@babylonjs/core 5.24.0 → 5.26.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1729) hide show
  1. package/Actions/action.d.ts +12 -21
  2. package/Actions/action.js +8 -17
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.d.ts +2 -5
  5. package/Actions/actionManager.js +2 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Actions/condition.d.ts +9 -50
  8. package/Actions/condition.js +3 -26
  9. package/Actions/condition.js.map +1 -1
  10. package/Actions/directActions.d.ts +7 -7
  11. package/Actions/directActions.js +7 -7
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/directAudioActions.d.ts +2 -2
  14. package/Actions/directAudioActions.js +2 -2
  15. package/Actions/directAudioActions.js.map +1 -1
  16. package/Actions/interpolateValueAction.d.ts +1 -1
  17. package/Actions/interpolateValueAction.js +1 -1
  18. package/Actions/interpolateValueAction.js.map +1 -1
  19. package/Animations/animatable.d.ts +5 -6
  20. package/Animations/animatable.js +1 -2
  21. package/Animations/animatable.js.map +1 -1
  22. package/Animations/animation.d.ts +6 -20
  23. package/Animations/animation.js +6 -20
  24. package/Animations/animation.js.map +1 -1
  25. package/Animations/animationEvent.d.ts +1 -1
  26. package/Animations/animationEvent.js +1 -1
  27. package/Animations/animationEvent.js.map +1 -1
  28. package/Animations/animationGroup.d.ts +1 -1
  29. package/Animations/animationGroup.js +1 -1
  30. package/Animations/animationGroup.js.map +1 -1
  31. package/Animations/easing.d.ts +13 -26
  32. package/Animations/easing.js +13 -26
  33. package/Animations/easing.js.map +1 -1
  34. package/Animations/runtimeAnimation.d.ts +3 -4
  35. package/Animations/runtimeAnimation.js +1 -2
  36. package/Animations/runtimeAnimation.js.map +1 -1
  37. package/Audio/audioEngine.js +1 -2
  38. package/Audio/audioEngine.js.map +1 -1
  39. package/Audio/audioSceneComponent.d.ts +1 -1
  40. package/Audio/audioSceneComponent.js.map +1 -1
  41. package/Audio/sound.d.ts +3 -4
  42. package/Audio/sound.js +2 -3
  43. package/Audio/sound.js.map +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  47. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  51. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  52. package/Behaviors/Meshes/followBehavior.js +1 -1
  53. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  56. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  57. package/Bones/bone.d.ts +7 -9
  58. package/Bones/bone.js +7 -9
  59. package/Bones/bone.js.map +1 -1
  60. package/Bones/skeleton.d.ts +6 -8
  61. package/Bones/skeleton.js +6 -8
  62. package/Bones/skeleton.js.map +1 -1
  63. package/Buffers/buffer.d.ts +6 -6
  64. package/Buffers/buffer.js +14 -16
  65. package/Buffers/buffer.js.map +1 -1
  66. package/Buffers/storageBuffer.d.ts +1 -1
  67. package/Buffers/storageBuffer.js +1 -1
  68. package/Buffers/storageBuffer.js.map +1 -1
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  70. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  71. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  73. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  74. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
  76. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
  77. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  79. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  80. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  82. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  83. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  85. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  86. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  87. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  88. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  89. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  90. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  91. package/Cameras/RigModes/vrRigMode.js +1 -3
  92. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  93. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  94. package/Cameras/RigModes/webVRRigMode.js +1 -3
  95. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  98. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  99. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  100. package/Cameras/VR/vrCameraMetrics.js +4 -4
  101. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  102. package/Cameras/VR/vrExperienceHelper.js +20 -48
  103. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  104. package/Cameras/VR/webVRCamera.d.ts +9 -9
  105. package/Cameras/VR/webVRCamera.js +9 -9
  106. package/Cameras/VR/webVRCamera.js.map +1 -1
  107. package/Cameras/arcRotateCamera.d.ts +11 -12
  108. package/Cameras/arcRotateCamera.js +8 -9
  109. package/Cameras/arcRotateCamera.js.map +1 -1
  110. package/Cameras/camera.d.ts +29 -38
  111. package/Cameras/camera.js +27 -36
  112. package/Cameras/camera.js.map +1 -1
  113. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  114. package/Cameras/deviceOrientationCamera.js +1 -1
  115. package/Cameras/deviceOrientationCamera.js.map +1 -1
  116. package/Cameras/flyCamera.d.ts +8 -12
  117. package/Cameras/flyCamera.js +6 -10
  118. package/Cameras/flyCamera.js.map +1 -1
  119. package/Cameras/followCamera.d.ts +2 -2
  120. package/Cameras/followCamera.js +2 -2
  121. package/Cameras/followCamera.js.map +1 -1
