@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
@@ -7,6 +7,6 @@ vUV=(position*madd+madd)*scale;
7
7
  }`;
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const postprocessVertexShader = { name, shader };
12
12
  //# sourceMappingURL=postprocess.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"postprocess.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/postprocess.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"postprocessVertexShader\";\nconst shader = `attribute vec2 position;\runiform vec2 scale;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd)*scale;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const postprocessVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"postprocess.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/postprocess.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"postprocessVertexShader\";\nconst shader = `attribute vec2 position;\runiform vec2 scale;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd)*scale;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const postprocessVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const proceduralVertexShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vPosition=position;
7
7
  }`;
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const proceduralVertexShader = { name, shader };
12
12
  //# sourceMappingURL=procedural.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"procedural.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/procedural.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"proceduralVertexShader\";\nconst shader = `attribute vec2 position;\rvarying vec2 vPosition;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvPosition=position;\rvUV=position*madd+madd;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const proceduralVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"procedural.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/procedural.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"proceduralVertexShader\";\nconst shader = `attribute vec2 position;\rvarying vec2 vPosition;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvPosition=position;\rvUV=position*madd+madd;\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const proceduralVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const refractionPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "refractionPixelShader";
4
4
  const shader = `varying vec2 vUV;
5
5
  // Sideeffect
6
6
  ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const refractionPixelShader = { name, shader };
9
9
  //# sourceMappingURL=refraction.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"refraction.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/refraction.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"refractionPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D refractionSampler;\runiform vec3 baseColor;\runiform float depth;\runiform float colorLevel;\rvoid main() {\rfloat ref=1.0-texture2D(refractionSampler,vUV).r;\rvec2 uv=vUV-vec2(0.5);\rvec2 offset=uv*depth*ref;\rvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\rgl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const refractionPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"refraction.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/refraction.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"refractionPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D refractionSampler;\runiform vec3 baseColor;\runiform float depth;\runiform float colorLevel;\rvoid main() {\rfloat ref=1.0-texture2D(refractionSampler,vUV).r;\rvec2 uv=vUV-vec2(0.5);\rvec2 offset=uv*depth*ref;\rvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\rgl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const refractionPixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import "./ShadersInclude/helperFunctions";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export declare const rgbdDecodePixelShader: {
4
4
  name: string;
5
5
  shader: string;
@@ -7,6 +7,6 @@ const shader = `varying vec2 vUV;
7
7
  void main(void)
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const rgbdDecodePixelShader = { name, shader };
12
12
  //# sourceMappingURL=rgbdDecode.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"rgbdDecode.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/rgbdDecode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const rgbdDecodePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"rgbdDecode.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/rgbdDecode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const rgbdDecodePixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import "./ShadersInclude/helperFunctions";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export declare const rgbdEncodePixelShader: {
4
4
  name: string;
5
5
  shader: string;
@@ -7,6 +7,6 @@ const shader = `varying vec2 vUV;
7
7
  void main(void)
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const rgbdEncodePixelShader = { name, shader };
12
12
  //# sourceMappingURL=rgbdEncode.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"rgbdEncode.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/rgbdEncode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const rgbdEncodePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"rgbdEncode.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/rgbdEncode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const rgbdEncodePixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const screenSpaceCurvaturePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ float curvature_soft_clamp(float curvature,float control)
8
8
  void main(void)
9
9
  // Sideeffect
10
10
  ShaderStore.ShadersStore[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const screenSpaceCurvaturePixelShader = { name, shader };
13
13
