@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
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const shadowMapVertexMetric: {
3
3
  name: string;
4
4
  shader: string;
@@ -22,6 +22,6 @@ vDepthMetricSM=(gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
22
22
  `;
23
23
  // Sideeffect
24
24
  ShaderStore.IncludesShadersStore[name] = shader;
25
- /** @hidden */
25
+ /** @internal */
26
26
  export const shadowMapVertexMetric = { name, shader };
27
27
  //# sourceMappingURL=shadowMapVertexMetric.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMapVertexMetric.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowMapVertexMetric.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,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 = \"shadowMapVertexMetric\";\nconst shader = `#if SM_USEDISTANCE==1\nvPositionWSM=worldPos.xyz;\r#endif\n#if SM_DEPTHTEXTURE==1\n#ifdef IS_NDC_HALF_ZRANGE\n#define BIASFACTOR 0.5\n#else\n#define BIASFACTOR 1.0\n#endif\n#ifdef USE_REVERSE_DEPTHBUFFER\ngl_Position.z-=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;\r#else\ngl_Position.z+=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;\r#endif\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nzSM=gl_Position.z;\rgl_Position.z=0.0;\r#elif SM_USEDISTANCE==0\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetricSM=(-gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\r#else\nvDepthMetricSM=(gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const shadowMapVertexMetric = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMapVertexMetric.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowMapVertexMetric.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,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 = \"shadowMapVertexMetric\";\nconst shader = `#if SM_USEDISTANCE==1\nvPositionWSM=worldPos.xyz;\r#endif\n#if SM_DEPTHTEXTURE==1\n#ifdef IS_NDC_HALF_ZRANGE\n#define BIASFACTOR 0.5\n#else\n#define BIASFACTOR 1.0\n#endif\n#ifdef USE_REVERSE_DEPTHBUFFER\ngl_Position.z-=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;\r#else\ngl_Position.z+=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;\r#endif\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nzSM=gl_Position.z;\rgl_Position.z=0.0;\r#elif SM_USEDISTANCE==0\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetricSM=(-gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\r#else\nvDepthMetricSM=(gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapVertexMetric = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const shadowMapVertexNormalBias: {
3
3
  name: string;
4
4
  shader: string;
@@ -9,6 +9,6 @@ float ndlSM=dot(vNormalW,worldLightDirSM);
9
9
  `;
10
10
  // Sideeffect
11
11
  ShaderStore.IncludesShadersStore[name] = shader;
12
- /** @hidden */
12
+ /** @internal */
13
13
  export const shadowMapVertexNormalBias = { name, shader };
14
14
  //# sourceMappingURL=shadowMapVertexNormalBias.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMapVertexNormalBias.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowMapVertexNormalBias.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,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 = \"shadowMapVertexNormalBias\";\nconst shader = `#if SM_NORMALBIAS==1\n#if SM_DIRECTIONINLIGHTDATA==1\nvec3 worldLightDirSM=normalize(-lightDataSM.xyz);\r#else\nvec3 directionToLightSM=lightDataSM.xyz-worldPos.xyz;\rvec3 worldLightDirSM=normalize(directionToLightSM);\r#endif\nfloat ndlSM=dot(vNormalW,worldLightDirSM);\rfloat sinNLSM=sqrt(1.0-ndlSM*ndlSM);\rfloat normalBiasSM=biasAndScaleSM.y*sinNLSM;\rworldPos.xyz-=vNormalW*normalBiasSM;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const shadowMapVertexNormalBias = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMapVertexNormalBias.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowMapVertexNormalBias.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,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 = \"shadowMapVertexNormalBias\";\nconst shader = `#if SM_NORMALBIAS==1\n#if SM_DIRECTIONINLIGHTDATA==1\nvec3 worldLightDirSM=normalize(-lightDataSM.xyz);\r#else\nvec3 directionToLightSM=lightDataSM.xyz-worldPos.xyz;\rvec3 worldLightDirSM=normalize(directionToLightSM);\r#endif\nfloat ndlSM=dot(vNormalW,worldLightDirSM);\rfloat sinNLSM=sqrt(1.0-ndlSM*ndlSM);\rfloat normalBiasSM=biasAndScaleSM.y*sinNLSM;\rworldPos.xyz-=vNormalW*normalBiasSM;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapVertexNormalBias = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const shadowsFragmentFunctions: {
3
3
  name: string;
4
4
  shader: string;
@@ -68,6 +68,6 @@ float computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depth
68
68
  `;
69
69
  // Sideeffect
70
70
  ShaderStore.IncludesShadersStore[name] = shader;
71
- /** @hidden */
71
+ /** @internal */
72
72
  export const shadowsFragmentFunctions = { name, shader };
73
73
  //# sourceMappingURL=shadowsFragmentFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8lBd,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 = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\r{\rconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\rreturn dot(color,bit_shift);\r}\r#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\r{\rfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));\rreturn mix(value,1.0,mask);\r}\r#define inline\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rdepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\r#endif\nreturn depth>shadow ? darkness : 1.0;\r}\r#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rdepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\rfloat visibility=1.;\rvec3 poissonDisk[4];\rpoissonDisk[0]=vec3(-1.0,1.0,-1.0);\rpoissonDisk[1]=vec3(1.0,-1.0,-1.0);\rpoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\rpoissonDisk[3]=vec3(1.0,-1.0,1.0);\r#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\r#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\r#endif\nreturn min(1.0,visibility+darkness);\r}\r#define inline\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\r#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \rreturn esm;\r}\r#define inline\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\r#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\rreturn esm;\r}\r#if defined(WEBGL2) || defined(WEBGPU)\n#define inline\nfloat computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rvec3 uvLayer=vec3(uv.x,uv.y,layer);\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uvLayer));\r#else\nfloat shadow=texture2D(shadowSampler,uvLayer).x;\r#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\r}\r#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\r#else\nfloat shadow=texture2D(shadowSampler,uv).x;\r#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\r}\r}\r#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\rfloat