  122. package/Cameras/freeCamera.d.ts +6 -7
  123. package/Cameras/freeCamera.js +4 -5
  124. package/Cameras/freeCamera.js.map +1 -1
  125. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  126. package/Cameras/freeCameraInputsManager.js +2 -2
  127. package/Cameras/freeCameraInputsManager.js.map +1 -1
  128. package/Cameras/targetCamera.d.ts +21 -24
  129. package/Cameras/targetCamera.js +20 -23
  130. package/Cameras/targetCamera.js.map +1 -1
  131. package/Cameras/touchCamera.d.ts +1 -1
  132. package/Cameras/touchCamera.js +1 -1
  133. package/Cameras/touchCamera.js.map +1 -1
  134. package/Collisions/collider.d.ts +13 -44
  135. package/Collisions/collider.js +10 -41
  136. package/Collisions/collider.js.map +1 -1
  137. package/Collisions/collisionCoordinator.d.ts +2 -2
  138. package/Collisions/collisionCoordinator.js +1 -1
  139. package/Collisions/collisionCoordinator.js.map +1 -1
  140. package/Collisions/intersectionInfo.d.ts +1 -1
  141. package/Collisions/intersectionInfo.js +1 -1
  142. package/Collisions/intersectionInfo.js.map +1 -1
  143. package/Collisions/meshCollisionData.d.ts +1 -1
  144. package/Collisions/meshCollisionData.js +1 -1
  145. package/Collisions/meshCollisionData.js.map +1 -1
  146. package/Collisions/pickingInfo.d.ts +1 -1
  147. package/Collisions/pickingInfo.js +1 -1
  148. package/Collisions/pickingInfo.js.map +1 -1
  149. package/Compute/IComputeContext.d.ts +1 -1
  150. package/Compute/IComputeContext.js.map +1 -1
  151. package/Compute/IComputePipelineContext.d.ts +2 -2
  152. package/Compute/IComputePipelineContext.js.map +1 -1
  153. package/Compute/computeEffect.d.ts +5 -5
  154. package/Compute/computeEffect.js +5 -5
  155. package/Compute/computeEffect.js.map +1 -1
  156. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  157. package/Culling/Octrees/octreeBlock.js +1 -9
  158. package/Culling/Octrees/octreeBlock.js.map +1 -1
  159. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  160. package/Culling/Octrees/octreeSceneComponent.js +1 -5
  161. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  162. package/Culling/boundingBox.d.ts +4 -5
  163. package/Culling/boundingBox.js +3 -4
  164. package/Culling/boundingBox.js.map +1 -1
  165. package/Culling/boundingInfo.d.ts +1 -2
  166. package/Culling/boundingInfo.js +1 -2
  167. package/Culling/boundingInfo.js.map +1 -1
  168. package/Culling/boundingSphere.d.ts +1 -2
  169. package/Culling/boundingSphere.js +1 -2
  170. package/Culling/boundingSphere.js.map +1 -1
  171. package/Culling/ray.d.ts +6 -6
  172. package/Culling/ray.js.map +1 -1
  173. package/Debug/debugLayer.d.ts +1 -1
  174. package/Debug/debugLayer.js.map +1 -1
  175. package/Debug/physicsViewer.d.ts +6 -6
  176. package/Debug/physicsViewer.js +4 -4
  177. package/Debug/physicsViewer.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  179. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  180. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  181. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  183. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  184. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  185. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  186. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  187. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  189. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  190. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  191. package/DeviceInput/webDeviceInputSystem.js +1 -19
  192. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  193. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  194. package/Engines/Extensions/engine.computeShader.js +1 -1
  195. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  196. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  197. package/Engines/Extensions/engine.cubeTexture.js +3 -2
  198. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  199. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  200. package/Engines/Extensions/engine.debugging.js.map +1 -1
  201. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  202. package/Engines/Extensions/engine.multiview.js.map +1 -1
  203. package/Engines/Extensions/engine.query.d.ts +22 -22
  204. package/Engines/Extensions/engine.query.js +8 -8
  205. package/Engines/Extensions/engine.query.js.map +1 -1
  206. package/Engines/Extensions/engine.rawTexture.js +3 -7
  207. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  208. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  209. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  210. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  211. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  212. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  213. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  214. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  215. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  216. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  217. package/Engines/Extensions/engine.views.d.ts +2 -2
  218. package/Engines/Extensions/engine.views.js.map +1 -1
  219. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  220. package/Engines/Extensions/engine.webVR.js.map +1 -1
  221. package/Engines/IDrawContext.d.ts +1 -1
  222. package/Engines/IDrawContext.js.map +1 -1
  223. package/Engines/IMaterialContext.d.ts +1 -1
