@babylonjs/core 5.24.0 → 5.26.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1729) hide show
  1. package/Actions/action.d.ts +12 -21
  2. package/Actions/action.js +8 -17
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.d.ts +2 -5
  5. package/Actions/actionManager.js +2 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Actions/condition.d.ts +9 -50
  8. package/Actions/condition.js +3 -26
  9. package/Actions/condition.js.map +1 -1
  10. package/Actions/directActions.d.ts +7 -7
  11. package/Actions/directActions.js +7 -7
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/directAudioActions.d.ts +2 -2
  14. package/Actions/directAudioActions.js +2 -2
  15. package/Actions/directAudioActions.js.map +1 -1
  16. package/Actions/interpolateValueAction.d.ts +1 -1
  17. package/Actions/interpolateValueAction.js +1 -1
  18. package/Actions/interpolateValueAction.js.map +1 -1
  19. package/Animations/animatable.d.ts +5 -6
  20. package/Animations/animatable.js +1 -2
  21. package/Animations/animatable.js.map +1 -1
  22. package/Animations/animation.d.ts +6 -20
  23. package/Animations/animation.js +6 -20
  24. package/Animations/animation.js.map +1 -1
  25. package/Animations/animationEvent.d.ts +1 -1
  26. package/Animations/animationEvent.js +1 -1
  27. package/Animations/animationEvent.js.map +1 -1
  28. package/Animations/animationGroup.d.ts +1 -1
  29. package/Animations/animationGroup.js +1 -1
  30. package/Animations/animationGroup.js.map +1 -1
  31. package/Animations/easing.d.ts +13 -26
  32. package/Animations/easing.js +13 -26
  33. package/Animations/easing.js.map +1 -1
  34. package/Animations/runtimeAnimation.d.ts +3 -4
  35. package/Animations/runtimeAnimation.js +1 -2
  36. package/Animations/runtimeAnimation.js.map +1 -1
  37. package/Audio/audioEngine.js +1 -2
  38. package/Audio/audioEngine.js.map +1 -1
  39. package/Audio/audioSceneComponent.d.ts +1 -1
  40. package/Audio/audioSceneComponent.js.map +1 -1
  41. package/Audio/sound.d.ts +3 -4
  42. package/Audio/sound.js +2 -3
  43. package/Audio/sound.js.map +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  47. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  51. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  52. package/Behaviors/Meshes/followBehavior.js +1 -1
  53. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  56. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  57. package/Bones/bone.d.ts +7 -9
  58. package/Bones/bone.js +7 -9
  59. package/Bones/bone.js.map +1 -1
  60. package/Bones/skeleton.d.ts +6 -8
  61. package/Bones/skeleton.js +6 -8
  62. package/Bones/skeleton.js.map +1 -1
  63. package/Buffers/buffer.d.ts +6 -6
  64. package/Buffers/buffer.js +14 -16
  65. package/Buffers/buffer.js.map +1 -1
  66. package/Buffers/storageBuffer.d.ts +1 -1
  67. package/Buffers/storageBuffer.js +1 -1
  68. package/Buffers/storageBuffer.js.map +1 -1
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  70. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  71. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  73. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  74. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
  76. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
  77. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  79. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  80. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  82. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  83. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  85. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  86. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  87. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  88. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  89. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  90. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  91. package/Cameras/RigModes/vrRigMode.js +1 -3
  92. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  93. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  94. package/Cameras/RigModes/webVRRigMode.js +1 -3
  95. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  98. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  99. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  100. package/Cameras/VR/vrCameraMetrics.js +4 -4
  101. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  102. package/Cameras/VR/vrExperienceHelper.js +20 -48
  103. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  104. package/Cameras/VR/webVRCamera.d.ts +9 -9
  105. package/Cameras/VR/webVRCamera.js +9 -9
  106. package/Cameras/VR/webVRCamera.js.map +1 -1
  107. package/Cameras/arcRotateCamera.d.ts +11 -12
  108. package/Cameras/arcRotateCamera.js +8 -9
  109. package/Cameras/arcRotateCamera.js.map +1 -1
  110. package/Cameras/camera.d.ts +29 -38
  111. package/Cameras/camera.js +27 -36
  112. package/Cameras/camera.js.map +1 -1
  113. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  114. package/Cameras/deviceOrientationCamera.js +1 -1
  115. package/Cameras/deviceOrientationCamera.js.map +1 -1
  116. package/Cameras/flyCamera.d.ts +8 -12
  117. package/Cameras/flyCamera.js +6 -10
  118. package/Cameras/flyCamera.js.map +1 -1
  119. package/Cameras/followCamera.d.ts +2 -2
  120. package/Cameras/followCamera.js +2 -2
  121. package/Cameras/followCamera.js.map +1 -1
  122. package/Cameras/freeCamera.d.ts +6 -7
  123. package/Cameras/freeCamera.js +4 -5
  124. package/Cameras/freeCamera.js.map +1 -1
  125. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  126. package/Cameras/freeCameraInputsManager.js +2 -2
  127. package/Cameras/freeCameraInputsManager.js.map +1 -1
  128. package/Cameras/targetCamera.d.ts +21 -24
  129. package/Cameras/targetCamera.js +20 -23
  130. package/Cameras/targetCamera.js.map +1 -1
  131. package/Cameras/touchCamera.d.ts +1 -1
  132. package/Cameras/touchCamera.js +1 -1
  133. package/Cameras/touchCamera.js.map +1 -1
  134. package/Collisions/collider.d.ts +13 -44
  135. package/Collisions/collider.js +10 -41
  136. package/Collisions/collider.js.map +1 -1
  137. package/Collisions/collisionCoordinator.d.ts +2 -2
  138. package/Collisions/collisionCoordinator.js +1 -1
  139. package/Collisions/collisionCoordinator.js.map +1 -1
  140. package/Collisions/intersectionInfo.d.ts +1 -1
  141. package/Collisions/intersectionInfo.js +1 -1
  142. package/Collisions/intersectionInfo.js.map +1 -1
  143. package/Collisions/meshCollisionData.d.ts +1 -1
  144. package/Collisions/meshCollisionData.js +1 -1
  145. package/Collisions/meshCollisionData.js.map +1 -1
  146. package/Collisions/pickingInfo.d.ts +1 -1
  147. package/Collisions/pickingInfo.js +1 -1
  148. package/Collisions/pickingInfo.js.map +1 -1
  149. package/Compute/IComputeContext.d.ts +1 -1
  150. package/Compute/IComputeContext.js.map +1 -1
  151. package/Compute/IComputePipelineContext.d.ts +2 -2
  152. package/Compute/IComputePipelineContext.js.map +1 -1
  153. package/Compute/computeEffect.d.ts +5 -5
  154. package/Compute/computeEffect.js +5 -5
  155. package/Compute/computeEffect.js.map +1 -1
  156. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  157. package/Culling/Octrees/octreeBlock.js +1 -9
  158. package/Culling/Octrees/octreeBlock.js.map +1 -1
  159. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  160. package/Culling/Octrees/octreeSceneComponent.js +1 -5
  161. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  162. package/Culling/boundingBox.d.ts +4 -5
  163. package/Culling/boundingBox.js +3 -4
  164. package/Culling/boundingBox.js.map +1 -1
  165. package/Culling/boundingInfo.d.ts +1 -2
  166. package/Culling/boundingInfo.js +1 -2
  167. package/Culling/boundingInfo.js.map +1 -1
  168. package/Culling/boundingSphere.d.ts +1 -2
  169. package/Culling/boundingSphere.js +1 -2
  170. package/Culling/boundingSphere.js.map +1 -1
  171. package/Culling/ray.d.ts +6 -6
  172. package/Culling/ray.js.map +1 -1
  173. package/Debug/debugLayer.d.ts +1 -1
  174. package/Debug/debugLayer.js.map +1 -1
  175. package/Debug/physicsViewer.d.ts +6 -6
  176. package/Debug/physicsViewer.js +4 -4
  177. package/Debug/physicsViewer.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  179. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  180. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  181. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  183. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  184. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  185. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  186. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  187. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  189. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  190. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  191. package/DeviceInput/webDeviceInputSystem.js +1 -19
  192. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  193. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  194. package/Engines/Extensions/engine.computeShader.js +1 -1
  195. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  196. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  197. package/Engines/Extensions/engine.cubeTexture.js +3 -2
  198. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  199. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  200. package/Engines/Extensions/engine.debugging.js.map +1 -1
  201. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  202. package/Engines/Extensions/engine.multiview.js.map +1 -1
  203. package/Engines/Extensions/engine.query.d.ts +22 -22
  204. package/Engines/Extensions/engine.query.js +8 -8
  205. package/Engines/Extensions/engine.query.js.map +1 -1
  206. package/Engines/Extensions/engine.rawTexture.js +3 -7
  207. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  208. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  209. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  210. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  211. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  212. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  213. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  214. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  215. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  216. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  217. package/Engines/Extensions/engine.views.d.ts +2 -2