visibility=1.;\rvec2 poissonDisk[4];\rpoissonDisk[0]=vec2(-0.94201624,-0.39906216);\rpoissonDisk[1]=vec2(0.94558609,-0.76890725);\rpoissonDisk[2]=vec2(-0.094184101,-0.92938870);\rpoissonDisk[3]=vec2(0.34495938,0.29387760);\r#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\rif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\rif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\rif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\r#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\rif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\rif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\rif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\r#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\r#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\r#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\rreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\r#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\r#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\rreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#ifdef IS_NDC_HALF_ZRANGE\n#define ZINCLIP clipSpace.z\n#else\n#define ZINCLIP uvDepth.z\n#endif\n#if defined(WEBGL2) || defined(WEBGPU)\n#define GREATEST_LESS_THAN_ONE 0.99999994\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\rfloat shadow=texture2D(shadowSampler,uvDepthLayer);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=3.-2.*st;\rvec2 uvw1=1.+2.*st;\rvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\rvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\rshadow=shadow/16.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=4.-3.*st;\rvec2 uvw1=vec2(7.);\rvec2 uvw2=1.+3.*st;\rvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\rvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));\rshadow=shadow/144.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rfloat shadow=texture2D(shadowSampler,uvDepth);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=3.-2.*st;\rvec2 uvw1=1.+2.*st;\rvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\rvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\rshadow=shadow/16.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=4.-3.*st;\rvec2 uvw1=vec2(7.);\rvec2 uvw2=1.+3.*st;\rvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\rvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\rshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\rshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\rshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\rshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\rshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\rshadow=shadow/144.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\rconst vec3 PoissonSamplers32[64]=vec3[64](\rvec3(0.06407013,0.05409927,0.),\rvec3(0.7366577,0.5789394,0.),\rvec3(-0.6270542,-0.5320278,0.),\rvec3(-0.4096107,0.8411095,0.),\rvec3(0.6849564,-0.4990818,0.),\rvec3(-0.874181,-0.04579735,0.),\rvec3(0.9989998,0.0009880066,0.),\rvec3(-0.004920578,-0.9151649,0.),\rvec3(0.1805763,0.9747483,0.),\rvec3(-0.2138451,0.2635818,0.),\rvec3(0.109845,0.3884785,0.),\rvec3(0.06876755,-0.3581074,0.),\rvec3(0.374073,-0.7661266,0.),\rvec3(0.3079132,-0.1216763,0.),\rvec3(-0.3794335,-0.8271583,0.),\rvec3(-0.203878,-0.07715034,0.),\rvec3(0.5912697,0.1469799,0.),\rvec3(-0.88069,0.3031784,0.),\rvec3(0.5040108,0.8283722,0.),\rvec3(-0.5844124,0.5494877,0.),\rvec3(0.6017799,-0.1726654,0.),\rvec3(-0.5554981,0.1559997,0.),\rvec3(-0.3016369,-0.3900928,0.),\rvec3(-0.5550632,-0.1723762,0.),\rvec3(0.925029,0.2995041,0.),\rvec3(-0.2473137,0.5538505,0.),\rvec3(0.9183037,-0.2862392,0.),\rvec3(0.2469421,0.6718712,0.),\rvec3(0.3916397,-0.4328209,0.),\rvec3(-0.03576927,-0.6220032,0.),\rvec3(-0.04661255,0.7995201,0.),\rvec3(0.4402924,0.3640312,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.)\r);\rconst vec3 PoissonSamplers64[64]=vec3[64](\rvec3(-0.613392,0.617481,0.),\rvec3(0.170019,-0.040254,0.),\rvec3(-0.299417,0.791925,0.),\rvec3(0.645680,0.493210,0.),\rvec3(-0.651784,0.717887,0.),\rvec3(0.421003,0.027070,0.),\rvec3(-0.817194,-0.271096,0.),\rvec3(-0.705374,-0.668203,0.),\rvec3(0.977050,-0.108615,0.),\rvec3(0.063326,0.142369,0.),\rvec3(0.203528,0.214331,0.),\rvec3(-0.667531,0.326090,0.),\rvec3(-0.098422,-0.295755,0.),\rvec3(-0.885922,0.215369,0.),\rvec3(0.566637,0.605213,0.),\rvec3(0.039766,-0.396100,0.),\rvec3(0.751946,0.453352,0.),\rvec3(0.078707,-0.715323,0.),\rvec3(-0.075838,-0.529344,0.),\rvec3(0.724479,-0.580798,0.),\rvec3(0.222999,-0.215125,0.),\rvec3(-0.467574,-0.405438,0.),\rvec3(-0.248268,-0.814753,0.),\rvec3(0.354411,-0.887570,0.),\rvec3(0.175817,0.382366,0.),\rvec3(0.487472,-0.063082,0.),\rvec3(-0.084078,0.898312,0.),\rvec3(0.488876,-0.783441,0.),\rvec3(0.470016,0.217933,0.),\rvec3(-0.696890,-0.549791,0.),\rvec3(-0.149693,0.605762,0.),\rvec3(0.034211,0.979980,0.),\rvec3(0.503098,-0.308878,0.),\rvec3(-0.016205,-0.872921,0.),\rvec3(0.385784,-0.393902,0.),\rvec3(-0.146886,-0.859249,0.),\rvec3(0.643361,0.164098,0.),\rvec3(0.634388,-0.049471,0.),\rvec3(-0.688894,0.007843,0.),\rvec3(0.464034,-0.188818,0.),\rvec3(-0.440840,0.137486,0.),\rvec3(0.364483,0.511704,0.),\rvec3(0.034028,0.325968,0.),\rvec3(0.099094,-0.308023,0.),\rvec3(0.693960,-0.366253,0.),\rvec3(0.678884,-0.204688,0.),\rvec3(0.001801,0.780328,0.),\rvec3(0.145177,-0.898984,0.),\rvec3(0.062655,-0.611866,0.),\rvec3(0.315226,-0.604297,0.),\rvec3(-0.780145,0.486251,0.),\rvec3(-0.371868,0.882138,0.),\rvec3(0.200476,0.494430,0.),\rvec3(-0.494552,-0.711051,0.),\rvec3(0.612476,0.705252,0.),\rvec3(-0.578845,-0.768792,0.),\rvec3(-0.772454,-0.090976,0.),\rvec3(0.504440,0.372295,0.),\rvec3(0.155736,0.065157,0.),\rvec3(0.391522,0.849605,0.),\rvec3(-0.620106,-0.328104,0.),\rvec3(0.789239,-0.419965,0.),\rvec3(-0.545396,0.538133,0.),\rvec3(-0.178564,-0.596057,0.)\r);\r#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\rfloat blockerDepth=0.0;\rfloat sumBlockerDepth=0.0;\rfloat numBlocker=0.0;\rfor (int i=0; i<searchTapCount; i ++) {\rblockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;\rif (blockerDepth<depthMetric) {\rsumBlockerDepth+=blockerDepth;\rnumBlocker++;\r}\r}\rif (numBlocker<1.0) {\rreturn 1.0;\r}\relse\r{\rfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\rfloat AAOffset=shadowMapSizeInverse*10.;\rfloat penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);\rvec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);\rfloat random=getRand(vPositionFromLight.xy);\rfloat rotationAngle=random*3.1415926;\rvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\rfloat shadow=0.;\rfor (int i=0; i<pcfTapCount; i++) {\rvec4 offset=vec4(poissonSamplers[i],0.);\roffset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);\rshadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);\r}\rshadow/=float(pcfTapCount);\rshadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rfloat