+ /** @internal */
14
14
  export const kernelBlurFragment2 = { name, shader };
15
15
  //# sourceMappingURL=kernelBlurFragment2.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlurFragment2.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/kernelBlurFragment2.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurFragment2\";\nconst shader = `#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\rcomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\rsumOfWeights+=computedWeight;\r#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\r#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\r#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const kernelBlurFragment2 = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlurFragment2.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/kernelBlurFragment2.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurFragment2\";\nconst shader = `#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\rcomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\rsumOfWeights+=computedWeight;\r#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\r#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\r#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurFragment2 = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const kernelBlurVaryingDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "kernelBlurVaryingDeclaration";
4
4
  const shader = `varying vec2 sampleCoord{X};`;
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const kernelBlurVaryingDeclaration = { name, shader };
9
9
  //# sourceMappingURL=kernelBlurVaryingDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlurVaryingDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG,8BAA8B,CAAC;AAC9C,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"kernelBlurVaryingDeclaration\";\nconst shader = `varying vec2 sampleCoord{X};`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const kernelBlurVaryingDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlurVaryingDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG,8BAA8B,CAAC;AAC9C,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"kernelBlurVaryingDeclaration\";\nconst shader = `varying vec2 sampleCoord{X};`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurVaryingDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const kernelBlurVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "kernelBlurVertex";
4
4
  const shader = `sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};`;
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const kernelBlurVertex = { name, shader };
9
9
  //# sourceMappingURL=kernelBlurVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlurVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/kernelBlurVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG,qDAAqD,CAAC;AACrE,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurVertex\";\nconst shader = `sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const kernelBlurVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlurVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/kernelBlurVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG,qDAAqD,CAAC;AACrE,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurVertex\";\nconst shader = `sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const lightFragment: {
3
3
  name: string;
4
4
  shader: string;
@@ -172,6 +172,6 @@ sheenBase+=info.sheen.rgb*shadow;
172
172
  `;
173
173
  // Sideeffect
174
174
  ShaderStore.IncludesShadersStore[name] = shader;
175
- /** @hidden */
175
+ /** @internal */
176
176
  export const lightFragment = { name, shader };
177
177
  //# sourceMappingURL=lightFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#endif\npreInfo.NdotV=NdotV;\r#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\rpreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\r#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\rpreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\r#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\rpreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\r#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\rpreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\r#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\r#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\r#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\r#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\r#endif\n#else\npreInfo.attenuation=1.0;\r#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\r#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\r#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\r#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\r#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\r#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\r#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);\rinfo.diffuse*=absorption;\r#ifdef SPECULARTERM\ninfo.specular*=absorption;\r#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\r#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\r#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\r#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\r#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\r#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\r#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\r#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \r{\r#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\r#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\r#endif\nif (diff{X}>=0.) {\rindex{X}=i;\rbreak;\r}\r}\r#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\r#endif\n{\r#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\r#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];\rfloat diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};\rif (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\r{\rindex{X}+=1;\rfloat nextShadow=0.;\r#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\nshadow=mix(nextShadow,shadow,diffRatio);\r#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\r#endif\n}\r#endif\n}\r#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\r#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\r#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\r#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\r#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\rshadowLightCount+=1.0;\r#endif\n#else\nshadow=1.;\r#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\r#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\r#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\r#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\r#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\r#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\r#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\r#else \ndiffuseBase+=info.diffuse*shadow;\r#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\r#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\r#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\r#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const lightFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#endif\npreInfo.NdotV=NdotV;\r#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\rpreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\r#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\rpreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\r#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\rpreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\r#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\rpreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\r#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\r#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\r#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\r#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\r#endif\n#else\npreInfo.attenuation=1.0;\r#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\r#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\r#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\r#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\r#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\r#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\r#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);\rinfo.diffuse*=absorption;\r#ifdef