  //# sourceMappingURL=screenSpaceCurvature.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceCurvature.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceCurvature.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceCurvaturePixelShader\";\nconst shader = `precision highp float;\rvarying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D normalSampler;\runiform float curvature_ridge;\runiform float curvature_valley;\r#ifndef CURVATURE_OFFSET\n#define CURVATURE_OFFSET 1\n#endif\nfloat curvature_soft_clamp(float curvature,float control)\r{\rif (curvature<0.5/control)\rreturn curvature*(1.0-curvature*control);\rreturn 0.25/control;\r}\rfloat calculate_curvature(ivec2 texel,float ridge,float valley)\r{\rvec2 normal_up =texelFetch(normalSampler,texel+ivec2(0, CURVATURE_OFFSET),0).rb;\rvec2 normal_down =texelFetch(normalSampler,texel+ivec2(0,-CURVATURE_OFFSET),0).rb;\rvec2 normal_left =texelFetch(normalSampler,texel+ivec2(-CURVATURE_OFFSET,0),0).rb;\rvec2 normal_right=texelFetch(normalSampler,texel+ivec2( CURVATURE_OFFSET,0),0).rb;\rfloat normal_diff=((normal_up.g-normal_down.g)+(normal_right.r-normal_left.r));\rif (normal_diff<0.0)\rreturn -2.0*curvature_soft_clamp(-normal_diff,valley);\rreturn 2.0*curvature_soft_clamp(normal_diff,ridge);\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rivec2 texel=ivec2(gl_FragCoord.xy);\rvec4 baseColor=texture2D(textureSampler,vUV);\rfloat curvature=calculate_curvature(texel,curvature_ridge,curvature_valley);\rbaseColor.rgb*=curvature+1.0;\rgl_FragColor=baseColor;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const screenSpaceCurvaturePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceCurvature.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceCurvature.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceCurvaturePixelShader\";\nconst shader = `precision highp float;\rvarying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D normalSampler;\runiform float curvature_ridge;\runiform float curvature_valley;\r#ifndef CURVATURE_OFFSET\n#define CURVATURE_OFFSET 1\n#endif\nfloat curvature_soft_clamp(float curvature,float control)\r{\rif (curvature<0.5/control)\rreturn curvature*(1.0-curvature*control);\rreturn 0.25/control;\r}\rfloat calculate_curvature(ivec2 texel,float ridge,float valley)\r{\rvec2 normal_up =texelFetch(normalSampler,texel+ivec2(0, CURVATURE_OFFSET),0).rb;\rvec2 normal_down =texelFetch(normalSampler,texel+ivec2(0,-CURVATURE_OFFSET),0).rb;\rvec2 normal_left =texelFetch(normalSampler,texel+ivec2(-CURVATURE_OFFSET,0),0).rb;\rvec2 normal_right=texelFetch(normalSampler,texel+ivec2( CURVATURE_OFFSET,0),0).rb;\rfloat normal_diff=((normal_up.g-normal_down.g)+(normal_right.r-normal_left.r));\rif (normal_diff<0.0)\rreturn -2.0*curvature_soft_clamp(-normal_diff,valley);\rreturn 2.0*curvature_soft_clamp(normal_diff,ridge);\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rivec2 texel=ivec2(gl_FragCoord.xy);\rvec4 baseColor=texture2D(textureSampler,vUV);\rfloat curvature=calculate_curvature(texel,curvature_ridge,curvature_valley);\rbaseColor.rgb*=curvature+1.0;\rgl_FragColor=baseColor;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceCurvaturePixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const screenSpaceReflectionPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -18,6 +18,6 @@ gl_FragColor=texture2D(textureSampler,vUV);
18
18
  }
19
19
  // Sideeffect
20
20
  ShaderStore.ShadersStore[name] = shader;
21
- /** @hidden */
21
+ /** @internal */
22
22
  export const screenSpaceReflectionPixelShader = { name, shader };
23
23
  //# sourceMappingURL=screenSpaceReflection.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceReflection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceReflectionPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\r#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;\runiform sampler2D normalSampler;\runiform sampler2D positionSampler;\r#endif\nuniform mat4 view;\runiform mat4 projection;\runiform float stepSize;\runiform float strength;\runiform float threshold;\runiform float roughnessFactor;\runiform float reflectionSpecularFalloffExponent;\rvarying vec2 vUV;\r#ifdef SSR_SUPPORTED\nstruct ReflectionInfo {\rvec3 color;\rvec4 coords;\r};\r/**\r* According to specular,see https:\r*/\rvec3 fresnelSchlick(float cosTheta,vec3 F0)\r{\rreturn F0+(1.0-F0)*pow(1.0-cosTheta,5.0);\r}\r/**\r* Once the pixel's coordinates has been found,let's adjust (smooth) a little bit\r* by sampling multiple reflection pixels.\r*/\rReflectionInfo smoothReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rinfo.color=vec3(0.0);\rvec4 projectedCoord;\rfloat sampledDepth;\rfor(int i=0; i<SMOOTH_STEPS; i++)\r{\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\rdir*=0.5;\rif(depth>0.0)\rhitCoord-=dir;\relse\rhitCoord+=dir;\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\r}\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,1.0);\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.color/=float(SMOOTH_STEPS+1);\rreturn info;\r}\r/**\r* Tests the given world position (hitCoord) according to the given reflection vector (dir)\r* until it finds a collision (means that depth is enough close to say \"it's the pixel to sample!\").