  218. package/Engines/Extensions/engine.views.js.map +1 -1
  219. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  220. package/Engines/Extensions/engine.webVR.js.map +1 -1
  221. package/Engines/IDrawContext.d.ts +1 -1
  222. package/Engines/IDrawContext.js.map +1 -1
  223. package/Engines/IMaterialContext.d.ts +1 -1
  224. package/Engines/IMaterialContext.js.map +1 -1
  225. package/Engines/IPipelineContext.d.ts +5 -5
  226. package/Engines/IPipelineContext.js.map +1 -1
  227. package/Engines/Native/nativeDataStream.d.ts +2 -2
  228. package/Engines/Native/nativeDataStream.js +1 -1
  229. package/Engines/Native/nativeDataStream.js.map +1 -1
  230. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  231. package/Engines/Native/nativeInterfaces.js.map +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  240. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  241. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  242. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  243. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  244. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  245. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  246. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  247. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  248. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  249. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  250. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  251. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  252. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  253. package/Engines/Processors/shaderCodeCursor.js +1 -1
  254. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  255. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  256. package/Engines/Processors/shaderCodeNode.js +1 -1
  257. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  258. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  259. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  260. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  261. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  262. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  263. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  264. package/Engines/Processors/shaderProcessor.js +2 -2
  265. package/Engines/Processors/shaderProcessor.js.map +1 -1
  266. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  267. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  268. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  269. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  270. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  271. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  272. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  273. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  274. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  275. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  276. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  277. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  278. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  279. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  280. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  281. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  282. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  283. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  284. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  285. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  286. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  287. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  288. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  289. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  290. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  291. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  292. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  293. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  299. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  300. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  301. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  302. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  303. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  304. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  305. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  306. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  307. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  308. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  309. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  310. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  311. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  312. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  313. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  314. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  315. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  316. package/Engines/WebGPU/webgpuConstants.js +38 -38
  317. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  318. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  319. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  320. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  321. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  322. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  323. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  324. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  325. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  326. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  327. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  328. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  329. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  330. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  331. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  332. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  333. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  334. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  335. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  336. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  337. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  338. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  339. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  340. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  341. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  342. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  343. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  344. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  345. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  346. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  347. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  348. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
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  1710. package/XR/webXRSessionManager.js.map +1 -1
  1711. package/XR/webXRWebGLLayer.d.ts +2 -2
  1712. package/XR/webXRWebGLLayer.js +2 -2
  1713. package/XR/webXRWebGLLayer.js.map +1 -1
  1714. package/abstractScene.d.ts +1 -1
  1715. package/abstractScene.js +1 -1
  1716. package/abstractScene.js.map +1 -1
  1717. package/node.d.ts +40 -52
  1718. package/node.js +40 -55
  1719. package/node.js.map +1 -1
  1720. package/package.json +1 -1
  1721. package/scene.d.ts +83 -107
  1722. package/scene.js +94 -108
  1723. package/scene.js.map +1 -1
  1724. package/sceneComponent.d.ts +4 -2
  1725. package/sceneComponent.js +4 -2
  1726. package/sceneComponent.js.map +1 -1
  1727. package/types.d.ts +2 -2
  1728. package/types.js +1 -1
  1729. package/types.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"depthOfField.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/depthOfField.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D highlightsSampler;\runiform sampler2D depthSampler;\runiform sampler2D grainSampler;\runiform float grain_amount;\runiform bool blur_noise;\runiform float screen_width;\runiform float screen_height;\runiform float distortion;\runiform bool dof_enabled;\runiform float screen_distance; \runiform float aperture;\runiform float darken;\runiform float edge_blur;\runiform bool highlights;\runiform float near;\runiform float far;\rvarying vec2 vUV;\r#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \nvec2 centered_screen_pos;\rvec2 distorted_coords;\rfloat radius2;\rfloat radius;\rvec2 rand(vec2 co)\r{\rfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\rfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\rreturn clamp(vec2(noise1,noise2),0.0,1.0);\r}\rvec2 getDistortedCoords(vec2 coords) {\rif (distortion==0.0) { return coords; }\rvec2 direction=1.0*normalize(centered_screen_pos);\rvec2 dist_coords=vec2(0.5,0.5);\rdist_coords.x=0.5+direction.x*radius2*1.0;\rdist_coords.y=0.5+direction.y*radius2*1.0;\rfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\rdist_coords=mix(coords,dist_coords,dist_amount);\rreturn dist_coords;\r}\rfloat sampleScreen(inout vec4 color,in vec2 offset,in float weight) {\rvec2 coords=distorted_coords;\rfloat angle=rand(coords*100.0).x*TWOPI;\rcoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\rcolor+=texture2D(textureSampler,coords)*weight;\rreturn weight;\r}\rfloat getBlurLevel(float size) {\rreturn min(3.0,ceil(size/1.0));\r}\rvec4 getBlurColor(float size) {\rvec4 col=texture2D(textureSampler,distorted_coords);\rfloat blur_level=getBlurLevel(size);\rfloat w=(size/screen_width);\rfloat h=(size/screen_height);\rfloat total_weight=1.0;\rvec2 sample_coords;\rtotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\rtotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\rtotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\rtotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\rtotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\rtotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\rtotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\rtotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\rtotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\rtotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\rif (blur_level>1.0) {\rtotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\rtotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\rtotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\rtotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\rtotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\rtotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\rtotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\rtotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\rtotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\rtotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\r}\rif (blur_level>2.0) {\rtotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\rtotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\rtotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\rtotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\rtotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\rtotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\rtotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\rtotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\rtotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\r}\rcol/=total_weight; \rif (darken>0.0) {\rcol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\r}\rreturn col;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rcentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\rradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\rradius=sqrt(radius2);\rdistorted_coords=getDistortedCoords(vUV); \rvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \rfloat depth=texture2D(depthSampler,distorted_coords).r; \rfloat distance=near+(far-near)*depth; \rvec4 color=texture2D(textureSampler,vUV); \rfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\rif (dof_enabled==false || coc<0.07) { coc=0.0; }\rfloat edge_blur_amount=0.0;\rif (edge_blur>0.0) {\redge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\r}\rfloat blur_amount=max(edge_blur_amount,coc);\rif (blur_amount==0.0) {\rgl_FragColor=texture2D(textureSampler,distorted_coords);\r}\relse {\rgl_FragColor=getBlurColor(blur_amount*1.7);\rif (highlights) {\rgl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\r}\rif (blur_noise) {\rvec2 noise=rand(distorted_coords)*0.01*blur_amount;\rvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\rgl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\r}\r}\rif (grain_amount>0.0) {\rvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\rgl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\r}\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const depthOfFieldPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depthOfField.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/depthOfField.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D highlightsSampler;\runiform sampler2D depthSampler;\runiform sampler2D grainSampler;\runiform float grain_amount;\runiform bool blur_noise;\runiform float screen_width;\runiform float screen_height;\runiform float distortion;\runiform bool dof_enabled;\runiform float screen_distance; \runiform float aperture;\runiform float darken;\runiform float edge_blur;\runiform bool highlights;\runiform float near;\runiform float far;\rvarying vec2 vUV;\r#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \nvec2 centered_screen_pos;\rvec2 distorted_coords;\rfloat radius2;\rfloat radius;\rvec2 rand(vec2 co)\r{\rfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\rfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\rreturn clamp(vec2(noise1,noise2),0.0,1.0);\r}\rvec2 getDistortedCoords(vec2 coords) {\rif (distortion==0.0) { return coords; }\rvec2 direction=1.0*normalize(centered_screen_pos);\rvec2 dist_coords=vec2(0.5,0.5);\rdist_coords.x=0.5+direction.x*radius2*1.0;\rdist_coords.y=0.5+direction.y*radius2*1.0;\rfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\rdist_coords=mix(coords,dist_coords,dist_amount);\rreturn dist_coords;\r}\rfloat sampleScreen(inout vec4 color,in vec2 offset,in float weight) {\rvec2 coords=distorted_coords;\rfloat angle=rand(coords*100.0).x*TWOPI;\rcoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\rcolor+=texture2D(textureSampler,coords)*weight;\rreturn weight;\r}\rfloat getBlurLevel(float size) {\rreturn min(3.0,ceil(size/1.0));\r}\rvec4 getBlurColor(float size) {\rvec4 col=texture2D(textureSampler,distorted_coords);\rfloat blur_level=getBlurLevel(size);\rfloat w=(size/screen_width);\rfloat h=(size/screen_height);\rfloat total_weight=1.0;\rvec2 sample_coords;\rtotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\rtotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\rtotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\rtotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\rtotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\rtotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\rtotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\rtotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\rtotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\rtotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\rif (blur_level>1.0) {\rtotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\rtotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\rtotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\rtotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\rtotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\rtotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\rtotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\rtotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\rtotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\rtotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\r}\rif (blur_level>2.0) {\rtotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\rtotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\rtotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\rtotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\rtotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\rtotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\rtotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\rtotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\rtotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\r}\rcol/=total_weight; \rif (darken>0.0) {\rcol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\r}\rreturn col;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rcentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\rradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\rradius=sqrt(radius2);\rdistorted_coords=getDistortedCoords(vUV); \rvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \rfloat depth=texture2D(depthSampler,distorted_coords).r; \rfloat distance=near+(far-near)*depth; \rvec4 color=texture2D(textureSampler,vUV); \rfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\rif (dof_enabled==false || coc<0.07) { coc=0.0; }\rfloat edge_blur_amount=0.0;\rif (edge_blur>0.0) {\redge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\r}\rfloat blur_amount=max(edge_blur_amount,coc);\rif (blur_amount==0.0) {\rgl_FragColor=texture2D(textureSampler,distorted_coords);\r}\relse {\rgl_FragColor=getBlurColor(blur_amount*1.7);\rif (highlights) {\rgl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\r}\rif (blur_noise) {\rvec2 noise=rand(distorted_coords)*0.01*blur_amount;\rvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\rgl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\r}\r}\rif (grain_amount>0.0) {\rvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\rgl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\r}\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthOfFieldPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const depthOfFieldMergePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -15,6 +15,6 @@ if(coc<0.33){
15
15
  }
16
16
  // Sideeffect
17
17
  ShaderStore.ShadersStore[name] = shader;
18
- /** @hidden */
18
+ /** @internal */
19
19
  export const depthOfFieldMergePixelShader = { name, shader };
20
20
  //# sourceMappingURL=depthOfFieldMerge.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"depthOfFieldMerge.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/depthOfFieldMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldMergePixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\runiform sampler2D circleOfConfusionSampler;\runiform sampler2D blurStep0;\r#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\r#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\r#if BLUR_LEVEL==0\nvec4 original=texture2D(textureSampler,vUV);\rvec4 blurred0=texture2D(blurStep0,vUV);\rgl_FragColor=mix(original,blurred0,coc);\r#endif\n#if BLUR_LEVEL==1\nif(coc<0.5){\rvec4 original=texture2D(textureSampler,vUV);\rvec4 blurred1=texture2D(blurStep1,vUV);\rgl_FragColor=mix(original,blurred1,coc/0.5);\r}else{\rvec4 blurred0=texture2D(blurStep0,vUV); \rvec4 blurred1=texture2D(blurStep1,vUV);\rgl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\r}\r#endif\n#if BLUR_LEVEL==2\nif(coc<0.33){\rvec4 original=texture2D(textureSampler,vUV);\rvec4 blurred2=texture2D(blurStep2,vUV);\rgl_FragColor=mix(original,blurred2,coc/0.33);\r}else if(coc<0.66){\rvec4 blurred1=texture2D(blurStep1,vUV);\rvec4 blurred2=texture2D(blurStep2,vUV);\rgl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\r}else{\rvec4 blurred0=texture2D(blurStep0,vUV);\rvec4 blurred1=texture2D(blurStep1,vUV);\rgl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\r}\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const depthOfFieldMergePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depthOfFieldMerge.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/depthOfFieldMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldMergePixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\runiform sampler2D circleOfConfusionSampler;\runiform sampler2D blurStep0;\r#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\r#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\r#if BLUR_LEVEL==0\nvec4 original=texture2D(textureSampler,vUV);\rvec4 blurred0=texture2D(blurStep0,vUV);\rgl_FragColor=mix(original,blurred0,coc);\r#endif\n#if BLUR_LEVEL==1\nif(coc<0.5){\rvec4 original=texture2D(textureSampler,vUV);\rvec4 blurred1=texture2D(blurStep1,vUV);\rgl_FragColor=mix(original,blurred1,coc/0.5);\r}else{\rvec4 blurred0=texture2D(blurStep0,vUV); \rvec4 blurred1=texture2D(blurStep1,vUV);\rgl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\r}\r#endif\n#if BLUR_LEVEL==2\nif(coc<0.33){\rvec4 original=texture2D(textureSampler,vUV);\rvec4 blurred2=texture2D(blurStep2,vUV);\rgl_FragColor=mix(original,blurred2,coc/0.33);\r}else if(coc<0.66){\rvec4 blurred1=texture2D(blurStep1,vUV);\rvec4 blurred2=texture2D(blurStep2,vUV);\rgl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\r}else{\rvec4 blurred0=texture2D(blurStep0,vUV);\rvec4 blurred1=texture2D(blurStep1,vUV);\rgl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\r}\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthOfFieldMergePixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const displayPassPixelShader: {