blockerDepth=0.0;\rfloat sumBlockerDepth=0.0;\rfloat numBlocker=0.0;\rfor (int i=0; i<searchTapCount; i ++) {\rblockerDepth=texture2D(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy)).r;\rif (blockerDepth<depthMetric) {\rsumBlockerDepth+=blockerDepth;\rnumBlocker++;\r}\r}\rif (numBlocker<1.0) {\rreturn 1.0;\r}\relse\r{\rfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\rfloat AAOffset=shadowMapSizeInverse*10.;\rfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\rfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\rfloat random=getRand(vPositionFromLight.xy);\rfloat rotationAngle=random*3.1415926;\rvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\rfloat shadow=0.;\rfor (int i=0; i<pcfTapCount; i++) {\rvec3 offset=poissonSamplers[i];\roffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\rshadow+=texture2D(shadowSampler,uvDepth+offset*filterRadius);\r}\rshadow/=float(pcfTapCount);\rshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r}\r#define inline\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\r}\r#define inline\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\r}\r#define inline\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\r}\r#define inline\nfloat computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#define inline\nfloat computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#define inline\nfloat computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8lBd,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 = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\r{\rconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\rreturn dot(color,bit_shift);\r}\r#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\r{\rfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));\rreturn mix(value,1.0,mask);\r}\r#define inline\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rdepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\r#endif\nreturn depth>shadow ? darkness : 1.0;\r}\r#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rdepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\rfloat visibility=1.;\rvec3 poissonDisk[4];\rpoissonDisk[0]=vec3(-1.0,1.0,-1.0);\rpoissonDisk[1]=vec3(1.0,-1.0,-1.0);\rpoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\rpoissonDisk[3]=vec3(1.0,-1.0,1.0);\r#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\r#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\r#endif\nreturn min(1.0,visibility+darkness);\r}\r#define inline\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\r#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \rreturn esm;\r}\r#define inline\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\r#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\rreturn esm;\r}\r#if defined(WEBGL2) || defined(WEBGPU)\n#define inline\nfloat computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rvec3 uvLayer=vec3(uv.x,uv.y,layer);\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uvLayer));\r#else\nfloat shadow=texture2D(shadowSampler,uvLayer).x;\r#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\r}\r#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\r#else\nfloat shadow=texture2D(shadowSampler,uv).x;\r#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\r}\r}\r#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\rfloat visibility=1.;\rvec2 poissonDisk[4];\rpoissonDisk[0]=vec2(-0.94201624,-0.39906216);\rpoissonDisk[1]=vec2(0.94558609,-0.76890725);\rpoissonDisk[2]=vec2(-0.094184101,-0.92938870);\rpoissonDisk[3]=vec2(0.34495938,0.29387760);\r#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\rif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\rif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\rif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\r#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\rif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\rif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\rif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\r#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\r#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\r#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\rreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\r#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\r#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\rreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#ifdef IS_NDC_HALF_ZRANGE\n#define ZINCLIP clipSpace.z\n#else\n#define ZINCLIP uvDepth.z\n#endif\n#if defined(WEBGL2) || defined(WEBGPU)\n#define GREATEST_LESS_THAN_ONE 0.99999994\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\rfloat shadow=texture2D(shadowSampler,uvDepthLayer);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=3.-2.*st;\rvec2 uvw1=1.+2.*st;\rvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\rvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\rshadow=shadow/16.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=4.-3.*st;\rvec2 uvw1=vec2(7.);\rvec2 uvw2=1.+3.*st;\rvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\rvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));\rshadow=shadow/144.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rfloat shadow=texture2D(shadowSampler,uvDepth);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=3.-2.*st;\rvec2 uvw1=1.+2.*st;\rvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\rvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\rshadow=shadow/16.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=4.-3.*st;\rvec2 uvw1=vec2(7.);\rvec2 uvw2=1.+3.*st;\rvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\rvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\rshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\rshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\rshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\rshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\rshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\rshadow=shadow/144.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\rconst vec3 PoissonSamplers32[64]=vec3[64](\rvec3(0.06407013,0.05409927,0.),\rvec3(0.7366577,0.5789394,0.),\rvec3(-0.6270542,-0.5320278,0.),\rvec3(-0.4096107,0.8411095,0.),\rvec3(0.6849564,-0.4990818,0.),\rvec3(-0.874181,-0.04579735,0.),\rvec3(0.9989998,0.0009880066,0.),\rvec3(-0.004920578,-0.9151649,0.),\rvec3(0.1805763,0.9747483,0.),\rvec3(-0.2138451,0.2635818,0.),\rvec3(0.109845,0.3884785,0.),\rvec3(0.06876755,-0.3581074,0.),\rvec3(0.374073,-0.7661266,0.),\rvec3(0.3079132,-0.1216763,0.),\rvec3(-0.3794335,-0.8271583,0.),\rvec3(-0.203878,-0.07715034,0.),\rvec3(0.5912697,0.1469799,0.),\rvec3(-0.88069,0.3031784,0.),\rvec3(0.5040108,0.8283722,0.),\rvec3(-0.5844124,0.5494877,0.),\rvec3(0.6017799,-0.1726654,0.),\rvec3(-0.5554981,0.1559997,0.),\rvec3(-0.3016369,-0.3900928,0.),\rvec3(-0.5550632,-0.1723762,0.),\rvec3(0.925029,0.2995041,0.),\rvec3(-0.2473137,0.5538505,0.),\rvec3(0.9183037,-0.2862392,0.),\rvec3(0.2469421,0.6718712,0.),\rvec3(0.3916397,-0.4328209,0.),\rvec3(-0.03576927,-0.6220032,0.),\rvec3(-0.04661255,0.7995201,0.),\rvec3(0.4402924,0.3640312,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.)