\r*/\rReflectionInfo getReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rvec4 projectedCoord;\rfloat sampledDepth;\rdir*=stepSize;\rfor(int i=0; i<REFLECTION_SAMPLES; i++)\r{\rhitCoord+=dir;\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\r#ifdef RIGHT_HANDED_SCENE\ndepth*=-1.0;\r#endif\nif(((depth-dir.z)<threshold) && depth<=0.0)\r{\r#ifdef ENABLE_SMOOTH_REFLECTIONS\nreturn smoothReflectionInfo(dir,hitCoord);\r#else\ninfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r#endif\n}\r}\rinfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r}\rvec3 hash(vec3 a)\r{\ra=fract(a*0.8);\ra+=dot(a,a.yxz+19.19);\rreturn fract((a.xxy+a.yxx)*a.zyx);\r}\r#endif\nvoid main()\r{\r#ifdef SSR_SUPPORTED\nvec4 albedoFull=texture2D(textureSampler,vUV);\rvec3 albedo=albedoFull.rgb;\rfloat spec=texture2D(reflectivitySampler,vUV).r;\rif (spec==0.0) {\rgl_FragColor=albedoFull;\rreturn;\r}\rvec3 normal=(texture2D(normalSampler,vUV)).xyz;\rvec3 position=(view*texture2D(positionSampler,vUV)).xyz;\rvec3 reflected=normalize(reflect(normalize(position),normalize(normal)));\rfloat roughness=1.0-texture2D(reflectivitySampler,vUV).a;\rvec3 jitt=mix(vec3(0.0),hash(position),roughness)*roughnessFactor;\rReflectionInfo info=getReflectionInfo(jitt+reflected,position);\rvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-info.coords.xy));\rfloat screenEdgefactor=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\rvec3 F0=vec3(0.04);\rF0 =mix(F0,albedo,spec);\rvec3 fresnel=fresnelSchlick(max(dot(normalize(normal),normalize(position)),0.0),F0);\r#ifdef RIGHT_HANDED_SCENE\nreflected.z*=-1.0;\r#endif\nfloat reflectionMultiplier=clamp(pow(spec*strength,reflectionSpecularFalloffExponent)*screenEdgefactor*reflected.z,0.0,0.9);\rfloat albedoMultiplier=1.0-reflectionMultiplier;\rvec3 SSR=info.color*fresnel;\rgl_FragColor=vec4((albedo*albedoMultiplier)+(SSR*reflectionMultiplier),albedoFull.a);\r#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const screenSpaceReflectionPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceReflection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceReflection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceReflectionPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\r#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;\runiform sampler2D normalSampler;\runiform sampler2D positionSampler;\r#endif\nuniform mat4 view;\runiform mat4 projection;\runiform float stepSize;\runiform float strength;\runiform float threshold;\runiform float roughnessFactor;\runiform float reflectionSpecularFalloffExponent;\rvarying vec2 vUV;\r#ifdef SSR_SUPPORTED\nstruct ReflectionInfo {\rvec3 color;\rvec4 coords;\r};\r/**\r* According to specular,see https:\r*/\rvec3 fresnelSchlick(float cosTheta,vec3 F0)\r{\rreturn F0+(1.0-F0)*pow(1.0-cosTheta,5.0);\r}\r/**\r* Once the pixel's coordinates has been found,let's adjust (smooth) a little bit\r* by sampling multiple reflection pixels.\r*/\rReflectionInfo smoothReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rinfo.color=vec3(0.0);\rvec4 projectedCoord;\rfloat sampledDepth;\rfor(int i=0; i<SMOOTH_STEPS; i++)\r{\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\rdir*=0.5;\rif(depth>0.0)\rhitCoord-=dir;\relse\rhitCoord+=dir;\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\r}\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,1.0);\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.color/=float(SMOOTH_STEPS+1);\rreturn info;\r}\r/**\r* Tests the given world position (hitCoord) according to the given reflection vector (dir)\r* until it finds a collision (means that depth is enough close to say \"it's the pixel to sample!\").\r*/\rReflectionInfo getReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rvec4 projectedCoord;\rfloat sampledDepth;\rdir*=stepSize;\rfor(int i=0; i<REFLECTION_SAMPLES; i++)\r{\rhitCoord+=dir;\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\r#ifdef RIGHT_HANDED_SCENE\ndepth*=-1.0;\r#endif\nif(((depth-dir.z)<threshold) && depth<=0.0)\r{\r#ifdef ENABLE_SMOOTH_REFLECTIONS\nreturn smoothReflectionInfo(dir,hitCoord);\r#else\ninfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r#endif\n}\r}\rinfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r}\rvec3 hash(vec3 a)\r{\ra=fract(a*0.8);\ra+=dot(a,a.yxz+19.19);\rreturn fract((a.xxy+a.yxx)*a.zyx);\r}\r#endif\nvoid main()\r{\r#ifdef SSR_SUPPORTED\nvec4 albedoFull=texture2D(textureSampler,vUV);\rvec3 albedo=albedoFull.rgb;\rfloat spec=texture2D(reflectivitySampler,vUV).r;\rif (spec==0.0) {\rgl_FragColor=albedoFull;\rreturn;\r}\rvec3 normal=(texture2D(normalSampler,vUV)).xyz;\rvec3 position=(view*texture2D(positionSampler,vUV)).xyz;\rvec3 reflected=normalize(reflect(normalize(position),normalize(normal)));\rfloat roughness=1.0-texture2D(reflectivitySampler,vUV).a;\rvec3 jitt=mix(vec3(0.0),hash(position),roughness)*roughnessFactor;\rReflectionInfo info=getReflectionInfo(jitt+reflected,position);\rvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-info.coords.xy));\rfloat screenEdgefactor=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\rvec3 F0=vec3(0.04);\rF0 =mix(F0,albedo,spec);\rvec3 fresnel=fresnelSchlick(max(dot(normalize(normal),normalize(position)),0.0),F0);\r#ifdef RIGHT_HANDED_SCENE\nreflected.z*=-1.0;\r#endif\nfloat reflectionMultiplier=clamp(pow(spec*strength,reflectionSpecularFalloffExponent)*screenEdgefactor*reflected.z,0.0,0.9);\rfloat albedoMultiplier=1.0-reflectionMultiplier;\rvec3 SSR=info.color*fresnel;\rgl_FragColor=vec4((albedo*albedoMultiplier)+(SSR*reflectionMultiplier),albedoFull.a);\r#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflectionPixelShader = { name, shader };\n"]}
@@ -2,7 +2,7 @@ import "./ShadersInclude/shadowMapFragmentExtraDeclaration";
2
2
  import "./ShadersInclude/clipPlaneFragmentDeclaration";
3
3
  import "./ShadersInclude/clipPlaneFragment";
4
4
  import "./ShadersInclude/shadowMapFragment";
5
- /** @hidden */
5
+ /** @internal */
6
6
  export declare const shadowMapPixelShader: {
7
7
  name: string;
8
8
  shader: string;
@@ -22,6 +22,6 @@ if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowS
22
22
  }`;
23
23
  // Sideeffect
24
24
  ShaderStore.ShadersStore[name] = shader;
25
- /** @hidden */
25
+ /** @internal */
26
26
  export const shadowMapPixelShader = { name, shader };
27
27
  //# sourceMappingURL=shadowMap.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEST\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\rif (alphaFromAlphaTexture<ALPHATESTVALUE)\rdiscard;\r#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEST\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\r#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\r#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const shadowMapPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEST\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\rif (alphaFromAlphaTexture<ALPHATESTVALUE)\rdiscard;\r#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEST\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\r#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\r#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapPixelShader = { name, shader };\n"]}