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 displayPassPixelShader = { name, shader };
10
10
  //# sourceMappingURL=displayPass.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"displayPass.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/displayPass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"displayPassPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D passSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(passSampler,vUV);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const displayPassPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"displayPass.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/displayPass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"displayPassPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D passSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(passSampler,vUV);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const displayPassPixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import "./ShadersInclude/helperFunctions";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export declare const extractHighlightsPixelShader: {
4
4
  name: string;
5
5
  shader: string;
@@ -7,6 +7,6 @@ varying vec2 vUV;
7
7
  void main(void)
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const extractHighlightsPixelShader = { name, shader };
12
12
  //# sourceMappingURL=extractHighlights.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"extractHighlights.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/extractHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"extractHighlightsPixelShader\";\nconst shader = `#include<helperFunctions>\nvarying vec2 vUV;\runiform sampler2D textureSampler;\runiform float threshold;\runiform float exposure;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=texture2D(textureSampler,vUV);\rfloat luma=dot(LuminanceEncodeApprox,gl_FragColor.rgb*exposure);\rgl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const extractHighlightsPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"extractHighlights.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/extractHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"extractHighlightsPixelShader\";\nconst shader = `#include<helperFunctions>\nvarying vec2 vUV;\runiform sampler2D textureSampler;\runiform float threshold;\runiform float exposure;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=texture2D(textureSampler,vUV);\rfloat luma=dot(LuminanceEncodeApprox,gl_FragColor.rgb*exposure);\rgl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const extractHighlightsPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const filterPixelShader: {
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 filterPixelShader = { name, shader };
10
10
  //# sourceMappingURL=filter.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"filter.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/filter.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;EASb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"filterPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform mat4 kernelMatrix;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec3 baseColor=texture2D(textureSampler,vUV).rgb;\rvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\rgl_FragColor=vec4(updatedColor,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const filterPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"filter.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/filter.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;EASb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"filterPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform mat4 kernelMatrix;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec3 baseColor=texture2D(textureSampler,vUV).rgb;\rvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\rgl_FragColor=vec4(updatedColor,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const filterPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const fxaaPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -10,6 +10,6 @@ gl_FragColor=texture2D(textureSampler,posM,0.0);
10
10
  }`;
11
11
  // Sideeffect
12
12
  ShaderStore.ShadersStore[name] = shader;
13
- /** @hidden */
13
+ /** @internal */
14
14
  export const fxaaPixelShader = { name, shader };
15
15
  //# sourceMappingURL=fxaa.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fxaa.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/fxaa.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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Mb,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 = \"fxaaPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform vec2 texelSize;\rvarying vec2 vUV;\rvarying vec2 sampleCoordS;\rvarying vec2 sampleCoordE;\rvarying vec2 sampleCoordN;\rvarying vec2 sampleCoordW;\rvarying vec2 sampleCoordNW;\rvarying vec2 sampleCoordSE;\rvarying vec2 sampleCoordNE;\rvarying vec2 sampleCoordSW;\rconst float fxaaQualitySubpix=1.0;\rconst float fxaaQualityEdgeThreshold=0.166;\rconst float fxaaQualityEdgeThresholdMin=0.0833;\rconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\r#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\rvec2 posM;\rposM.x=vUV.x;\rposM.y=vUV.y;\rvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\rfloat lumaM=FxaaLuma(rgbyM);\rfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\rfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\rfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\rfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\rfloat maxSM=max(lumaS,lumaM);\rfloat minSM=min(lumaS,lumaM);\rfloat maxESM=max(lumaE,maxSM);\rfloat minESM=min(lumaE,minSM);\rfloat maxWN=max(lumaN,lumaW);\rfloat minWN=min(lumaN,lumaW);\rfloat rangeMax=max(maxWN,maxESM);\rfloat rangeMin=min(minWN,minESM);\rfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\rfloat range=rangeMax-rangeMin;\rfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\r#ifndef MALI\nif(range<rangeMaxClamped) \r{\rgl_FragColor=rgbyM;\rreturn;\r}\r#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\rfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\rfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\rfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\rfloat lumaNS=lumaN+lumaS;\rfloat lumaWE=lumaW+lumaE;\rfloat subpixRcpRange=1.0/range;\rfloat subpixNSWE=lumaNS+lumaWE;\rfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\rfloat edgeVert1=(-2.0*lumaM)+lumaWE;\rfloat lumaNESE=lumaNE+lumaSE;\rfloat lumaNWNE=lumaNW+lumaNE;\rfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\rfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\rfloat lumaNWSW=lumaNW+lumaSW;\rfloat lumaSWSE=lumaSW+lumaSE;\rfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\rfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\rfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\rfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\rfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\rfloat edgeVert=abs(edgeVert3)+edgeVert4;\rfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\rfloat lengthSign=texelSize.x;\rbool horzSpan=edgeHorz>=edgeVert;\rfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\rif (!horzSpan)\r{\rlumaN=lumaW;\r}\rif (!horzSpan) \r{\rlumaS=lumaE;\r}\rif (horzSpan) \r{\rlengthSign=texelSize.y;\r}\rfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\rfloat gradientN=lumaN-lumaM;\rfloat gradientS=lumaS-lumaM;\rfloat lumaNN=lumaN+lumaM;\rfloat lumaSS=lumaS+lumaM;\rbool pairN=abs(gradientN)>=abs(gradientS);\rfloat gradient=max(abs(gradientN),abs(gradientS));\rif (pairN)\r{\rlengthSign=-lengthSign;\r}\rfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\rvec2 posB;\rposB.x=posM.x;\rposB.y=posM.y;\rvec2 offNP;\roffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\roffNP.y=(horzSpan) ? 