  224. package/Engines/IMaterialContext.js.map +1 -1
  225. package/Engines/IPipelineContext.d.ts +5 -5
  226. package/Engines/IPipelineContext.js.map +1 -1
  227. package/Engines/Native/nativeDataStream.d.ts +2 -2
  228. package/Engines/Native/nativeDataStream.js +1 -1
  229. package/Engines/Native/nativeDataStream.js.map +1 -1
  230. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  231. package/Engines/Native/nativeInterfaces.js.map +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  240. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  241. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  242. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  243. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  244. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  245. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  246. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  247. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  248. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  249. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  250. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  251. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  252. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  253. package/Engines/Processors/shaderCodeCursor.js +1 -1
  254. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  255. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  256. package/Engines/Processors/shaderCodeNode.js +1 -1
  257. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  258. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  259. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  260. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  261. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  262. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  263. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  264. package/Engines/Processors/shaderProcessor.js +2 -2
  265. package/Engines/Processors/shaderProcessor.js.map +1 -1
  266. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  267. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  268. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  269. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  270. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  271. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  272. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  273. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  274. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  275. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  276. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  277. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  278. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  279. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  280. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  281. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  282. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  283. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  284. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  285. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  286. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  287. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  288. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  289. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  290. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  291. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  292. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  293. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  299. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  300. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  301. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  302. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  303. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  304. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  305. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  306. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  307. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  308. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  309. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  310. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  311. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  312. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  313. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  314. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  315. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  316. package/Engines/WebGPU/webgpuConstants.js +38 -38