\r);\rconst vec3 PoissonSamplers64[64]=vec3[64](\rvec3(-0.613392,0.617481,0.),\rvec3(0.170019,-0.040254,0.),\rvec3(-0.299417,0.791925,0.),\rvec3(0.645680,0.493210,0.),\rvec3(-0.651784,0.717887,0.),\rvec3(0.421003,0.027070,0.),\rvec3(-0.817194,-0.271096,0.),\rvec3(-0.705374,-0.668203,0.),\rvec3(0.977050,-0.108615,0.),\rvec3(0.063326,0.142369,0.),\rvec3(0.203528,0.214331,0.),\rvec3(-0.667531,0.326090,0.),\rvec3(-0.098422,-0.295755,0.),\rvec3(-0.885922,0.215369,0.),\rvec3(0.566637,0.605213,0.),\rvec3(0.039766,-0.396100,0.),\rvec3(0.751946,0.453352,0.),\rvec3(0.078707,-0.715323,0.),\rvec3(-0.075838,-0.529344,0.),\rvec3(0.724479,-0.580798,0.),\rvec3(0.222999,-0.215125,0.),\rvec3(-0.467574,-0.405438,0.),\rvec3(-0.248268,-0.814753,0.),\rvec3(0.354411,-0.887570,0.),\rvec3(0.175817,0.382366,0.),\rvec3(0.487472,-0.063082,0.),\rvec3(-0.084078,0.898312,0.),\rvec3(0.488876,-0.783441,0.),\rvec3(0.470016,0.217933,0.),\rvec3(-0.696890,-0.549791,0.),\rvec3(-0.149693,0.605762,0.),\rvec3(0.034211,0.979980,0.),\rvec3(0.503098,-0.308878,0.),\rvec3(-0.016205,-0.872921,0.),\rvec3(0.385784,-0.393902,0.),\rvec3(-0.146886,-0.859249,0.),\rvec3(0.643361,0.164098,0.),\rvec3(0.634388,-0.049471,0.),\rvec3(-0.688894,0.007843,0.),\rvec3(0.464034,-0.188818,0.),\rvec3(-0.440840,0.137486,0.),\rvec3(0.364483,0.511704,0.),\rvec3(0.034028,0.325968,0.),\rvec3(0.099094,-0.308023,0.),\rvec3(0.693960,-0.366253,0.),\rvec3(0.678884,-0.204688,0.),\rvec3(0.001801,0.780328,0.),\rvec3(0.145177,-0.898984,0.),\rvec3(0.062655,-0.611866,0.),\rvec3(0.315226,-0.604297,0.),\rvec3(-0.780145,0.486251,0.),\rvec3(-0.371868,0.882138,0.),\rvec3(0.200476,0.494430,0.),\rvec3(-0.494552,-0.711051,0.),\rvec3(0.612476,0.705252,0.),\rvec3(-0.578845,-0.768792,0.),\rvec3(-0.772454,-0.090976,0.),\rvec3(0.504440,0.372295,0.),\rvec3(0.155736,0.065157,0.),\rvec3(0.391522,0.849605,0.),\rvec3(-0.620106,-0.328104,0.),\rvec3(0.789239,-0.419965,0.),\rvec3(-0.545396,0.538133,0.),\rvec3(-0.178564,-0.596057,0.)\r);\r#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\rfloat blockerDepth=0.0;\rfloat sumBlockerDepth=0.0;\rfloat numBlocker=0.0;\rfor (int i=0; i<searchTapCount; i ++) {\rblockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;\rif (blockerDepth<depthMetric) {\rsumBlockerDepth+=blockerDepth;\rnumBlocker++;\r}\r}\rif (numBlocker<1.0) {\rreturn 1.0;\r}\relse\r{\rfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\rfloat AAOffset=shadowMapSizeInverse*10.;\rfloat penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);\rvec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);\rfloat random=getRand(vPositionFromLight.xy);\rfloat rotationAngle=random*3.1415926;\rvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\rfloat shadow=0.;\rfor (int i=0; i<pcfTapCount; i++) {\rvec4 offset=vec4(poissonSamplers[i],0.);\roffset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);\rshadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);\r}\rshadow/=float(pcfTapCount);\rshadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rfloat blockerDepth=0.0;\rfloat sumBlockerDepth=0.0;\rfloat numBlocker=0.0;\rfor (int i=0; i<searchTapCount; i ++) {\rblockerDepth=texture2D(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy)).r;\rif (blockerDepth<depthMetric) {\rsumBlockerDepth+=blockerDepth;\rnumBlocker++;\r}\r}\rif (numBlocker<1.0) {\rreturn 1.0;\r}\relse\r{\rfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\rfloat AAOffset=shadowMapSizeInverse*10.;\rfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\rfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\rfloat random=getRand(vPositionFromLight.xy);\rfloat rotationAngle=random*3.1415926;\rvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\rfloat shadow=0.;\rfor (int i=0; i<pcfTapCount; i++) {\rvec3 offset=poissonSamplers[i];\roffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\rshadow+=texture2D(shadowSampler,uvDepth+offset*filterRadius);\r}\rshadow/=float(pcfTapCount);\rshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r}\r#define inline\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\r}\r#define inline\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\r}\r#define inline\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\r}\r#define inline\nfloat computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#define inline\nfloat computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#define inline\nfloat computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const shadowsVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -15,6 +15,6 @@ vDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthV
15
15
  `;
16
16
  // Sideeffect
17
17
  ShaderStore.IncludesShadersStore[name] = shader;
18
- /** @hidden */
18
+ /** @internal */
19
19
  export const shadowsVertex = { name, shader };
20
20
  //# sourceMappingURL=shadowsVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowsVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;CAoBd,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 = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvPositionFromCamera{X}=view*worldPos;\rfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {\rvPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;\r#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\r#else\nvDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\r#endif\n}\r#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\r#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\r#else\nvDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const shadowsVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowsVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;CAoBd,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 = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvPositionFromCamera{X}=view*worldPos;\rfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {\rvPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;\r#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\r#else\nvDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\r#endif\n}\r#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\r#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\r#else\nvDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowsVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const subSurfaceScatteringFunctions: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "subSurfaceScatteringFunctions";
4
4
  const shader = `bool testLightingForSSS(float diffusionProfile)
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const subSurfaceScatteringFunctions = { name, shader };