0.0 : texelSize.y;\rif (!horzSpan) \r{\rposB.x+=lengthSign*0.5;\r}\rif (horzSpan)\r{\rposB.y+=lengthSign*0.5;\r}\rvec2 posN;\rposN.x=posB.x-offNP.x*1.5;\rposN.y=posB.y-offNP.y*1.5;\rvec2 posP;\rposP.x=posB.x+offNP.x*1.5;\rposP.y=posB.y+offNP.y*1.5;\rfloat subpixD=((-2.0)*subpixC)+3.0;\rfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\rfloat subpixE=subpixC*subpixC;\rfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\rif (!pairN) \r{\rlumaNN=lumaSS;\r}\rfloat gradientScaled=gradient*1.0/4.0;\rfloat lumaMM=lumaM-lumaNN*0.5;\rfloat subpixF=subpixD*subpixE;\rbool lumaMLTZero=lumaMM<0.0;\rlumaEndN-=lumaNN*0.5;\rlumaEndP-=lumaNN*0.5;\rbool doneN=abs(lumaEndN)>=gradientScaled;\rbool doneP=abs(lumaEndP)>=gradientScaled;\rif (!doneN) \r{\rposN.x-=offNP.x*3.0;\r}\rif (!doneN) \r{\rposN.y-=offNP.y*3.0;\r}\rbool doneNP=(!doneN) || (!doneP);\rif (!doneP) \r{\rposP.x+=offNP.x*3.0;\r}\rif (!doneP)\r{\rposP.y+=offNP.y*3.0;\r}\rif (doneNP)\r{\rif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\rif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\rif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\rif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\rdoneN=abs(lumaEndN)>=gradientScaled;\rdoneP=abs(lumaEndP)>=gradientScaled;\rif (!doneN) posN.x-=offNP.x*12.0;\rif (!doneN) posN.y-=offNP.y*12.0;\rdoneNP=(!doneN) || (!doneP);\rif (!doneP) posP.x+=offNP.x*12.0;\rif (!doneP) posP.y+=offNP.y*12.0;\r}\rfloat dstN=posM.x-posN.x;\rfloat dstP=posP.x-posM.x;\rif (!horzSpan)\r{\rdstN=posM.y-posN.y;\r}\rif (!horzSpan) \r{\rdstP=posP.y-posM.y;\r}\rbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\rfloat spanLength=(dstP+dstN);\rbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\rfloat spanLengthRcp=1.0/spanLength;\rbool directionN=dstN<dstP;\rfloat dst=min(dstN,dstP);\rbool goodSpan=directionN ? goodSpanN : goodSpanP;\rfloat subpixG=subpixF*subpixF;\rfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\rfloat subpixH=subpixG*fxaaQualitySubpix;\rfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\rfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\rif (!horzSpan)\r{\rposM.x+=pixelOffsetSubpix*lengthSign;\r}\rif (horzSpan)\r{\rposM.y+=pixelOffsetSubpix*lengthSign;\r}\r#ifdef MALI\nif(range<rangeMaxClamped) \r{\rgl_FragColor=rgbyM;\r}\relse\r{\rgl_FragColor=texture2D(textureSampler,posM,0.0);\r}\r#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const fxaaPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fxaa.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/fxaa.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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Mb,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 = \"fxaaPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform vec2 texelSize;\rvarying vec2 vUV;\rvarying vec2 sampleCoordS;\rvarying vec2 sampleCoordE;\rvarying vec2 sampleCoordN;\rvarying vec2 sampleCoordW;\rvarying vec2 sampleCoordNW;\rvarying vec2 sampleCoordSE;\rvarying vec2 sampleCoordNE;\rvarying vec2 sampleCoordSW;\rconst float fxaaQualitySubpix=1.0;\rconst float fxaaQualityEdgeThreshold=0.166;\rconst float fxaaQualityEdgeThresholdMin=0.0833;\rconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\r#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\rvec2 posM;\rposM.x=vUV.x;\rposM.y=vUV.y;\rvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\rfloat lumaM=FxaaLuma(rgbyM);\rfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\rfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\rfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\rfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\rfloat maxSM=max(lumaS,lumaM);\rfloat minSM=min(lumaS,lumaM);\rfloat maxESM=max(lumaE,maxSM);\rfloat minESM=min(lumaE,minSM);\rfloat maxWN=max(lumaN,lumaW);\rfloat minWN=min(lumaN,lumaW);\rfloat rangeMax=max(maxWN,maxESM);\rfloat rangeMin=min(minWN,minESM);\rfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\rfloat range=rangeMax-rangeMin;\rfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\r#ifndef MALI\nif(range<rangeMaxClamped) \r{\rgl_FragColor=rgbyM;\rreturn;\r}\r#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\rfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\rfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\rfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\rfloat lumaNS=lumaN+lumaS;\rfloat lumaWE=lumaW+lumaE;\rfloat subpixRcpRange=1.0/range;\rfloat subpixNSWE=lumaNS+lumaWE;\rfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\rfloat edgeVert1=(-2.0*lumaM)+lumaWE;\rfloat lumaNESE=lumaNE+lumaSE;\rfloat lumaNWNE=lumaNW+lumaNE;\rfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\rfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\rfloat lumaNWSW=lumaNW+lumaSW;\rfloat lumaSWSE=lumaSW+lumaSE;\rfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\rfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\rfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\rfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\rfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\rfloat edgeVert=abs(edgeVert3)+edgeVert4;\rfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\rfloat lengthSign=texelSize.x;\rbool horzSpan=edgeHorz>=edgeVert;\rfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\rif (!horzSpan)\r{\rlumaN=lumaW;\r}\rif (!horzSpan) \r{\rlumaS=lumaE;\r}\rif (horzSpan) \r{\rlengthSign=texelSize.y;\r}\rfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\rfloat gradientN=lumaN-lumaM;\rfloat gradientS=lumaS-lumaM;\rfloat lumaNN=lumaN+lumaM;\rfloat lumaSS=lumaS+lumaM;\rbool pairN=abs(gradientN)>=abs(gradientS);\rfloat gradient=max(abs(gradientN),abs(gradientS));\rif (pairN)\r{\rlengthSign=-lengthSign;\r}\rfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\rvec2 posB;\rposB.x=posM.x;\rposB.y=posM.y;\rvec2 offNP;\roffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\roffNP.y=(horzSpan) ? 0.0 : texelSize.y;\rif (!horzSpan) \r{\rposB.x+=lengthSign*0.5;\r}\rif (horzSpan)\r{\rposB.y+=lengthSign*0.5;\r}\rvec2 posN;\rposN.x=posB.x-offNP.x*1.5;\rposN.y=posB.y-offNP.y*1.5;\rvec2 posP;\rposP.x=posB.x+offNP.x*1.5;\rposP.y=posB.y+offNP.y*1.5;\rfloat subpixD=((-2.0)*subpixC)+3.0;\rfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\rfloat subpixE=subpixC*subpixC;\rfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\rif (!pairN) \r{\rlumaNN=lumaSS;\r}\rfloat gradientScaled=gradient*1.0/4.0;\rfloat lumaMM=lumaM-lumaNN*0.5;\rfloat subpixF=subpixD*subpixE;\rbool lumaMLTZero=lumaMM<0.0;\rlumaEndN-=lumaNN*0.5;\rlumaEndP-=lumaNN*0.5;\rbool doneN=abs(lumaEndN)>=gradientScaled;\rbool doneP=abs(lumaEndP)>=gradientScaled;\rif (!doneN) \r{\rposN.x-=offNP.x*3.0;\r}\rif (!doneN) \r{\rposN.y-=offNP.y*3.0;\r}\rbool doneNP=(!doneN) || (!doneP);\rif (!doneP) \r{\rposP.x+=offNP.x*3.0;\r}\rif (!doneP)\r{\rposP.y+=offNP.y*3.0;\r}\rif (doneNP)\r{\rif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\rif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\rif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\rif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\rdoneN=abs(lumaEndN)>=gradientScaled;\rdoneP=abs(lumaEndP)>=gradientScaled;\rif (!doneN) posN.x-=offNP.x*12.0;\rif (!doneN) posN.y-=offNP.y*12.0;\rdoneNP=(!doneN) || (!doneP);\rif (!doneP) posP.x+=offNP.x*12.0;\rif (!doneP) posP.y+=offNP.y*12.0;\r}\rfloat dstN=posM.x-posN.x;\rfloat dstP=posP.x-posM.x;\rif (!horzSpan)\r{\rdstN=posM.y-posN.y;\r}\rif (!horzSpan) \r{\rdstP=posP.y-posM.y;\r}\rbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\rfloat spanLength=(dstP+dstN);\rbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\rfloat spanLengthRcp=1.0/spanLength;\rbool directionN=dstN<dstP;\rfloat dst=min(dstN,dstP);\rbool goodSpan=directionN ? goodSpanN : goodSpanP;\rfloat subpixG=subpixF*subpixF;\rfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\rfloat subpixH=subpixG*fxaaQualitySubpix;\rfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\rfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\rif (!horzSpan)\r{\rposM.x+=pixelOffsetSubpix*lengthSign;\r}\rif (horzSpan)\r{\rposM.y+=pixelOffsetSubpix*lengthSign;\r}\r#ifdef MALI\nif(range<rangeMaxClamped) \r{\rgl_FragColor=rgbyM;\r}\relse\r{\rgl_FragColor=texture2D(textureSampler,posM,0.0);\r}\r#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fxaaPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const fxaaVertexShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vUV=(position*madd+madd);
7
7
  }`;
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const fxaaVertexShader = { name, shader };
12
12
  //# sourceMappingURL=fxaa.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fxaa.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/fxaa.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Bb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fxaaVertexShader\";\nconst shader = `attribute vec2 position;\runiform vec2 texelSize;\rvarying vec2 vUV;\rvarying vec2 sampleCoordS;\rvarying vec2 sampleCoordE;\rvarying vec2 sampleCoordN;\rvarying vec2 sampleCoordW;\rvarying vec2 sampleCoordNW;\rvarying vec2 sampleCoordSE;\rvarying vec2 sampleCoordNE;\rvarying vec2 sampleCoordSW;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd);\rsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\rsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\rsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\rsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\rsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\rsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\rsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\rsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const fxaaVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fxaa.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/fxaa.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Bb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fxaaVertexShader\";\nconst shader = `attribute vec2 position;\runiform vec2 texelSize;\rvarying vec2 vUV;\rvarying vec2 sampleCoordS;\rvarying vec2 sampleCoordE;\rvarying vec2 sampleCoordN;\rvarying vec2 sampleCoordW;\rvarying vec2 sampleCoordNW;\rvarying vec2 sampleCoordSE;\rvarying vec2 sampleCoordNE;\rvarying vec2 sampleCoordSW;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd);\rsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\rsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\rsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\rsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\rsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\rsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\rsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\rsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fxaaVertexShader = { name, shader };\n"]}
@@ -3,7 +3,7 @@ import "./ShadersInclude/bumpFragmentMainFunctions";
3
3
  import "./ShadersInclude/bumpFragmentFunctions";
4
4
  import "./ShadersInclude/helperFunctions";
5
5
  import "./ShadersInclude/bumpFragment";
6
- /** @hidden */
6
+ /** @internal */
7
7
  export declare const geometryPixelShader: {
8
8
  name: string;
9
9
  shader: string;
@@ -22,7 +22,19 @@ varying vec2 vUV;
22
22
  #ifdef BUMP
23
23
  uniform vec3 vBumpInfos;
24
24
  #if defined(REFLECTIVITY)
25
- varying vec2 vReflectivityUV;
25
+ #if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)
26
+ uniform sampler2D reflectivitySampler;
27
+ #ifdef ALBEDOTEXTURE
28
+ varying vec2 vAlbedoUV;