  317. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  318. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  319. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  320. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  321. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  322. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  323. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  324. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  325. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  326. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  327. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  328. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  329. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  330. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  331. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  332. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  333. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  334. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  335. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  336. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  337. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  338. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  339. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  340. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  341. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  342. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  343. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  344. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  345. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  346. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  347. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  348. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
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  1710. package/XR/webXRSessionManager.js.map +1 -1
  1711. package/XR/webXRWebGLLayer.d.ts +2 -2
  1712. package/XR/webXRWebGLLayer.js +2 -2
  1713. package/XR/webXRWebGLLayer.js.map +1 -1
  1714. package/abstractScene.d.ts +1 -1
  1715. package/abstractScene.js +1 -1
  1716. package/abstractScene.js.map +1 -1
  1717. package/node.d.ts +40 -52
  1718. package/node.js +40 -55
  1719. package/node.js.map +1 -1
  1720. package/package.json +1 -1
  1721. package/scene.d.ts +83 -107
  1722. package/scene.js +94 -108
  1723. package/scene.js.map +1 -1
  1724. package/sceneComponent.d.ts +4 -2
  1725. package/sceneComponent.js +4 -2
  1726. package/sceneComponent.js.map +1 -1
  1727. package/types.d.ts +2 -2
  1728. package/types.js +1 -1
  1729. package/types.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"standard.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/standard.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Ud,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/packingFunctions\";\n\nconst name = \"standardPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\r{\rvec4 color=texture2D(textureSampler,vUV);\rgl_FragColor=color;\r}\r#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\rvoid main(void)\r{\rvec4 average=vec4(0.0,0.0,0.0,0.0);\raverage=texture2D(textureSampler,vUV+dsOffsets[0]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\raverage/=16.0;\rgl_FragColor=average;\r}\r#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\runiform float brightThreshold;\rvoid main(void)\r{\rvec4 average=vec4(0.0,0.0,0.0,0.0);\raverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\raverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\raverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\raverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\raverage*=0.25;\rfloat luminance=length(average.rgb);\rif (luminance<brightThreshold) {\raverage=vec4(0.0,0.0,0.0,1.0);\r}\rgl_FragColor=average;\r}\r#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\runiform sampler2D lensSampler;\runiform float exposure;\rvoid main(void)\r{\rvec3 colour=texture2D(textureSampler,vUV).rgb;\rcolour*=exposure;\rvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\rvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\rcolour=retColor*retColor;\rcolour+=colour*texture2D(lensSampler,vUV).rgb;\rvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\rgl_FragColor=finalColor;\r}\r#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\runiform mat4 lightWorld;\runiform vec3 cameraPosition;\runiform vec3 sunDirection;\runiform vec3 sunColor;\runiform vec2 depthValues;\runiform float scatteringCoefficient;\runiform float scatteringPower;\runiform sampler2D shadowMapSampler;\runiform sampler2D positionSampler;\rfloat computeScattering(float lightDotView)\r{\rfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\rresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\rreturn result;\r}\rvoid main(void)\r{\rvec3 worldPos=texture2D(positionSampler,vUV).rgb;\rvec3 startPosition=cameraPosition;\rvec3 rayVector=worldPos-startPosition;\rfloat rayLength=length(rayVector);\rvec3 rayDirection=rayVector/rayLength;\rfloat stepLength=rayLength/NB_STEPS;\rvec3 stepL=rayDirection*stepLength;\rvec3 currentPosition=startPosition;\rvec3 accumFog=vec3(0.0);\rfor (int i=0; i<int(NB_STEPS); i++)\r{\rvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\rfloat depthMetric= (worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\rworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\rworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\rfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\rif (shadowMapValue>shadowPixelDepth)\raccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\rcurrentPosition+=stepL;\r}\raccumFog/=NB_STEPS;\rvec3 color=accumFog*scatteringPower;\rgl_FragColor=vec4(color*exp(color) ,1.0);\r}\r#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\rvoid main(void)\r{\rgl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\r}\r#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\rvoid