9
9
  //# sourceMappingURL=subSurfaceScatteringFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"subSurfaceScatteringFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/subSurfaceScatteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;EAGb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"subSurfaceScatteringFunctions\";\nconst shader = `bool testLightingForSSS(float diffusionProfile)\r{\rreturn diffusionProfile<1.;\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const subSurfaceScatteringFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"subSurfaceScatteringFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/subSurfaceScatteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;EAGb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"subSurfaceScatteringFunctions\";\nconst shader = `bool testLightingForSSS(float diffusionProfile)\r{\rreturn diffusionProfile<1.;\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const subSurfaceScatteringFunctions = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const uvAttributeDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -6,6 +6,6 @@ attribute vec2 uv{X};
6
6
  `;
7
7
  // Sideeffect
8
8
  ShaderStore.IncludesShadersStore[name] = shader;
9
- /** @hidden */
9
+ /** @internal */
10
10
  export const uvAttributeDeclaration = { name, shader };
11
11
  //# sourceMappingURL=uvAttributeDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"uvAttributeDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/uvAttributeDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute vec2 uv{X};\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const uvAttributeDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"uvAttributeDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/uvAttributeDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute vec2 uv{X};\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const uvAttributeDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const uvVariableDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ vMainUV{X}=uv{X};
8
8
  `;
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStore[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const uvVariableDeclaration = { name, shader };
13
13
  //# sourceMappingURL=uvVariableDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"uvVariableDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/uvVariableDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;CAMd,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 = \"uvVariableDeclaration\";\nconst shader = `#if !defined(UV{X}) && defined(MAINUV{X})\nvec2 uv{X}=vec2(0.,0.);\r#endif\n#ifdef MAINUV{X}\nvMainUV{X}=uv{X};\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const uvVariableDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"uvVariableDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/uvVariableDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;CAMd,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 = \"uvVariableDeclaration\";\nconst shader = `#if !defined(UV{X}) && defined(MAINUV{X})\nvec2 uv{X}=vec2(0.,0.);\r#endif\n#ifdef MAINUV{X}\nvMainUV{X}=uv{X};\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const uvVariableDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const vertexColorMixing: {
3
3
  name: string;
4
4
  shader: string;
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "vertexColorMixing";
4
- const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
4
+ const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
5
5
  vColor=vec4(1.0);
6
6
  #ifdef VERTEXALPHA
7
7
  vColor*=color;
@@ -13,6 +13,6 @@ vColor*=instanceColor;
13
13
  `;
14
14
  // Sideeffect
15
15
  ShaderStore.IncludesShadersStore[name] = shader;
16
- /** @hidden */
16
+ /** @internal */
17
17
  export const vertexColorMixing = { name, shader };
18
18
  //# sourceMappingURL=vertexColorMixing.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvColor=vec4(1.0);\r#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\r#else\nvColor.rgb*=color.rgb;\r#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const vertexColorMixing = { name, shader };\n"]}
1
+ {"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvColor=vec4(1.0);\r#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\r#else\nvColor.rgb*=color.rgb;\r#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const vertexColorMixing = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const anaglyphPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -5,6 +5,6 @@ const shader = `varying vec2 vUV;
5
5
  void main(void)
6
6
  // Sideeffect
7
7
  ShaderStore.ShadersStore[name] = shader;
8
- /** @hidden */
8
+ /** @internal */
9
9
  export const anaglyphPixelShader = { name, shader };
10
10
  //# sourceMappingURL=anaglyph.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"anaglyph.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/anaglyph.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"anaglyphPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D leftSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec4 leftFrag=texture2D(leftSampler,vUV);\rleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\rvec4 rightFrag=texture2D(textureSampler,vUV);\rrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\rgl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const anaglyphPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"anaglyph.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/anaglyph.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"anaglyphPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D leftSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec4 leftFrag=texture2D(leftSampler,vUV);\rleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\rvec4 rightFrag=texture2D(textureSampler,vUV);\rrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\rgl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const anaglyphPixelShader = { name, shader };\n"]}
@@ -13,7 +13,7 @@ import "./ShadersInclude/fogFragmentDeclaration";
13
13
  import "./ShadersInclude/clipPlaneFragment";
14
14
  import "./ShadersInclude/lightFragment";
15
15
  import "./ShadersInclude/fogFragment";
16
- /** @hidden */
16
+ /** @internal */
17
17
  export declare const backgroundPixelShader: {
18
18
  name: string;
19
19
  shader: string;
@@ -144,6 +144,6 @@ gl_FragColor=color;
144
144
  }
145
145
  // Sideeffect
146
146
  ShaderStore.ShadersStore[name] = shader;
147
- /** @hidden */
147
+ /** @internal */
148
148
  export const backgroundPixelShader = { name, shader };
149
149