29
+ #ifdef REFLECTIVITYCOLOR
30
+ uniform vec3 reflectivityColor;
31
+ #ifdef ALBEDOCOLOR
32
+ uniform vec3 albedoColor;
33
+ #ifdef METALLIC
34
+ uniform float metallic;
35
+ #ifdef ROUGHNESS
36
+ uniform float glossiness;
37
+ #endif
26
38
  #ifdef ALPHATEST
27
39
  uniform sampler2D diffuseSampler;
28
40
  #include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]
@@ -83,6 +95,6 @@ reflectivity.rgb=toGammaSpace(reflectivity.rgb);
83
95
  }
84
96
  // Sideeffect
85
97
  ShaderStore.ShadersStore[name] = shader;
86
- /** @hidden */
98
+ /** @internal */
87
99
  export const geometryPixelShader = { name, shader };
88
100
  //# sourceMappingURL=geometry.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwId,CAAC;AACF,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\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\r#ifdef BUMP\nvarying mat4 vWorldView;\rvarying vec3 vNormalW;\r#else\nvarying vec3 vNormalV;\r#endif\nvarying vec4 vViewPos;\r#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\r#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\rvarying vec4 vPreviousPosition;\r#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\r#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\runiform vec2 vTangentSpaceParams;\r#endif\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\rvarying vec2 vAlbedoUV;\runiform sampler2D reflectivitySampler;\runiform sampler2D albedoSampler;\runiform vec3 reflectivityColor;\runiform vec3 albedoColor;\runiform float metallic;\runiform float glossiness;\r#endif\n#ifdef ALPHATEST\nuniform sampler2D diffuseSampler;\r#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\r#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\rdiscard;\r#endif\nvec3 normalOutput;\r#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\r#include<bumpFragment>\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\r#else\nnormalOutput=normalize(vNormalV);\r#endif\n#ifdef PREPASS\n#ifdef PREPASS_DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\r#endif\n#else\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\rgl_FragData[1]=vec4(normalOutput,1.0);\r#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\r#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\r#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(1.0,1.0,1.0,1.0);\r#ifdef METALLICWORKFLOW\nfloat metal=1.0;\rfloat roughness=1.0;\r#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;\rroughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\r#endif\n#ifdef METALLIC\nmetal*=metallic;\r#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \r#endif\nreflectivity.a-=roughness;\rvec3 color=vec3(1.0);\r#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\r#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\r#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\r#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\r#else\n#ifdef SPECULARGLOSSINESSTEXTURE\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\r#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\r#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness;\r#endif\n#else \n#ifdef REFLECTIVITYTEXTURE\nreflectivity.rbg=texture2D(reflectivitySampler,vReflectivityUV).rbg;\r#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\r#endif\n#else\n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=reflectivityColor.xyz;\rreflectivity.a=1.0;\r#endif\n#endif \n#ifdef GLOSSINESSS\nreflectivity.a=glossiness; \r#else\nreflectivity.a=1.0; \r#endif\n#endif\n#endif\nreflectivity.rgb=toGammaSpace(reflectivity.rgb); \rgl_FragData[REFLECTIVITY_INDEX]=reflectivity;\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const geometryPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoJd,CAAC;AACF,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\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\r#ifdef BUMP\nvarying mat4 vWorldView;\rvarying vec3 vNormalW;\r#else\nvarying vec3 vNormalV;\r#endif\nvarying vec4 vViewPos;\r#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\r#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\rvarying vec4 vPreviousPosition;\r#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\r#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\runiform vec2 vTangentSpaceParams;\r#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;\rvarying vec2 vReflectivityUV;\r#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;\runiform sampler2D albedoSampler;\r#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\r#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\r#endif\n#ifdef METALLIC\nuniform float metallic;\r#endif\n#ifdef ROUGHNESS\nuniform float glossiness;\r#endif\n#endif\n#ifdef ALPHATEST\nuniform sampler2D diffuseSampler;\r#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\r#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\rdiscard;\r#endif\nvec3 normalOutput;\r#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\r#include<bumpFragment>\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\r#else\nnormalOutput=normalize(vNormalV);\r#endif\n#ifdef PREPASS\n#ifdef PREPASS_DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\r#endif\n#else\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\rgl_FragData[1]=vec4(normalOutput,1.0);\r#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\r#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\r#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(1.0,1.0,1.0,1.0);\r#ifdef METALLICWORKFLOW\nfloat metal=1.0;\rfloat roughness=1.0;\r#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;\rroughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\r#endif\n#ifdef METALLIC\nmetal*=metallic;\r#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \r#endif\nreflectivity.a-=roughness;\rvec3 color=vec3(1.0);\r#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\r#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\r#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\r#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\r#else\n#ifdef SPECULARGLOSSINESSTEXTURE\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\r#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\r#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness;\r#endif\n#else \n#ifdef REFLECTIVITYTEXTURE\nreflectivity.rbg=texture2D(reflectivitySampler,vReflectivityUV).rbg;\r#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\r#endif\n#else\n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=reflectivityColor.xyz;\rreflectivity.a=1.0;\r#endif\n#endif \n#ifdef GLOSSINESSS\nreflectivity.a=glossiness; \r#else\nreflectivity.a=1.0; \r#endif\n#endif\n#endif\nreflectivity.rgb=toGammaSpace(reflectivity.rgb); \rgl_FragData[REFLECTIVITY_INDEX]=reflectivity;\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
@@ -11,7 +11,7 @@ import "./ShadersInclude/instancesVertex";
11
11
  import "./ShadersInclude/bonesVertex";
12
12
  import "./ShadersInclude/bakedVertexAnimation";
13
13
  import "./ShadersInclude/bumpVertex";
14
- /** @hidden */
14
+ /** @internal */
15
15
  export declare const geometryVertexShader: {
16
16
  name: string;
17
17
  shader: string;
@@ -103,6 +103,6 @@ vAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));
103
103
  }
104
104
  // Sideeffect
105
105
  ShaderStore.ShadersStore[name] = shader;
106
- /** @hidden */
106
+ /** @internal */
107
107
  export const geometryVertexShader = { name, shader };
108
108
  //# sourceMappingURL=geometry.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/geometryVertexDeclaration\";\nimport \"./ShadersInclude/geometryUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `precision highp float;\r#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<__decl__geometryVertex>\nattribute vec3 position;\rattribute vec3 normal;\r#ifdef NEED_UV\nvarying vec2 vUV;\r#ifdef ALPHATEST\nuniform mat4 diffuseMatrix;\r#endif\n#ifdef BUMP\nuniform mat4 bumpMatrix;\rvarying vec2 vBumpUV;\r#endif\n#ifdef REFLECTIVITY\nuniform mat4 reflectivityMatrix;\runiform mat4 albedoMatrix;\rvarying vec2 vReflectivityUV;\rvarying vec2 vAlbedoUV;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#ifdef BUMP\nvarying mat4 vWorldView;\r#endif\n#ifdef BUMP\nvarying vec3 vNormalW;\r#else\nvarying vec3 vNormalV;\r#endif\nvarying vec4 vViewPos;\r#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\r#endif\n#ifdef VELOCITY\nuniform mat4 previousViewProjection;\rvarying vec4 vCurrentPosition;\rvarying vec4 vPreviousPosition;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\rvec3 normalUpdated=normal;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if defined(VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 pos=vec4(finalWorld*vec4(positionUpdated,1.0));\r#ifdef BUMP\nvWorldView=view*finalWorld;\rvNormalW=normalUpdated;\r#else\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normalUpdated,0.0)));\r#endif\nvViewPos=view*pos;\r#if defined(VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\r#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;\rpreviousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\r#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\r#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\r#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\r#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\r#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\r#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\r#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\r#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvPositionW=pos.xyz/pos.w;\r#endif\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\r#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#else\nvUV=uv;\r#endif\n#ifdef BUMP_UV1\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef REFLECTIVITY_UV1\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef ALBEDO_UV1\nvAlbedoUV=vec2(albedoMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#else\nvUV=uv2;\r#endif\n#ifdef BUMP_UV2\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\r#endif\n#ifdef REFLECTIVITY_UV2\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\r#endif\n#ifdef ALBEDO_UV2\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#endif\n#include<bumpVertex>\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const geometryVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/geometryVertexDeclaration\";\nimport \"./ShadersInclude/geometryUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `precision highp float;\r#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<__decl__geometryVertex>\nattribute vec3 position;\rattribute vec3 normal;\r#ifdef NEED_UV\nvarying vec2 vUV;\r#ifdef ALPHATEST\nuniform mat4 diffuseMatrix;\r#endif\n#ifdef BUMP\nuniform mat4 bumpMatrix;\rvarying vec2 vBumpUV;\r#endif\n#ifdef REFLECTIVITY\nuniform mat4 reflectivityMatrix;\runiform mat4 albedoMatrix;\rvarying vec2 vReflectivityUV;\rvarying vec2 vAlbedoUV;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#ifdef BUMP\nvarying mat4 vWorldView;\r#endif\n#ifdef BUMP\nvarying vec3 vNormalW;\r#else\nvarying vec3 vNormalV;\r#endif\nvarying vec4 vViewPos;\r#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\r#endif\n#ifdef VELOCITY\nuniform mat4 previousViewProjection;\rvarying vec4 vCurrentPosition;\rvarying vec4 vPreviousPosition;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\rvec3 normalUpdated=normal;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if defined(VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 pos=vec4(finalWorld*vec4(positionUpdated,1.0));\r#ifdef BUMP\nvWorldView=view*finalWorld;\rvNormalW=normalUpdated;\r#else\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normalUpdated,0.0)));\r#endif\nvViewPos=view*pos;\r#if defined(VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\r#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;\rpreviousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\r#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\r#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\r#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\r#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\r#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\r#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\r#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\r#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvPositionW=pos.xyz/pos.w;\r#endif\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\r#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#else\nvUV=uv;\r#endif\n#ifdef BUMP_UV1\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef REFLECTIVITY_UV1\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef ALBEDO_UV1\nvAlbedoUV=vec2(albedoMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#else\nvUV=uv2;\r#endif\n#ifdef BUMP_UV2\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\r#endif\n#ifdef REFLECTIVITY_UV2\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\r#endif\n#ifdef ALBEDO_UV2\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#endif\n#include<bumpVertex>\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const geometryVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const glowBlurPostProcessPixelShader: {
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 glowBlurPostProcessPixelShader = { name, shader };
10
10
  //# sourceMappingURL=glowBlurPostProcess.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowBlurPostProcess.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowBlurPostProcess.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoCb,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\";\n\nconst name = \"glowBlurPostProcessPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\runiform vec2 direction;\runiform float blurWidth;\rfloat getLuminance(vec3 color)\r{\rreturn dot(color,vec3(0.2126,0.7152,0.0722));\r}\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{\rvec4 texel=texture2D(textureSampler,start+texelOffset);\rbaseColor.a+=texel.a*weights[i];\rfloat luminance=getLuminance(baseColor.rgb);\rfloat luminanceTexel=getLuminance(texel.rgb);\rfloat choice=step(luminanceTexel,luminance);\rbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\rtexelOffset+=texelStep;\r}\rgl_FragColor=baseColor;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const glowBlurPostProcessPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowBlurPostProcess.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowBlurPostProcess.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoCb,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\";\n\nconst name = \"glowBlurPostProcessPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\runiform vec2 direction;\runiform float blurWidth;\rfloat getLuminance(vec3 color)\r{\rreturn dot(color,vec3(0.2126,0.7152,0.0722));\r}\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{\rvec4 texel=texture2D(textureSampler,start+texelOffset);\rbaseColor.a+=texel.a*weights[i];\rfloat luminance=getLuminance(baseColor.rgb);\rfloat luminanceTexel=getLuminance(texel.rgb);\rfloat choice=step(luminanceTexel,luminance);\rbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\rtexelOffset+=texelStep;\r}\rgl_FragColor=baseColor;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowBlurPostProcessPixelShader = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  import "./ShadersInclude/helperFunctions";
2
2
  import "./ShadersInclude/clipPlaneFragmentDeclaration";
3
3
  import "./ShadersInclude/clipPlaneFragment";
4
- /** @hidden */
4
+ /** @internal */
5
5
  export declare const glowMapGenerationPixelShader: {
6
6
  name: string;
7
7
  shader: string;
@@ -45,6 +45,6 @@ gl_FragColor.a=glowColor.a;
45
45
  }`;
46
46
  // Sideeffect
47
47
  ShaderStore.ShadersStore[name] = shader;
48
- /** @hidden */
48
+ /** @internal */
49
49
  export const glowMapGenerationPixelShader = { name, shader };
50
50
  //# sourceMappingURL=glowMapGeneration.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;\runiform sampler2D diffuseSampler;\r#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;\runiform sampler2D opacitySampler;\runiform float opacityIntensity;\r#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\runiform sampler2D emissiveSampler;\r#endif\n#ifdef VERTEXALPHA\nvarying vec4 vColor;\r#endif\nuniform vec4 glowColor;\r#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\nvec4 finalColor=glowColor;\r#ifdef DIFFUSE\nvec4 albedoTexture=texture2D(diffuseSampler,vUVDiffuse);\r#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\r#endif\n#ifdef GLOW\nfinalColor.a*=albedoTexture.a;\r#endif\n#ifdef HIGHLIGHT\nfinalColor.a=albedoTexture.a;\r#endif\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vUVOpacity);\r#ifdef OPACITYRGB\nfinalColor.a*=getLuminance(opacityMap.rgb);\r#else\nfinalColor.a*=opacityMap.a;\r#endif\nfinalColor.a*=opacityIntensity;\r#endif\n#ifdef VERTEXALPHA\nfinalColor.a*=vColor.a;\r#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE)\rdiscard;\r#endif\n#ifdef EMISSIVE\nvec4 emissive=texture2D(emissiveSampler,vUVEmissive);\r#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\r#endif\ngl_FragColor=emissive*finalColor;\r#else\ngl_FragColor=finalColor;\r#endif\n#ifdef HIGHLIGHT\ngl_FragColor.a=glowColor.a;\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const glowMapGenerationPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;\runiform sampler2D diffuseSampler;\r#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;\runiform sampler2D opacitySampler;\runiform float opacityIntensity;\r#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\runiform sampler2D emissiveSampler;\r#endif\n#ifdef VERTEXALPHA\nvarying vec4 vColor;\r#endif\nuniform vec4 glowColor;\r#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\nvec4 finalColor=glowColor;\r#ifdef DIFFUSE\nvec4 albedoTexture=texture2D(diffuseSampler,vUVDiffuse);\r#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\r#endif\n#ifdef GLOW\nfinalColor.a*=albedoTexture.a;\r#endif\n#ifdef HIGHLIGHT\nfinalColor.a=albedoTexture.a;\r#endif\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vUVOpacity);\r#ifdef OPACITYRGB\nfinalColor.a*=getLuminance(opacityMap.rgb);\r#else\nfinalColor.a*=opacityMap.a;\r#endif\nfinalColor.a*=opacityIntensity;\r#endif\n#ifdef VERTEXALPHA\nfinalColor.a*=vColor.a;\r#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE)\rdiscard;\r#endif\n#ifdef EMISSIVE\nvec4 emissive=texture2D(emissiveSampler,vUVEmissive);\r#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\r#endif\ngl_FragColor=emissive*finalColor;\r#else\ngl_FragColor=finalColor;\r#endif\n#ifdef HIGHLIGHT\ngl_FragColor.a=glowColor.a;\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowMapGenerationPixelShader = { name, shader };\n"]}
@@ -10,7 +10,7 @@ import "./ShadersInclude/instancesVertex";
10
10
  import "./ShadersInclude/bonesVertex";
11
11
  import "./ShadersInclude/bakedVertexAnimation";
12
12
  import "./ShadersInclude/clipPlaneVertex";
13
- /** @hidden */
13
+ /** @internal */
14
14
  export declare const glowMapGenerationVertexShader: {
15
15
  name: string;
16
16
  shader: string;
@@ -66,6 +66,6 @@ vColor=color;
66
66
  }`;
67
67
  // Sideeffect
68
68
  ShaderStore.ShadersStore[name] = shader;
69
- /** @hidden */
69
+ /** @internal */
70
70
  export const glowMapGenerationVertexShader = { name, shader };
71
71