@@ -15,7 +15,7 @@ import "./ShadersInclude/bakedVertexAnimation";
15
15
  import "./ShadersInclude/shadowMapVertexNormalBias";
16
16
  import "./ShadersInclude/shadowMapVertexMetric";
17
17
  import "./ShadersInclude/clipPlaneVertex";
18
- /** @hidden */
18
+ /** @internal */
19
19
  export declare const shadowMapVertexShader: {
20
20
  name: string;
21
21
  shader: string;
@@ -65,6 +65,6 @@ vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
65
65
  }`;
66
66
  // Sideeffect
67
67
  ShaderStore.ShadersStore[name] = shader;
68
- /** @hidden */
68
+ /** @internal */
69
69
  export const shadowMapVertexShader = { name, shader };
70
70
  //# sourceMappingURL=shadowMap.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.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,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/shadowMapVertexDeclaration\";\nimport \"./ShadersInclude/shadowMapUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform mat4 diffuseMatrix;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\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 NORMAL\nmat3 normWorldSM=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\rvNormalW=normalize(normWorldSM*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\r#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\r#endif\n#endif\n#include<shadowMapVertexNormalBias>\ngl_Position=viewProjection*worldPos;\r#include<shadowMapVertexMetric>\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const shadowMapVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.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,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/shadowMapVertexDeclaration\";\nimport \"./ShadersInclude/shadowMapUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform mat4 diffuseMatrix;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\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 NORMAL\nmat3 normWorldSM=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\rvNormalW=normalize(normWorldSM*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\r#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\r#endif\n#endif\n#include<shadowMapVertexNormalBias>\ngl_Position=viewProjection*worldPos;\r#include<shadowMapVertexMetric>\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const sharpenPixelShader: {
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 sharpenPixelShader = { name, shader };
10
10
  //# sourceMappingURL=sharpen.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sharpen.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sharpen.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;EAeb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"sharpenPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\runiform vec2 sharpnessAmounts;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec2 onePixel=vec2(1.0,1.0)/screenSize;\rvec4 color=texture2D(textureSampler,vUV);\rvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\rcolor*4.0;\rgl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const sharpenPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"sharpen.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sharpen.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;EAeb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"sharpenPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\runiform vec2 sharpnessAmounts;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec2 onePixel=vec2(1.0,1.0)/screenSize;\rvec4 color=texture2D(textureSampler,vUV);\rvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\rcolor*4.0;\rgl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const sharpenPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const spriteMapPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vec2 tileID=floor(tUV);
7
7
  vec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const spriteMapPixelShader = { name, shader };
12
12
  //# sourceMappingURL=spriteMap.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapPixelShader\";\nconst shader = `precision highp float;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\runiform float time;\runiform float spriteCount;\runiform sampler2D spriteSheet;\runiform vec2 spriteMapSize;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform sampler2D frameMap;\runiform sampler2D tileMaps[LAYERS];\runiform sampler2D animationMap;\runiform vec3 colorMul;\rfloat mt;\rconst float fdStep=1./4.;\rconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\rmat4 getFrameData(float frameID){\rfloat fX=frameID/spriteCount;\rreturn mat4(\rtexture2D(frameMap,vec2(fX,0.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*1.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*2.),0.),\rvec4(0.)