main()\r{\rfloat average=0.0;\rvec4 color=vec4(0.0);\rfloat maximum=-1e20;\rvec3 weight=vec3(0.299,0.587,0.114);\rfor (int i=0; i<4; i++)\r{\rcolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\rfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\r#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\r#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\r#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\r#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\r#endif\nmaximum=max(maximum,GreyValue);\raverage+=(0.25*log(1e-5+GreyValue));\r}\raverage=exp(average);\rgl_FragColor=vec4(average,maximum,0.0,1.0);\r}\r#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\runiform float halfDestPixelSize;\r#ifdef FINAL_DOWN_SAMPLER\n#include<packingFunctions>\n#endif\nvoid main()\r{\rvec4 color=vec4(0.0);\rfloat average=0.0;\rfor (int i=0; i<9; i++)\r{\rcolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\raverage+=color.r;\r}\raverage/=9.0;\r#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\r#else\ngl_FragColor=vec4(average,average,0.0,1.0);\r#endif\n}\r#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\runiform float averageLuminance;\rvoid main()\r{\rvec4 color=texture2D(textureAdderSampler,vUV);\r#ifndef AUTO_EXPOSURE\nvec4 adjustedColor=color/averageLuminance;\rcolor=adjustedColor;\rcolor.a=1.0;\r#endif\ngl_FragColor=color;\r}\r#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\runiform float strength;\runiform float ghostDispersal;\runiform float haloWidth;\runiform vec2 resolution;\runiform float distortionStrength;\rfloat hash(vec2 p)\r{\rfloat h=dot(p,vec2(127.1,311.7));\rreturn -1.0+2.0*fract(sin(h)*43758.5453123);\r}\rfloat noise(in vec2 p)\r{\rvec2 i=floor(p);\rvec2 f=fract(p);\rvec2 u=f*f*(3.0-2.0*f);\rreturn mix(mix(hash(i+vec2(0.0,0.0)),\rhash(i+vec2(1.0,0.0)),u.x),\rmix(hash(i+vec2(0.0,1.0)),\rhash(i+vec2(1.0,1.0)),u.x),u.y);\r}\rfloat fbm(vec2 p)\r{\rfloat f=0.0;\rf+=0.5000*noise(p); p*=2.02;\rf+=0.2500*noise(p); p*=2.03;\rf+=0.1250*noise(p); p*=2.01;\rf+=0.0625*noise(p); p*=2.04;\rf/=0.9375;\rreturn f;\r}\rvec3 pattern(vec2 uv)\r{\rvec2 p=-1.0+2.0*uv;\rfloat p2=dot(p,p);\rfloat f=fbm(vec2(15.0*p2))/2.0;\rfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\rfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\rfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\rreturn (1.0-f)*vec3(r,g,b);\r}\rfloat luminance(vec3 color)\r{\rreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\r}\rvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\r{\rreturn vec4(\rtexture2D(tex,texcoord+direction*distortion.r).r,\rtexture2D(tex,texcoord+direction*distortion.g).g,\rtexture2D(tex,texcoord+direction*distortion.b).b,\r1.0\r);\r}\rvoid main(void)\r{\rvec2 uv=-vUV+vec2(1.0);\rvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\rvec2 texelSize=1.0/resolution;\rvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\rvec4 result=vec4(0.0);\rfloat ghostIndice=1.0;\rfor (int i=0; i<GHOSTS; ++i)\r{\rvec2 offset=fract(uv+ghostDir*ghostIndice);\rfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\rweight=pow(1.0-weight,10.0);\rresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\rghostIndice+=1.0;\r}\rvec2 haloVec=normalize(ghostDir)*haloWidth;\rfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\rweight=pow(1.0-weight,10.0);\rresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\rresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\rgl_FragColor=result;\r}\r#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\runiform sampler2D lensDirtSampler;\runiform sampler2D lensStarSampler;\runiform mat4 lensStarMatrix;\rvoid main(void)\r{\rvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\rvec4 lensMod=texture2D(lensDirtSampler,vUV);\rlensMod+=texture2D(lensStarSampler,vUV/*lensFlareCoords*/);\rvec4 result=texture2D(textureSampler,vUV)*lensMod;\rgl_FragColor=texture2D(otherSampler,vUV)+result;\r}\r#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\runiform sampler2D depthSampler;\runiform float distance;\rvoid main(void)\r{\rvec4 sharp=texture2D(otherSampler,vUV);\rvec4 blur=texture2D(textureSampler,vUV);\rfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\rfloat factor=0.0;\rif (dist<0.05)\rfactor=1.0;\relse if (dist<0.1)\rfactor=20.0*(0.1-dist);\relse if (dist<0.5)\rfactor=0.0;\relse\rfactor=2.0*(dist-0.5);\rfactor=clamp(factor,0.0,0.90);\rgl_FragColor=mix(sharp,blur,factor);\r}\r#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\runiform mat4 prevViewProjection;\runiform vec2 screenSize;\runiform float motionScale;\runiform float motionStrength;\runiform sampler2D depthSampler;\rvoid main(void)\r{\rvec2 texelSize=1.0/screenSize;\rfloat depth=texture2D(depthSampler,vUV).r;\rvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\rcpos=cpos*inverseViewProjection;\rvec4 ppos=cpos*prevViewProjection;\rppos.xyz/=ppos.w;\rppos.xy=ppos.xy*0.5+0.5;\rvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\rif (i>=nSamples)\rbreak;\rvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\rresult+=texture2D(textureSampler,offset1);\r}\rgl_FragColor=result/float(nSamples);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const standardPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"standard.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/standard.