  //# sourceMappingURL=glowMapGeneration.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapGeneration.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowMapGeneration.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Eb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"glowMapGenerationVertexShader\";\nconst shader = `attribute vec3 position;\r#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\rvarying vec4 vPosition;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;\runiform mat4 diffuseMatrix;\r#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;\runiform mat4 opacityMatrix;\r#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\runiform mat4 emissiveMatrix;\r#endif\n#ifdef VERTEXALPHA\nattribute vec4 color;\rvarying vec4 vColor;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\r#ifdef CUBEMAP\nvPosition=worldPos;\rgl_Position=viewProjection*finalWorld*vec4(position,1.0);\r#else\nvPosition=viewProjection*worldPos;\rgl_Position=vPosition;\r#endif\n#ifdef DIFFUSE\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#ifdef OPACITY\n#ifdef OPACITYUV1\nvUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef OPACITYUV2\nvUVOpacity=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#ifdef VERTEXALPHA\nvColor=color;\r#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const glowMapGenerationVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapGeneration.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowMapGeneration.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Eb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"glowMapGenerationVertexShader\";\nconst shader = `attribute vec3 position;\r#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\rvarying vec4 vPosition;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;\runiform mat4 diffuseMatrix;\r#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;\runiform mat4 opacityMatrix;\r#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\runiform mat4 emissiveMatrix;\r#endif\n#ifdef VERTEXALPHA\nattribute vec4 color;\rvarying vec4 vColor;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\r#ifdef CUBEMAP\nvPosition=worldPos;\rgl_Position=viewProjection*finalWorld*vec4(position,1.0);\r#else\nvPosition=viewProjection*worldPos;\rgl_Position=vPosition;\r#endif\n#ifdef DIFFUSE\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#ifdef OPACITY\n#ifdef OPACITYUV1\nvUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef OPACITYUV2\nvUVOpacity=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#ifdef VERTEXALPHA\nvColor=color;\r#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowMapGenerationVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const glowMapMergePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -16,6 +16,6 @@ gl_FragColor=baseColor;
16
16
  }`;
17
17
  // Sideeffect
18
18
  ShaderStore.ShadersStore[name] = shader;
19
- /** @hidden */
19
+ /** @internal */
20
20
  export const glowMapMergePixelShader = { name, shader };
21
21
  //# sourceMappingURL=glowMapMerge.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapMerge.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowMapMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Bb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\r#endif\nuniform float offset;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\r#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\rbaseColor*=offset;\r#else\nbaseColor.a=abs(offset-baseColor.a);\r#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\rbaseColor.a=alpha;\rbaseColor.rgb=baseColor.rgb*alpha;\r#endif\n#endif\n#if LDR\nbaseColor=clamp(baseColor,0.,1.0);\r#endif\ngl_FragColor=baseColor;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const glowMapMergePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapMerge.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowMapMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Bb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\r#endif\nuniform float offset;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\r#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\rbaseColor*=offset;\r#else\nbaseColor.a=abs(offset-baseColor.a);\r#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\rbaseColor.a=alpha;\rbaseColor.rgb=baseColor.rgb*alpha;\r#endif\n#endif\n#if LDR\nbaseColor=clamp(baseColor,0.,1.0);\r#endif\ngl_FragColor=baseColor;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowMapMergePixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const glowMapMergeVertexShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vUV=position*madd+madd;
7
7
  }`;
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const glowMapMergeVertexShader = { name, shader };
12
12
  //# sourceMappingURL=glowMapMerge.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapMerge.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowMapMerge.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;EASb,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 = \"glowMapMergeVertexShader\";\nconst shader = `attribute vec2 position;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=position*madd+madd;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const glowMapMergeVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapMerge.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/glowMapMerge.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;EASb,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 = \"glowMapMergeVertexShader\";\nconst shader = `attribute vec2 position;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=position*madd+madd;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowMapMergeVertexShader = { name, shader };\n"]}
@@ -1,9 +1,11 @@
1
1
  import "./ShadersInclude/clipPlaneFragmentDeclaration2";
2
2
  import "./ShadersInclude/imageProcessingDeclaration";
3
+ import "./ShadersInclude/logDepthDeclaration";
3
4
  import "./ShadersInclude/helperFunctions";
4
5
  import "./ShadersInclude/imageProcessingFunctions";
5
6
  import "./ShadersInclude/clipPlaneFragment";
6
- /** @hidden */
7
+ import "./ShadersInclude/logDepthFragment";
8
+ /** @internal */
7
9
  export declare const gpuRenderParticlesPixelShader: {
8
10
  name: string;
9
11
  shader: string;
@@ -2,17 +2,24 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  import "./ShadersInclude/clipPlaneFragmentDeclaration2.js";
4
4
  import "./ShadersInclude/imageProcessingDeclaration.js";
5
+ import "./ShadersInclude/logDepthDeclaration.js";
5
6
  import "./ShadersInclude/helperFunctions.js";
6
7
  import "./ShadersInclude/imageProcessingFunctions.js";
7
8
  import "./ShadersInclude/clipPlaneFragment.js";
9
+ import "./ShadersInclude/logDepthFragment.js";
8
10
  const name = "gpuRenderParticlesPixelShader";
9
- const shader = `precision highp float;
11
+ const shader = `precision highp float;
12
+ #extension GL_EXT_frag_depth : enable
13
+ #endif
14
+ uniform sampler2D diffuseSampler;
10
15
  #include<imageProcessingDeclaration>
16
+ #include<logDepthDeclaration>
11
17
  #include<helperFunctions>
12
18
  #include<imageProcessingFunctions>
13
19
  void main() {
14
20
  vec4 textureColor=texture2D(diffuseSampler,vUV);
15
21
  float alpha=vColor.a*textureColor.a;
22
+ #include<logDepthFragment>
16
23
  #ifdef IMAGEPROCESSINGPOSTPROCESS
17
24
  gl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);
18
25
  #ifdef IMAGEPROCESSING
@@ -21,6 +28,6 @@ gl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);
21
28
  }
22
29
  // Sideeffect
23
30
  ShaderStore.ShadersStore[name] = shader;
24
- /** @hidden */
31
+ /** @internal */
25
32
  export const gpuRenderParticlesPixelShader = { name, shader };
26
33
  //# sourceMappingURL=gpuRenderParticles.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gpuRenderParticles.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/gpuRenderParticles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration2\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"gpuRenderParticlesPixelShader\";\nconst shader = `precision highp float;\runiform sampler2D diffuseSampler;\rvarying vec2 vUV;\rvarying vec4 vColor;\r#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\r#include<clipPlaneFragment> \nvec4 textureColor=texture2D(diffuseSampler,vUV);\rgl_FragColor=textureColor*vColor;\r#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\rgl_FragColor.rgb=gl_FragColor.rgb*alpha+vec3(1.0)*(1.0-alpha);\r#endif \n#ifdef IMAGEPROCESSINGPOSTPROCESS\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);\r#else\n#ifdef IMAGEPROCESSING\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);\rgl_FragColor=applyImageProcessing(gl_FragColor);\r#endif\n#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const gpuRenderParticlesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuRenderParticles.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/gpuRenderParticles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration2\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"gpuRenderParticlesPixelShader\";\nconst shader = `precision highp float;\r#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform sampler2D diffuseSampler;\rvarying vec2 vUV;\rvarying vec4 vColor;\r#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\r#include<clipPlaneFragment> \nvec4 textureColor=texture2D(diffuseSampler,vUV);\rgl_FragColor=textureColor*vColor;\r#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\rgl_FragColor.rgb=gl_FragColor.rgb*alpha+vec3(1.0)*(1.0-alpha);\r#endif \n#include<logDepthFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);\r#else\n#ifdef IMAGEPROCESSING\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);\rgl_FragColor=applyImageProcessing(gl_FragColor);\r#endif\n#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuRenderParticlesPixelShader = { name, shader };\n"]}
@@ -1,6 +1,8 @@
1
1
  import "./ShadersInclude/clipPlaneVertexDeclaration2";
2
+ import "./ShadersInclude/logDepthDeclaration";
2
3
  import "./ShadersInclude/clipPlaneVertex";
3
- /** @hidden */
4
+ import "./ShadersInclude/logDepthVertex";
5
+ /** @internal */
4
6
  export declare const gpuRenderParticlesVertexShader: {
5
7
  name: string;
6
8
  shader: string;
@@ -1,7 +1,9 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  import "./ShadersInclude/clipPlaneVertexDeclaration2.js";
4
+ import "./ShadersInclude/logDepthDeclaration.js";
4
5
  import "./ShadersInclude/clipPlaneVertex.js";
6
+ import "./ShadersInclude/logDepthVertex.js";
5
7
  const name = "gpuRenderParticlesVertexShader";
6
8
  const shader = `precision highp float;
7
9
  uniform mat4 emitterWM;
@@ -14,6 +16,7 @@ attribute float cellIndex;
14
16
  attribute vec2 offset;
15
17
  uniform mat4 invView;
16
18
  #include<clipPlaneVertexDeclaration2>
19
+ #include<logDepthDeclaration>
17
20
  #ifdef COLORGRADIENTS
18
21
  uniform sampler2D colorGradientSampler;
19
22
  uniform vec4 colorDead;
@@ -48,9 +51,10 @@ vec3 rotatedCorner;
48
51
  gl_Position=projection*viewPosition;
49
52
  vec4 worldPos=vec4(vPositionW,1.0);
50
53
  #include<clipPlaneVertex>
54
+ #include<logDepthVertex>
51
55
  }`;
52
56
  // Sideeffect
53
57
  ShaderStore.ShadersStore[name] = shader;
54
- /** @hidden */
58
+ /** @internal */
55
59
  export const gpuRenderParticlesVertexShader = { name, shader };
56
60
  //# sourceMappingURL=gpuRenderParticles.vertex.js.map