\r);\r}\rvoid main(){\rvec4 color=vec4(0.);\rvec2 tileUV=fract(tUV);\r#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\r#endif\nvec2 tileID=floor(tUV);\rvec2 sheetUnits=1./spriteMapSize;\rfloat spriteUnits=1./spriteCount;\rvec2 stageUnits=1./stageSize;\rfor(int i=0; i<LAYERS; i++) {\rfloat frameID;\r#define LAYER_ID_SWITCH\nvec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\rif(animationData.y>0.) {\rmt=mod(time*animationData.z,1.0);\rfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\rif(animationData.y>mt){\rframeID=animationData.x;\rbreak;\r}\ranimationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\r}\r}\rmat4 frameData=getFrameData(frameID+0.5);\rvec2 frameSize=(frameData[0].zw)/spriteMapSize;\rvec2 offset=frameData[0].xy*sheetUnits;\rvec2 ratio=frameData[2].xy/frameData[0].zw;\rif (frameData[2].z==1.){\rtileUV.xy=tileUV.yx;\r}\rif (i==0){\rcolor=texture2D(spriteSheet,tileUV*frameSize+offset);\r} else {\rvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\rfloat alpha=min(color.a+nc.a,1.0);\rvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\rcolor=vec4(mixed,alpha);\r}\r}\rcolor.xyz*=colorMul;\rgl_FragColor=color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const spriteMapPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapPixelShader\";\nconst shader = `precision highp float;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\runiform float time;\runiform float spriteCount;\runiform sampler2D spriteSheet;\runiform vec2 spriteMapSize;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform sampler2D frameMap;\runiform sampler2D tileMaps[LAYERS];\runiform sampler2D animationMap;\runiform vec3 colorMul;\rfloat mt;\rconst float fdStep=1./4.;\rconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\rmat4 getFrameData(float frameID){\rfloat fX=frameID/spriteCount;\rreturn mat4(\rtexture2D(frameMap,vec2(fX,0.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*1.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*2.),0.),\rvec4(0.)\r);\r}\rvoid main(){\rvec4 color=vec4(0.);\rvec2 tileUV=fract(tUV);\r#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\r#endif\nvec2 tileID=floor(tUV);\rvec2 sheetUnits=1./spriteMapSize;\rfloat spriteUnits=1./spriteCount;\rvec2 stageUnits=1./stageSize;\rfor(int i=0; i<LAYERS; i++) {\rfloat frameID;\r#define LAYER_ID_SWITCH\nvec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\rif(animationData.y>0.) {\rmt=mod(time*animationData.z,1.0);\rfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\rif(animationData.y>mt){\rframeID=animationData.x;\rbreak;\r}\ranimationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\r}\r}\rmat4 frameData=getFrameData(frameID+0.5);\rvec2 frameSize=(frameData[0].zw)/spriteMapSize;\rvec2 offset=frameData[0].xy*sheetUnits;\rvec2 ratio=frameData[2].xy/frameData[0].zw;\rif (frameData[2].z==1.){\rtileUV.xy=tileUV.yx;\r}\rif (i==0){\rcolor=texture2D(spriteSheet,tileUV*frameSize+offset);\r} else {\rvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\rfloat alpha=min(color.a+nc.a,1.0);\rvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\rcolor=vec4(mixed,alpha);\r}\r}\rcolor.xyz*=colorMul;\rgl_FragColor=color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spriteMapPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const spriteMapVertexShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "spriteMapVertexShader";
4
4
  const shader = `precision highp float;
5
5
  // Sideeffect
6
6
  ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const spriteMapVertexShader = { name, shader };
9
9
  //# sourceMappingURL=spriteMap.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"spriteMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\rvarying vec2 stageUnits;\rvarying vec2 levelUnits;\rvarying vec2 tileID;\runiform float time;\runiform mat4 worldViewProjection;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform vec2 spriteMapSize;\runiform float stageScale;\rvoid main() {\rvec4 p=vec4( position,1. );\rvPosition=p.xyz;\rvUV=uv;\rtUV=uv*stageSize; \rgl_Position=worldViewProjection*p;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const spriteMapVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"spriteMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\rvarying vec2 stageUnits;\rvarying vec2 levelUnits;\rvarying vec2 tileID;\runiform float time;\runiform mat4 worldViewProjection;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform vec2 spriteMapSize;\runiform float stageScale;\rvoid main() {\rvec4 p=vec4( position,1. );\rvPosition=p.xyz;\rvUV=uv;\rtUV=uv*stageSize; \rgl_Position=worldViewProjection*p;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spriteMapVertexShader = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  import "./ShadersInclude/fogFragmentDeclaration";
2
2
  import "./ShadersInclude/fogFragment";
3
3
  import "./ShadersInclude/imageProcessingCompatibility";
4
- /** @hidden */
4
+ /** @internal */
5
5
  export declare const spritesPixelShader: {
6
6
  name: string;
7
7
  shader: string;
@@ -13,6 +13,6 @@ gl_FragColor=color;
13
13
  }`;
14
14
  // Sideeffect
15
15
  ShaderStore.ShadersStore[name] = shader;
16
- /** @hidden */
16
+ /** @internal */
17
17
  export const spritesPixelShader = { name, shader };
18
18
  //# sourceMappingURL=sprites.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sprites.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sprites.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,8BAA8B,CAAC;AACtC,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;EAmBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"spritesPixelShader\";\nconst shader = `uniform bool alphaTest;\rvarying vec4 vColor;\rvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 color=texture2D(diffuseSampler,vUV);\rif (float(alphaTest) != 0.)\r{\rif (color.a<0.95)\rdiscard;\r}\rcolor*=vColor;\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const spritesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"sprites.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sprites.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,8BAA8B,CAAC;AACtC,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;EAmBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"spritesPixelShader\";\nconst shader = `uniform bool alphaTest;\rvarying vec4 vColor;\rvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 color=texture2D(diffuseSampler,vUV);\rif (float(alphaTest) != 0.)\r{\rif (color.a<0.95)\rdiscard;\r}\rcolor*=vColor;\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spritesPixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import "./ShadersInclude/fogVertexDeclaration";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export declare const spritesVertexShader: {
4
4
  name: string;
5
5
  shader: string;