SPECULARTERM\ninfo.specular*=absorption;\r#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\r#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\r#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\r#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\r#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\r#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\r#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\r#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \r{\r#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\r#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\r#endif\nif (diff{X}>=0.) {\rindex{X}=i;\rbreak;\r}\r}\r#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\r#endif\n{\r#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\r#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];\rfloat diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};\rif (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\r{\rindex{X}+=1;\rfloat nextShadow=0.;\r#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\nshadow=mix(nextShadow,shadow,diffRatio);\r#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\r#endif\n}\r#endif\n}\r#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\r#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\r#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\r#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\r#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\rshadowLightCount+=1.0;\r#endif\n#else\nshadow=1.;\r#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\r#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\r#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\r#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\r#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\r#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\r#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\r#else \ndiffuseBase+=info.diffuse*shadow;\r#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\r#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\r#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\r#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const lightFragmentDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -34,6 +34,6 @@ uniform mat4 textureProjectionMatrix{X};
34
34
  `;
35
35
  // Sideeffect
36
36
  ShaderStore.IncludesShadersStore[name] = shader;
37
- /** @hidden */
37
+ /** @internal */
38
38
  export const lightFragmentDeclaration = { name, shader };
39
39
  //# sourceMappingURL=lightFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lightFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/lightFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Ed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\runiform vec4 vLightDiffuse{X};\r#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\r#else\nvec4 vLightSpecular{X}=vec4(0.);\r#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float cascadeBlendFactor{X};\rvarying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];\rvarying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];\rvarying vec4 vPositionFromCamera{X};\r#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowSampler{X};\runiform highp sampler2DArray depthSampler{X};\runiform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float penumbraDarkness{X};\r#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowSampler{X};\r#else\nuniform highp sampler2DArray shadowSampler{X};\r#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\r(\rvec3 ( 1.5,0.0,0.0 ),\rvec3 ( 0.0,1.5,0.0 ),\rvec3 ( 0.0,0.0,5.5 ),\rvec3 ( 1.5,0.0,5.5 ),\rvec3 ( 1.5,1.5,0.0 ),\rvec3 ( 1.0,1.0,1.0 ),\rvec3 ( 0.0,1.0,5.5 ),\rvec3 ( 0.5,3.5,0.75 )\r);\rvec3 shadowDebug{X};\r#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\r#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\r#endif\nfloat diff{X}=0.;\r#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\r#else\nvarying vec4 vPositionFromLight{X};\rvarying float vDepthMetric{X};\r#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\runiform highp sampler2D depthSampler{X};\r#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\r#else\nuniform sampler2D shadowSampler{X};\r#endif\nuniform mat4 lightMatrix{X};\r#endif\nuniform vec4 shadowsInfo{X};\runiform vec2 depthValues{X};\r#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\runiform vec4 vLightFalloff{X};\r#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\r#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\r#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\runiform sampler2D projectionLightSampler{X};\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const lightFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"lightFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/lightFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Ed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\runiform vec4 vLightDiffuse{X};\r#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\r#else\nvec4 vLightSpecular{X}=vec4(0.);\r#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float cascadeBlendFactor{X};\rvarying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];\rvarying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];\rvarying vec4 vPositionFromCamera{X};\r#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowSampler{X};\runiform highp sampler2DArray depthSampler{X};\runiform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\runiform float penumbraDarkness{X};\r#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowSampler{X};\r#else\nuniform highp sampler2DArray shadowSampler{X};\r#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\r(\rvec3 ( 1.5,0.0,0.0 ),\rvec3 ( 0.0,1.5,0.0 ),\rvec3 ( 0.0,0.0,5.5 ),\rvec3 ( 1.5,0.0,5.5 ),\rvec3 ( 1.5,1.5,0.0 ),\rvec3 ( 1.0,1.0,1.0 ),\rvec3 ( 0.0,1.0,5.5 ),\rvec3 ( 0.5,3.5,0.75 )\r);\rvec3 shadowDebug{X};\r#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\r#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\r#endif\nfloat diff{X}=0.;\r#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\r#else\nvarying vec4 vPositionFromLight{X};\rvarying float vDepthMetric{X};\r#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\runiform highp sampler2D depthSampler{X};\r#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\r#else\nuniform sampler2D shadowSampler{X};\r#endif\nuniform mat4 lightMatrix{X};\r#endif\nuniform vec4 shadowsInfo{X};\runiform vec2 depthValues{X};\r#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\runiform vec4 vLightFalloff{X};\r#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\r#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\r#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\runiform sampler2D projectionLightSampler{X};\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightFragmentDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const lightUboDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -31,6 +31,6 @@ uniform mat4 lightMatrix{X};
31
31
  `;
32
32
  // Sideeffect
33
33
  ShaderStore.IncludesShadersStore[name] = shader;
34
- /** @hidden */
34
+ /** @internal */
35
35
  export const lightUboDeclaration = { name, shader };
36
36
  //# sourceMappingURL=lightUboDeclaration.js.map