  //# sourceMappingURL=background.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"background.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/background.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,gCAAgC,CAAC;AACxC,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgOd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundFragmentDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"backgroundPixelShader\";\nconst shader = `#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\r#include<__decl__backgroundFragment>\n#include<helperFunctions>\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\r#ifdef MAINUV1\nvarying vec2 vMainUV1;\r#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \r#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\r#endif\nuniform sampler2D diffuseSampler;\r#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\r#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\runiform samplerCube reflectionSamplerHigh;\r#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\r#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\runiform samplerCube reflectionSamplerHigh;\r#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\r{\rfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\rreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\r}\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\r#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(0.0,1.0,0.0);\r#endif\nfloat shadow=1.;\rfloat globalShadow=0.;\rfloat shadowLightCount=0.;\r#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\r#else\nglobalShadow=1.0;\r#endif\n#ifndef BACKMAT_SHADOWONLY\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\r#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\r#else\nvec2 reflectionCoords=reflectionVector.xy;\r#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\r#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\r#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\r#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\rreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\r#else\nfloat lodReflectionNormalized=saturate(reflectionLOD);\rfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\rvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\rif(lodReflectionNormalizedDoubled<1.0){\rreflectionColor=mix(\rsampleReflection(reflectionSamplerHigh,reflectionCoords),\rreflectionSpecularMid,\rlodReflectionNormalizedDoubled\r);\r} else {\rreflectionColor=mix(\rreflectionSpecularMid,\rsampleReflection(reflectionSamplerLow,reflectionCoords),\rlodReflectionNormalizedDoubled-1.0\r);\r}\r#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\rreflectionColor=reflectionSample;\r#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\r#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\r#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\r#endif\nreflectionColor.rgb*=vReflectionInfos.x;\r#endif\nvec3 diffuseColor=vec3(1.,1.,1.);\rfloat finalAlpha=alpha;\r#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\r#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\r#endif\ndiffuseMap.rgb*=vDiffuseInfos.y;\r#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\r#endif\ndiffuseColor=diffuseMap.rgb;\r#endif\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\r#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\r#endif\ncolorBase=max(colorBase,0.0);\r#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\r#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\r#else\nvec3 mainColor=vPrimaryColor.rgb;\r#endif\nvec3 finalColor=colorBase*mainColor;\r#endif\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\rvec3 reflectionReflectance0=vReflectionControl.yyy;\rvec3 reflectionReflectance90=vReflectionControl.zzz;\rfloat VdotN=dot(normalize(vEyePosition.xyz),normalW);\rvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);\rreflectionAmount*=planarReflectionFresnel;\r#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);\rreflectionDistanceFalloff*=reflectionDistanceFalloff;\rreflectionAmount*=reflectionDistanceFalloff;\r#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));\r#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition.xyz-vBackgroundCenter));\rconst float startAngle=0.1;\rfloat fadeFactor=saturate(viewAngleToFloor/startAngle);\rfinalAlpha*=fadeFactor*fadeFactor;\r#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\r#endif\nvec4 color=vec4(finalColor,finalAlpha);\r#else\nvec4 color=vec4(vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*alpha);\r#endif\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor.rgb=clamp(color.rgb,0.,30.0);\r#endif\n#else\ncolor=applyImageProcessing(color);\r#endif\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\r#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\rcolor=max(color,0.0);\r#endif\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const backgroundPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"background.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/background.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,gCAAgC,CAAC;AACxC,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgOd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundFragmentDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"backgroundPixelShader\";\nconst shader = `#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\r#include<__decl__backgroundFragment>\n#include<helperFunctions>\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\r#ifdef MAINUV1\nvarying vec2 vMainUV1;\r#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \r#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\r#endif\nuniform sampler2D diffuseSampler;\r#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\r#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\runiform samplerCube reflectionSamplerHigh;\r#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\r#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\runiform samplerCube reflectionSamplerHigh;\r#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\r{\rfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\rreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\r}\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\r#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(0.0,1.0,0.0);\r#endif\nfloat shadow=1.;\rfloat globalShadow=0.;\rfloat shadowLightCount=0.;\r#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\r#else\nglobalShadow=1.0;\r#endif\n#ifndef BACKMAT_SHADOWONLY\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\r#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\r#else\nvec2 reflectionCoords=reflectionVector.xy;\r#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\r#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\r#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\r#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\rreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\r#else\nfloat lodReflectionNormalized=saturate(reflectionLOD);\rfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\rvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\rif(lodReflectionNormalizedDoubled<1.0){\rreflectionColor=mix(\rsampleReflection(reflectionSamplerHigh,reflectionCoords),\rreflectionSpecularMid,\rlodReflectionNormalizedDoubled\r);\r} else {\rreflectionColor=mix(\rreflectionSpecularMid,\rsampleReflection(reflectionSamplerLow,reflectionCoords),\rlodReflectionNormalizedDoubled-1.0\r);\r}\r#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\rreflectionColor=reflectionSample;\r#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\r#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\r#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\r#endif\nreflectionColor.rgb*=vReflectionInfos.x;\r#endif\nvec3 diffuseColor=vec3(1.,1.,1.);\rfloat finalAlpha=alpha;\r#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\r#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\r#endif\ndiffuseMap.rgb*=vDiffuseInfos.y;\r#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\r#endif\ndiffuseColor=diffuseMap.rgb;\r#endif\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\r#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\r#endif\ncolorBase=max(colorBase,0.0);\r#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\r#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\r#else\nvec3 mainColor=vPrimaryColor.rgb;\r#endif\nvec3 finalColor=colorBase*mainColor;\r#endif\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\rvec3 reflectionReflectance0=vReflectionControl.yyy;\rvec3 reflectionReflectance90=vReflectionControl.zzz;\rfloat VdotN=dot(normalize(vEyePosition.xyz),normalW);\rvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);\rreflectionAmount*=planarReflectionFresnel;\r#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);\rreflectionDistanceFalloff*=reflectionDistanceFalloff;\rreflectionAmount*=reflectionDistanceFalloff;\r#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));\r#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition.xyz-vBackgroundCenter));\rconst float startAngle=0.1;\rfloat fadeFactor=saturate(viewAngleToFloor/startAngle);\rfinalAlpha*=fadeFactor*fadeFactor;\r#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\r#endif\nvec4 color=vec4(finalColor,finalAlpha);\r#else\nvec4 color=vec4(vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*alpha);\r#endif\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor.rgb=clamp(color.rgb,0.,30.0);\r#endif\n#else\ncolor=applyImageProcessing(color);\r#endif\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\r#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\rcolor=max(color,0.0);\r#endif\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const backgroundPixelShader = { name, shader };\n"]}
@@ -14,7 +14,7 @@ import "./ShadersInclude/bakedVertexAnimation";
14
14
  import "./ShadersInclude/clipPlaneVertex";
15
15
  import "./ShadersInclude/fogVertex";
16
16
  import "./ShadersInclude/shadowsVertex";
17
- /** @hidden */
17
+ /** @internal */
18
18
  export declare const backgroundVertexShader: {
19
19
  name: string;
20
20
  shader: string;
@@ -82,6 +82,6 @@ gl_PointSize=pointSize;
82
82
  }
83
83
  // Sideeffect
84
84
  ShaderStore.ShadersStore[name] = shader;
85
- /** @hidden */
85
+ /** @internal */
86
86
  export const backgroundVertexShader = { name, shader };
87
87
  //# sourceMappingURL=background.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/background.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AAExC,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Gd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundVertexDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\n\nconst name = \"backgroundVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__backgroundVertex>\n#include<helperFunctions>\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\r#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\r#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vec2 vDiffuseUV;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=position;\r#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*finalWorld*vec4(position,1.0);\r} else {\rgl_Position=viewProjectionR*finalWorld*vec4(position,1.0);\r}\r#else\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\r#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normal);\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\r#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\rvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\rif (fFovMultiplier<=1.0) {\rvDirectionW=normalize(segment);\r} else {\rvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\r}\r#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uv;\r#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\r#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (vDiffuseInfos.x==0.)\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\r}\relse\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\r#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const backgroundVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/background.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AAExC,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Gd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundVertexDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\n\nconst name = \"backgroundVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__backgroundVertex>\n#include<helperFunctions>\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\r#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\r#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vec2 vDiffuseUV;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=position;\r#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*finalWorld*vec4(position,1.0);\r} else {\rgl_Position=viewProjectionR*finalWorld*vec4(position,1.0);\r}\r#else\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\r#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normal);\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\r#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\rvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\rif (fFovMultiplier<=1.0) {\rvDirectionW=normalize(segment);\r} else {\rvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\r}\r#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uv;\r#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\r#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (vDiffuseInfos.x==0.)\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\r}\relse\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\r#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const backgroundVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const blackAndWhitePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -5,6 +5,6 @@ const shader = `varying vec2 vUV;
5
5
  void main(void)
6
6
  // Sideeffect
7
7
  ShaderStore.ShadersStore[name] = shader;
8
- /** @hidden */
8
+ /** @internal */
9
9
  export const blackAndWhitePixelShader = { name, shader };