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Ud,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/packingFunctions\";\n\nconst name = \"standardPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\r{\rvec4 color=texture2D(textureSampler,vUV);\rgl_FragColor=color;\r}\r#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\rvoid main(void)\r{\rvec4 average=vec4(0.0,0.0,0.0,0.0);\raverage=texture2D(textureSampler,vUV+dsOffsets[0]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\raverage/=16.0;\rgl_FragColor=average;\r}\r#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\runiform float brightThreshold;\rvoid main(void)\r{\rvec4 average=vec4(0.0,0.0,0.0,0.0);\raverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\raverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\raverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\raverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\raverage*=0.25;\rfloat luminance=length(average.rgb);\rif (luminance<brightThreshold) {\raverage=vec4(0.0,0.0,0.0,1.0);\r}\rgl_FragColor=average;\r}\r#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\runiform sampler2D lensSampler;\runiform float exposure;\rvoid main(void)\r{\rvec3 colour=texture2D(textureSampler,vUV).rgb;\rcolour*=exposure;\rvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\rvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\rcolour=retColor*retColor;\rcolour+=colour*texture2D(lensSampler,vUV).rgb;\rvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\rgl_FragColor=finalColor;\r}\r#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\runiform mat4 lightWorld;\runiform vec3 cameraPosition;\runiform vec3 sunDirection;\runiform vec3 sunColor;\runiform vec2 depthValues;\runiform float scatteringCoefficient;\runiform float scatteringPower;\runiform sampler2D shadowMapSampler;\runiform sampler2D positionSampler;\rfloat computeScattering(float lightDotView)\r{\rfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\rresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\rreturn result;\r}\rvoid main(void)\r{\rvec3 worldPos=texture2D(positionSampler,vUV).rgb;\rvec3 startPosition=cameraPosition;\rvec3 rayVector=worldPos-startPosition;\rfloat rayLength=length(rayVector);\rvec3 rayDirection=rayVector/rayLength;\rfloat stepLength=rayLength/NB_STEPS;\rvec3 stepL=rayDirection*stepLength;\rvec3 currentPosition=startPosition;\rvec3 accumFog=vec3(0.0);\rfor (int i=0; i<int(NB_STEPS); i++)\r{\rvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\rfloat depthMetric= (worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\rworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\rworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\rfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\rif (shadowMapValue>shadowPixelDepth)\raccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\rcurrentPosition+=stepL;\r}\raccumFog/=NB_STEPS;\rvec3 color=accumFog*scatteringPower;\rgl_FragColor=vec4(color*exp(color) ,1.0);\r}\r#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\rvoid main(void)\r{\rgl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\r}\r#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\rvoid main()\r{\rfloat average=0.0;\rvec4 color=vec4(0.0);\rfloat maximum=-1e20;\rvec3 weight=vec3(0.299,0.587,0.114);\rfor (int i=0; i<4; i++)\r{\rcolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\rfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\r#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\r#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\r#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\r#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\r#endif\nmaximum=max(maximum,GreyValue);\raverage+=(0.25*log(1e-5+GreyValue));\r}\raverage=exp(average);\rgl_FragColor=vec4(average,maximum,0.0,1.0);\r}\r#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\runiform float halfDestPixelSize;\r#ifdef FINAL_DOWN_SAMPLER\n#include<packingFunctions>\n#endif\nvoid main()\r{\rvec4 color=vec4(0.0);\rfloat average=0.0;\rfor (int i=0; i<9; i++)\r{\rcolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\raverage+=color.r;\r}\raverage/=9.0;\r#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\r#else\ngl_FragColor=vec4(average,average,0.0,1.0);\r#endif\n}\r#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\runiform float averageLuminance;\rvoid main()\r{\rvec4 color=texture2D(textureAdderSampler,vUV);\r#ifndef AUTO_EXPOSURE\nvec4 adjustedColor=color/averageLuminance;\rcolor=adjustedColor;\rcolor.a=1.0;\r#endif\ngl_FragColor=color;\r}\r#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\runiform float strength;\runiform float ghostDispersal;\runiform float haloWidth;\runiform vec2 resolution;\runiform float distortionStrength;\rfloat hash(vec2 p)\r{\rfloat h=dot(p,vec2(127.1,311.7));\rreturn -1.0+2.0*fract(sin(h)*43758.5453123);\r}\rfloat noise(in vec2 p)\r{\rvec2 i=floor(p);\rvec2 f=fract(p);\rvec2 u=f*f*(3.0-2.0*f);\rreturn mix(mix(hash(i+vec2(0.0,0.0)),\rhash(i+vec2(1.0,0.0)),u.x),\rmix(hash(i+vec2(0.0,1.0)),\rhash(i+vec2(1.0,1.0)),u.x),u.y);\r}\rfloat fbm(vec2 p)\r{\rfloat f=0.0;\rf+=0.5000*noise(p); p*=2.02;\rf+=0.2500*noise(p); p*=2.03;\rf+=0.1250*noise(p); p*=2.01;\rf+=0.0625*noise(p); p*=2.04;\rf/=0.9375;\rreturn f;\r}\rvec3 pattern(vec2 uv)\r{\rvec2 p=-1.0+2.0*uv;\rfloat p2=dot(p,p);\rfloat f=fbm(vec2(15.0*p2))/2.0;\rfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\rfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\rfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\rreturn (1.0-f)*vec3(r,g,b);\r}\rfloat luminance(vec3 color)\r{\rreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\r}\rvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\r{\rreturn vec4(\rtexture2D(tex,texcoord+direction*distortion.r).r,\rtexture2D(tex,texcoord+direction*distortion.g).g,\rtexture2D(tex,texcoord+direction*distortion.b).b,\r1.0\r);\r}\rvoid main(void)\r{\rvec2 uv=-vUV+vec2(1.0);\rvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\rvec2 texelSize=1.0/resolution;\rvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\rvec4 result=vec4(0.0);\rfloat ghostIndice=1.0;\rfor (int i=0; i<GHOSTS; ++i)\r{\rvec2 offset=fract(uv+ghostDir*ghostIndice);\rfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\rweight=pow(1.0-weight,10.0);\rresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\rghostIndice+=1.0;\r}\rvec2 haloVec=normalize(ghostDir)*haloWidth;\rfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\rweight=pow(1.0-weight,10.0);\rresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\rresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\rgl_FragColor=result;\r}\r#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\runiform sampler2D lensDirtSampler;\runiform sampler2D lensStarSampler;\runiform mat4 lensStarMatrix;\rvoid main(void)\r{\rvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\rvec4 lensMod=texture2D(lensDirtSampler,vUV);\rlensMod+=texture2D(lensStarSampler,vUV/*lensFlareCoords*/);\rvec4 result=texture2D(textureSampler,vUV)*lensMod;\rgl_FragColor=texture2D(otherSampler,vUV)+result;\r}\r#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\runiform sampler2D depthSampler;\runiform float distance;\rvoid main(void)\r{\rvec4 sharp=texture2D(otherSampler,vUV);\rvec4 blur=texture2D(textureSampler,vUV);\rfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\rfloat factor=0.0;\rif (dist<0.05)\rfactor=1.0;\relse if (dist<0.1)\rfactor=20.0*(0.1-dist);\relse if (dist<0.5)\rfactor=0.0;\relse\rfactor=2.0*(dist-0.5);\rfactor=clamp(factor,0.0,0.90);\rgl_FragColor=mix(sharp,blur,factor);\r}\r#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\runiform mat4 prevViewProjection;\runiform vec2 screenSize;\runiform float motionScale;\runiform float motionStrength;\runiform sampler2D depthSampler;\rvoid main(void)\r{\rvec2 texelSize=1.0/screenSize;\rfloat depth=texture2D(depthSampler,vUV).r;\rvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\rcpos=cpos*inverseViewProjection;\rvec4 ppos=cpos*prevViewProjection;\rppos.xyz/=ppos.w;\rppos.xy=ppos.xy*0.5+0.5;\rvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\rif (i>=nSamples)\rbreak;\rvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\rresult+=texture2D(textureSampler,offset1);\r}\rgl_FragColor=result/float(nSamples);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const standardPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const stereoscopicInterlacePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -11,6 +11,6 @@ useCamB=vUV.y>0.5;
11
11
  if (useCamB){
12
12
  // Sideeffect
13
13
  ShaderStore.ShadersStore[name] = shader;
14
- /** @hidden */
14
+ /** @internal */
15
15
  export const stereoscopicInterlacePixelShader = { name, shader };
16
16
  //# sourceMappingURL=stereoscopicInterlace.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"stereoscopicInterlace.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/stereoscopicInterlace.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,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 = \"stereoscopicInterlacePixelShader\";\nconst shader = `const vec3 TWO=vec3(2.0,2.0,2.0);\rvarying vec2 vUV;\runiform sampler2D camASampler;\runiform sampler2D textureSampler;\runiform vec2 stepSize;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rbool useCamA;\rbool useCamB;\rvec2 texCoord1;\rvec2 texCoord2;\rvec3 frag1;\rvec3 frag2;\r#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ruseCamA=!useCamB;\rtexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\rtexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\r#else\n#ifdef IS_STEREOSCOPIC_INTERLACED\nfloat rowNum=floor(vUV.y/stepSize.y);\ruseCamA=mod(rowNum,2.0)==1.0;\ruseCamB=mod(rowNum,2.0)==0.0;\rtexCoord1=vec2(vUV.x,vUV.y);\rtexCoord2=vec2(vUV.x,vUV.y);\r#else\nuseCamB=vUV.y>0.5;\ruseCamA=!useCamB;\rtexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\rtexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\r#endif\n#endif\nif (useCamB){\rfrag1=texture2D(textureSampler,texCoord1).rgb;\rfrag2=texture2D(textureSampler,texCoord2).rgb;\r}else if (useCamA){\rfrag1=texture2D(camASampler ,texCoord1).rgb;\rfrag2=texture2D(camASampler ,texCoord2).rgb;\r}else {\rdiscard;\r}\rgl_FragColor=vec4((frag1+frag2)/TWO,1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const stereoscopicInterlacePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"stereoscopicInterlace.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/stereoscopicInterlace.