@@ -11,6 +11,6 @@ vFogDistance=viewPos;
11
11
  }`;
12
12
  // Sideeffect
13
13
  ShaderStore.ShadersStore[name] = shader;
14
- /** @hidden */
14
+ /** @internal */
15
15
  export const spritesVertexShader = { name, shader };
16
16
  //# sourceMappingURL=sprites.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sprites.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sprites.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\n\nconst name = \"spritesVertexShader\";\nconst shader = `attribute vec4 position;\rattribute vec2 options;\rattribute vec2 offsets;\rattribute vec2 inverts;\rattribute vec4 cellInfo;\rattribute vec4 color;\runiform mat4 view;\runiform mat4 projection;\rvarying vec2 vUV;\rvarying vec4 vColor;\r#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \rvec2 cornerPos;\rfloat angle=position.w;\rvec2 size=vec2(options.x,options.y);\rvec2 offset=offsets.xy;\rcornerPos=vec2(offset.x-0.5,offset.y -0.5)*size;\rvec3 rotatedCorner;\rrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rviewPos+=rotatedCorner;\rgl_Position=projection*vec4(viewPos,1.0); \rvColor=color;\rvec2 uvOffset=vec2(abs(offset.x-inverts.x),abs(1.0-offset.y-inverts.y));\rvec2 uvPlace=cellInfo.xy;\rvec2 uvSize=cellInfo.zw;\rvUV.x=uvPlace.x+uvSize.x*uvOffset.x;\rvUV.y=uvPlace.y+uvSize.y*uvOffset.y;\r#ifdef FOG\nvFogDistance=viewPos;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const spritesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"sprites.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sprites.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\n\nconst name = \"spritesVertexShader\";\nconst shader = `attribute vec4 position;\rattribute vec2 options;\rattribute vec2 offsets;\rattribute vec2 inverts;\rattribute vec4 cellInfo;\rattribute vec4 color;\runiform mat4 view;\runiform mat4 projection;\rvarying vec2 vUV;\rvarying vec4 vColor;\r#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \rvec2 cornerPos;\rfloat angle=position.w;\rvec2 size=vec2(options.x,options.y);\rvec2 offset=offsets.xy;\rcornerPos=vec2(offset.x-0.5,offset.y -0.5)*size;\rvec3 rotatedCorner;\rrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rviewPos+=rotatedCorner;\rgl_Position=projection*vec4(viewPos,1.0); \rvColor=color;\rvec2 uvOffset=vec2(abs(offset.x-inverts.x),abs(1.0-offset.y-inverts.y));\rvec2 uvPlace=cellInfo.xy;\rvec2 uvSize=cellInfo.zw;\rvUV.x=uvPlace.x+uvSize.x*uvOffset.x;\rvUV.y=uvPlace.y+uvSize.y*uvOffset.y;\r#ifdef FOG\nvFogDistance=viewPos;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spritesVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const ssaoPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -6,6 +6,6 @@ uniform sampler2D randomSampler;
6
6
  `;
7
7
  // Sideeffect
8
8
  ShaderStore.ShadersStore[name] = shader;
9
- /** @hidden */
9
+ /** @internal */
10
10
  export const ssaoPixelShader = { name, shader };
11
11
  //# sourceMappingURL=ssao.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ssao.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssao.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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,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 = \"ssaoPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\r#ifdef SSAO\nuniform sampler2D randomSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float radius;\runiform float area;\runiform float fallOff;\runiform float base;\rvec3 normalFromDepth(float depth,vec2 coords)\r{\rvec2 offset1=vec2(0.0,radius);\rvec2 offset2=vec2(radius,0.0);\rfloat depth1=texture2D(textureSampler,coords+offset1).r;\rfloat depth2=texture2D(textureSampler,coords+offset2).r;\rvec3 p1=vec3(offset1,depth1-depth);\rvec3 p2=vec3(offset2,depth2-depth);\rvec3 normal=cross(p1,p2);\rnormal.z=-normal.z;\rreturn normalize(normal);\r}\rvoid main()\r{\rvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\rfloat depth=texture2D(textureSampler,vUV).r;\rvec3 position=vec3(vUV,depth);\rvec3 normal=normalFromDepth(depth,vUV);\rfloat radiusDepth=radius/depth;\rfloat occlusion=0.0;\rvec3 ray;\rvec3 hemiRay;\rfloat occlusionDepth;\rfloat difference;\rfor (int i=0; i<SAMPLES; i++)\r{\rray=radiusDepth*reflect(sampleSphere[i],random);\rhemiRay=position+sign(dot(ray,normal))*ray;\rocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\rdifference=depth-occlusionDepth;\rocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\r}\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor.r=result;\rgl_FragColor.g=result;\rgl_FragColor.b=result;\rgl_FragColor.a=1.0;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const ssaoPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"ssao.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssao.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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,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 = \"ssaoPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\r#ifdef SSAO\nuniform sampler2D randomSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float radius;\runiform float area;\runiform float fallOff;\runiform float base;\rvec3 normalFromDepth(float depth,vec2 coords)\r{\rvec2 offset1=vec2(0.0,radius);\rvec2 offset2=vec2(radius,0.0);\rfloat depth1=texture2D(textureSampler,coords+offset1).r;\rfloat depth2=texture2D(textureSampler,coords+offset2).r;\rvec3 p1=vec3(offset1,depth1-depth);\rvec3 p2=vec3(offset2,depth2-depth);\rvec3 normal=cross(p1,p2);\rnormal.z=-normal.z;\rreturn normalize(normal);\r}\rvoid main()\r{\rvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\rfloat depth=texture2D(textureSampler,vUV).r;\rvec3 position=vec3(vUV,depth);\rvec3 normal=normalFromDepth(depth,vUV);\rfloat radiusDepth=radius/depth;\rfloat occlusion=0.0;\rvec3 ray;\rvec3 hemiRay;\rfloat occlusionDepth;\rfloat difference;\rfor (int i=0; i<SAMPLES; i++)\r{\rray=radiusDepth*reflect(sampleSphere[i],random);\rhemiRay=position+sign(dot(ray,normal))*ray;\rocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\rdifference=depth-occlusionDepth;\rocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\r}\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor.r=result;\rgl_FragColor.g=result;\rgl_FragColor.b=result;\rgl_FragColor.a=1.0;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const ssaoPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const ssao2PixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -17,6 +17,6 @@ gl_FragColor.rgb=vec3(color.r);