10
10
  //# sourceMappingURL=blackAndWhite.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"blackAndWhite.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/blackAndWhite.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"blackAndWhitePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float degree;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec3 color=texture2D(textureSampler,vUV).rgb;\rfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \rvec3 blackAndWhite=vec3(luminance,luminance,luminance);\rgl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const blackAndWhitePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"blackAndWhite.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/blackAndWhite.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"blackAndWhitePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float degree;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec3 color=texture2D(textureSampler,vUV).rgb;\rfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \rvec3 blackAndWhite=vec3(luminance,luminance,luminance);\rgl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const blackAndWhitePixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const bloomMergePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -5,6 +5,6 @@ const shader = `uniform sampler2D textureSampler;
5
5
  void main(void)
6
6
  // Sideeffect
7
7
  ShaderStore.ShadersStore[name] = shader;
8
- /** @hidden */
8
+ /** @internal */
9
9
  export const bloomMergePixelShader = { name, shader };
10
10
  //# sourceMappingURL=bloomMerge.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bloomMerge.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/bloomMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"bloomMergePixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D bloomBlur;\rvarying vec2 vUV;\runiform float bloomWeight;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(textureSampler,vUV);\rvec3 blurred=texture2D(bloomBlur,vUV).rgb;\rgl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const bloomMergePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"bloomMerge.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/bloomMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"bloomMergePixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D bloomBlur;\rvarying vec2 vUV;\runiform float bloomWeight;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(textureSampler,vUV);\rvec3 blurred=texture2D(bloomBlur,vUV).rgb;\rgl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const bloomMergePixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const blurPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -5,6 +5,6 @@ const shader = `varying vec2 vUV;
5
5
  void main(void)
6
6
  // Sideeffect
7
7
  ShaderStore.ShadersStore[name] = shader;
8
- /** @hidden */
8
+ /** @internal */
9
9
  export const blurPixelShader = { name, shader };
10
10
  //# sourceMappingURL=blur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"blur.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/blur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Bb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"blurPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\runiform vec2 direction;\runiform float blurWidth;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rfloat weights[7];\rweights[0]=0.05;\rweights[1]=0.1;\rweights[2]=0.2;\rweights[3]=0.3;\rweights[4]=0.2;\rweights[5]=0.1;\rweights[6]=0.05;\rvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\rvec2 texelStep=texelSize*direction*blurWidth;\rvec2 start=vUV-3.0*texelStep;\rvec4 baseColor=vec4(0.,0.,0.,0.);\rvec2 texelOffset=vec2(0.,0.);\rfor (int i=0; i<7; i++)\r{\rbaseColor+=texture2D(textureSampler,start+texelOffset)*weights[i];\rtexelOffset+=texelStep;\r}\rgl_FragColor=baseColor;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const blurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"blur.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/blur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Bb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"blurPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\runiform vec2 direction;\runiform float blurWidth;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rfloat weights[7];\rweights[0]=0.05;\rweights[1]=0.1;\rweights[2]=0.2;\rweights[3]=0.3;\rweights[4]=0.2;\rweights[5]=0.1;\rweights[6]=0.05;\rvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\rvec2 texelStep=texelSize*direction*blurWidth;\rvec2 start=vUV-3.0*texelStep;\rvec4 baseColor=vec4(0.,0.,0.,0.);\rvec2 texelOffset=vec2(0.,0.);\rfor (int i=0; i<7; i++)\r{\rbaseColor+=texture2D(textureSampler,start+texelOffset)*weights[i];\rtexelOffset+=texelStep;\r}\rgl_FragColor=baseColor;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const blurPixelShader = { name, shader };\n"]}
@@ -1,6 +1,6 @@
1
1
  import "./ShadersInclude/boundingBoxRendererFragmentDeclaration";
2
2
  import "./ShadersInclude/boundingBoxRendererUboDeclaration";
3
- /** @hidden */
3
+ /** @internal */
4
4
  export declare const boundingBoxRendererPixelShader: {
5
5
  name: string;
6
6
  shader: string;
@@ -10,6 +10,6 @@ gl_FragColor=color;
10
10
  }`;
11
11
  // Sideeffect
12
12
  ShaderStore.ShadersStore[name] = shader;
13
- /** @hidden */
13
+ /** @internal */
14
14
  export const boundingBoxRendererPixelShader = { name, shader };
15
15
  //# sourceMappingURL=boundingBoxRenderer.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRenderer.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/boundingBoxRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAE5D,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/boundingBoxRendererFragmentDeclaration\";\nimport \"./ShadersInclude/boundingBoxRendererUboDeclaration\";\n\nconst name = \"boundingBoxRendererPixelShader\";\nconst shader = `#include<__decl__boundingBoxRendererFragment>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const boundingBoxRendererPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRenderer.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/boundingBoxRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAE5D,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/boundingBoxRendererFragmentDeclaration\";\nimport \"./ShadersInclude/boundingBoxRendererUboDeclaration\";\n\nconst name = \"boundingBoxRendererPixelShader\";\nconst shader = `#include<__decl__boundingBoxRendererFragment>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererPixelShader = { name, shader };\n"]}
@@ -1,6 +1,6 @@
1
1
  import "./ShadersInclude/boundingBoxRendererVertexDeclaration";
2
2
  import "./ShadersInclude/boundingBoxRendererUboDeclaration";
3
- /** @hidden */
3
+ /** @internal */
4
4
  export declare const boundingBoxRendererVertexShader: {
5
5
  name: string;
6
6
  shader: string;