17
17
  `;
18
18
  // Sideeffect
19
19
  ShaderStore.ShadersStore[name] = shader;
20
- /** @hidden */
20
+ /** @internal */
21
21
  export const ssao2PixelShader = { name, shader };
22
22
  //# sourceMappingURL=ssao2.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkMd,CAAC;AACF,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 = \"ssao2PixelShader\";\nconst shader = `precision highp float;\runiform sampler2D textureSampler;\runiform float near;\runiform float far;\runiform float radius;\rfloat scales[16]=float[16](\r0.1,\r0.11406250000000001,\r0.131640625,\r0.15625,\r0.187890625,\r0.2265625,\r0.272265625,\r0.325,\r0.384765625,\r0.4515625,\r0.525390625,\r0.60625,\r0.694140625,\r0.7890625,\r0.891015625,\r1.0\r);\rvarying vec2 vUV;\rfloat perspectiveDepthToViewZ(in float invClipZ,in float near,in float far ) {\rreturn ( near*far )/( ( far-near )*invClipZ-far );\r}\rfloat viewZToPerspectiveDepth( in float viewZ,in float near,in float far ) {\rreturn ( near*far/viewZ+far)/( far-near );\r}\rfloat viewZToOrthographicDepth( in float viewZ,in float near,in float far ) {\rreturn ( viewZ+near )/( near-far );\r}\r#ifdef SSAO\nuniform sampler2D randomSampler;\runiform sampler2D depthSampler;\runiform sampler2D normalSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float base;\runiform float xViewport;\runiform float yViewport;\runiform mat3 depthProjection;\runiform float maxZ;\runiform float minZAspect;\runiform vec2 texelSize;\runiform mat4 projection;\rvoid main()\r{\rvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\rfloat depth=texture2D(depthSampler,vUV).r;\rfloat depthSign=depth/abs(depth);\rdepth=depth*depthSign;\rvec3 normal=texture2D(normalSampler,vUV).rgb;\rfloat occlusion=0.0;\rfloat correctedRadius=min(radius,minZAspect*depth/near);\rvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\rvec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);\rvec3 origin=vViewRay*vDepthFactor;\rvec3 rvec=random*2.0-1.0;\rrvec.z=0.0;\rfloat dotProduct=dot(rvec,normal);\rrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\rvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\rvec3 bitangent=cross(normal,tangent);\rmat3 tbn=mat3(tangent,bitangent,normal);\rfloat difference;\rfor (int i=0; i<SAMPLES; ++i) {\rvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\rsamplePosition=samplePosition*correctedRadius+origin;\rvec4 offset=vec4(samplePosition,1.0);\roffset=projection*offset;\roffset.xyz/=offset.w;\roffset.xy=offset.xy*0.5+0.5;\rif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\rcontinue;\r}\rfloat sampleDepth=abs(texture2D(depthSampler,offset.xy).r);\rdifference=depthSign*samplePosition.z-sampleDepth;\rfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\rocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\r}\rocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor=vec4(vec3(result),1.0);\r}\r#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\runiform float outSize;\runiform float samplerOffsets[SAMPLES];\rvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.3846153846)*direction;\rvec2 off2=vec2(3.2307692308)*direction;\rcolor+=texture2D(image,uv)*0.2270270270;\rcolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\rcolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\rreturn color;\r}\rvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rcolor+=texture2D(image,uv)*0.1964825501511404;\rcolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\rcolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\rreturn color;\r}\rvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rfloat compareDepth=abs(texture2D(depthSampler,uv).r);\rfloat sampleDepth;\rfloat weight;\rfloat weightSum=30.0;\rcolor+=texture2D(image,uv)*30.0;\rsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv+(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv-(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off3/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off3/resolution))*weight;\rreturn color/weightSum;\r}\rvoid main()\r{\r#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\rfloat texelsize=1.0/outSize;\rfloat result=0.0;\rfloat weightSum=0.0;\rfor (int i=0; i<SAMPLES; ++i)\r{\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\r#else\nvec2 direction=vec2(0.0,1.0);\rvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\r#endif\nvec2 samplePos=vUV+sampleOffset;\rfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\rfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\rresult+=texture2D(textureSampler,samplePos).r*weight;\rweightSum+=weight;\r}\rresult/=weightSum;\rgl_FragColor.rgb=vec3(result);\rgl_FragColor.a=1.0;\r#else\nvec4 color;\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#else\nvec2 direction=vec2(0.0,1.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#endif\ngl_FragColor.rgb=vec3(color.r);\rgl_FragColor.a=1.0;\r#endif\n}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const ssao2PixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkMd,CAAC;AACF,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 = \"ssao2PixelShader\";\nconst shader = `precision highp float;\runiform sampler2D textureSampler;\runiform float near;\runiform float far;\runiform float radius;\rfloat scales[16]=float[16](\r0.1,\r0.11406250000000001,\r0.131640625,\r0.15625,\r0.187890625,\r0.2265625,\r0.272265625,\r0.325,\r0.384765625,\r0.4515625,\r0.525390625,\r0.60625,\r0.694140625,\r0.7890625,\r0.891015625,\r1.0\r);\rvarying vec2 vUV;\rfloat perspectiveDepthToViewZ(in float invClipZ,in float near,in float far ) {\rreturn ( near*far )/( ( far-near )*invClipZ-far );\r}\rfloat viewZToPerspectiveDepth( in float viewZ,in float near,in float far ) {\rreturn ( near*far/viewZ+far)/( far-near );\r}\rfloat viewZToOrthographicDepth( in float viewZ,in float near,in float far ) {\rreturn ( viewZ+near )/( near-far );\r}\r#ifdef SSAO\nuniform sampler2D randomSampler;\runiform sampler2D depthSampler;\runiform sampler2D normalSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float base;\runiform float xViewport;\runiform float yViewport;\runiform mat3 depthProjection;\runiform float maxZ;\runiform float minZAspect;\runiform vec2 texelSize;\runiform mat4 projection;\rvoid main()\r{\rvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\rfloat depth=texture2D(depthSampler,vUV).r;\rfloat depthSign=depth/abs(depth);\rdepth=depth*depthSign;\rvec3 normal=texture2D(normalSampler,vUV).rgb;\rfloat occlusion=0.0;\rfloat correctedRadius=min(radius,minZAspect*depth/near);\rvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\rvec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);\rvec3 origin=vViewRay*vDepthFactor;\rvec3 rvec=random*2.0-1.0;\rrvec.z=0.0;\rfloat dotProduct=dot(rvec,normal);\rrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\rvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\rvec3 bitangent=cross(normal,tangent);\rmat3 tbn=mat3(tangent,bitangent,normal);\rfloat difference;\rfor (int i=0; i<SAMPLES; ++i) {\rvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\rsamplePosition=samplePosition*correctedRadius+origin;\rvec4 offset=vec4(samplePosition,1.0);\roffset=projection*offset;\roffset.xyz/=offset.w;\roffset.xy=offset.xy*0.5+0.5;\rif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\rcontinue;\r}\rfloat sampleDepth=abs(texture2D(depthSampler,offset.xy).r);\rdifference=depthSign*samplePosition.z-sampleDepth;\rfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\rocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\r}\rocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor=vec4(vec3(result),1.0);\r}\r#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\runiform float outSize;\runiform float samplerOffsets[SAMPLES];\rvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.3846153846)*direction;\rvec2 off2=vec2(3.2307692308)*direction;\rcolor+=texture2D(image,uv)*0.2270270270;\rcolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\rcolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\rreturn color;\r}\rvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rcolor+=texture2D(image,uv)*0.1964825501511404;\rcolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\rcolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\rreturn color;\r}\rvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rfloat compareDepth=abs(texture2D(depthSampler,uv).r);\rfloat sampleDepth;\rfloat weight;\rfloat weightSum=30.0;\rcolor+=texture2D(image,uv)*30.0;\rsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv+(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv-(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off3/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off3/resolution))*weight;\rreturn color/weightSum;\r}\rvoid main()\r{\r#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\rfloat texelsize=1.0/outSize;\rfloat result=0.0;\rfloat weightSum=0.0;\rfor (int i=0; i<SAMPLES; ++i)\r{\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\r#else\nvec2 direction=vec2(0.0,1.0);\rvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\r#endif\nvec2 samplePos=vUV+sampleOffset;\rfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\rfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\rresult+=texture2D(textureSampler,samplePos).r*weight;\rweightSum+=weight;\r}\rresult/=weightSum;\rgl_FragColor.rgb=vec3(result);\rgl_FragColor.a=1.0;\r#else\nvec4 color;\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#else\nvec2 direction=vec2(0.0,1.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#endif\ngl_FragColor.rgb=vec3(color.r);\rgl_FragColor.a=1.0;\r#endif\n}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const ssao2PixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const ssaoCombinePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);
7
7
  }
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const ssaoCombinePixelShader = { name, shader };
12
12
  //# sourceMappingURL=ssaoCombine.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ssaoCombine.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssaoCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssaoCombinePixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D originalColor;\runiform vec4 viewport;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\rvec4 sceneColor=texture2D(originalColor,vUV);\rgl_FragColor=sceneColor*ssaoColor;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const ssaoCombinePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"ssaoCombine.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssaoCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssaoCombinePixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D originalColor;\runiform vec4 viewport;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\rvec4 sceneColor=texture2D(originalColor,vUV);\rgl_FragColor=sceneColor*ssaoColor;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const ssaoCombinePixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import "./ShadersInclude/packingFunctions";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export declare const standardPixelShader: {
4
4
  name: string;
5
5
  shader: string;
@@ -50,6 +50,6 @@ uniform mat4 inverseViewProjection;
50
50
  `;
51
51
  // Sideeffect
52
52
  ShaderStore.ShadersStore[name] = shader;
53
- /** @hidden */
53
+ /** @internal */
54
54
  export const standardPixelShader = { name, shader };
55
55
  //# sourceMappingURL=standard.fragment.js.map