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,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 = \"stereoscopicInterlacePixelShader\";\nconst shader = `const vec3 TWO=vec3(2.0,2.0,2.0);\rvarying vec2 vUV;\runiform sampler2D camASampler;\runiform sampler2D textureSampler;\runiform vec2 stepSize;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rbool useCamA;\rbool useCamB;\rvec2 texCoord1;\rvec2 texCoord2;\rvec3 frag1;\rvec3 frag2;\r#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ruseCamA=!useCamB;\rtexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\rtexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\r#else\n#ifdef IS_STEREOSCOPIC_INTERLACED\nfloat rowNum=floor(vUV.y/stepSize.y);\ruseCamA=mod(rowNum,2.0)==1.0;\ruseCamB=mod(rowNum,2.0)==0.0;\rtexCoord1=vec2(vUV.x,vUV.y);\rtexCoord2=vec2(vUV.x,vUV.y);\r#else\nuseCamB=vUV.y>0.5;\ruseCamA=!useCamB;\rtexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\rtexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\r#endif\n#endif\nif (useCamB){\rfrag1=texture2D(textureSampler,texCoord1).rgb;\rfrag2=texture2D(textureSampler,texCoord2).rgb;\r}else if (useCamA){\rfrag1=texture2D(camASampler ,texCoord1).rgb;\rfrag2=texture2D(camASampler ,texCoord2).rgb;\r}else {\rdiscard;\r}\rgl_FragColor=vec4((frag1+frag2)/TWO,1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const stereoscopicInterlacePixelShader = { name, shader };\n"]}
@@ -2,7 +2,7 @@ import "./ShadersInclude/fibonacci";
2
2
  import "./ShadersInclude/helperFunctions";
3
3
  import "./ShadersInclude/subSurfaceScatteringFunctions";
4
4
  import "./ShadersInclude/diffusionProfile";
5
- /** @hidden */
5
+ /** @internal */
6
6
  export declare const subSurfaceScatteringPixelShader: {
7
7
  name: string;
8
8
  shader: string;
@@ -25,6 +25,6 @@ vec3 red =vec3(1.,0.,0.);
25
25
  float phase=0.;
26
26
  // Sideeffect
27
27
  ShaderStore.ShadersStore[name] = shader;
28
- /** @hidden */
28
+ /** @internal */
29
29
  export const subSurfaceScatteringPixelShader = { name, shader };
30
30
  //# sourceMappingURL=subSurfaceScattering.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"subSurfaceScattering.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/subSurfaceScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,4BAA4B,CAAC;AACpC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqJb,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\";\nimport \"./ShadersInclude/fibonacci\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/diffusionProfile\";\n\nconst name = \"subSurfaceScatteringPixelShader\";\nconst shader = `#include<fibonacci>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<diffusionProfile>\nvarying vec2 vUV;\runiform vec2 texelSize;\runiform sampler2D textureSampler;\runiform sampler2D irradianceSampler;\runiform sampler2D depthSampler;\runiform sampler2D albedoSampler;\runiform vec2 viewportSize;\runiform float metersPerUnit;\rconst float LOG2_E=1.4426950408889634;\rconst float SSS_PIXELS_PER_SAMPLE=4.;\rconst int _SssSampleBudget=40;\r#define rcp(x) 1./x\n#define Sq(x) x*x\n#define SSS_BILATERAL_FILTER true\nvec3 EvalBurleyDiffusionProfile(float r,vec3 S)\r{\rvec3 exp_13=exp2(((LOG2_E*(-1.0/3.0))*r)*S); \rvec3 expSum=exp_13*(1.+exp_13*exp_13); \rreturn (S*rcp(8.*PI))*expSum; \r}\rvec2 SampleBurleyDiffusionProfile(float u,float rcpS)\r{\ru=1.-u; \rfloat g=1.+(4.*u)*(2.*u+sqrt(1.+(4.*u)*u));\rfloat n=exp2(log2(g)*(-1.0/3.0)); \rfloat p=(g*n)*n; \rfloat c=1.+p+n; \rfloat d=(3./LOG2_E*2.)+(3./LOG2_E)*log2(u); \rfloat x=(3./LOG2_E)*log2(c)-d; \rfloat rcpExp=((c*c)*c)*rcp((4.*u)*((c*c)+(4.*u)*(4.*u)));\rfloat r=x*rcpS;\rfloat rcpPdf=(8.*PI*rcpS)*rcpExp; \rreturn vec2(r,rcpPdf);\r}\rvec3 ComputeBilateralWeight(float xy2,float z,float mmPerUnit,vec3 S,float rcpPdf)\r{\r#ifndef SSS_BILATERAL_FILTER\nz=0.;\r#endif\nfloat r=sqrt(xy2+(z*mmPerUnit)*(z*mmPerUnit));\rfloat area=rcpPdf;\r#if SSS_CLAMP_ARTIFACT\nreturn clamp(EvalBurleyDiffusionProfile(r,S)*area,0.0,1.0);\r#else\nreturn EvalBurleyDiffusionProfile(r,S)*area;\r#endif\n}\rvoid EvaluateSample(int i,int n,vec3 S,float d,vec3 centerPosVS,float mmPerUnit,float pixelsPerMm,\rfloat phase,inout vec3 totalIrradiance,inout vec3 totalWeight)\r{\rfloat scale =rcp(float(n));\rfloat offset=rcp(float(n))*0.5;\rfloat sinPhase,cosPhase;\rsinPhase=sin(phase);\rcosPhase=cos(phase);\rvec2 bdp=SampleBurleyDiffusionProfile(float(i)*scale+offset,d);\rfloat r=bdp.x;\rfloat rcpPdf=bdp.y;\rfloat phi=SampleDiskGolden(i,n).y;\rfloat sinPhi,cosPhi;\rsinPhi=sin(phi);\rcosPhi=cos(phi);\rfloat sinPsi=cosPhase*sinPhi+sinPhase*cosPhi; \rfloat cosPsi=cosPhase*cosPhi-sinPhase*sinPhi; \rvec2 vec=r*vec2(cosPsi,sinPsi);\rvec2 position; \rfloat xy2;\rposition=vUV+round((pixelsPerMm*r)*vec2(cosPsi,sinPsi))*texelSize;\rxy2 =r*r;\rvec4 textureSample=texture2D(irradianceSampler,position);\rfloat viewZ=texture2D(depthSampler,position).r;\rvec3 irradiance =textureSample.rgb;\rif (testLightingForSSS(textureSample.a))\r{\rfloat relZ=viewZ-centerPosVS.z;\rvec3 weight=ComputeBilateralWeight(xy2,relZ,mmPerUnit,S,rcpPdf);\rtotalIrradiance+=weight*irradiance;\rtotalWeight +=weight;\r}\relse\r{\r}\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec4 irradianceAndDiffusionProfile =texture2D(irradianceSampler,vUV);\rvec3 centerIrradiance=irradianceAndDiffusionProfile.rgb;\rint diffusionProfileIndex=int(round(irradianceAndDiffusionProfile.a*255.));\rfloat centerDepth =0.;\rvec4 inputColor=texture2D(textureSampler,vUV);\rbool passedStencilTest=testLightingForSSS(irradianceAndDiffusionProfile.a);\rif (passedStencilTest)\r{\rcenterDepth=texture2D(depthSampler,vUV).r;\r}\rif (!passedStencilTest) { \rgl_FragColor=inputColor;\rreturn;\r}\rfloat distScale =1.;\rvec3 S =diffusionS[diffusionProfileIndex];\rfloat d =diffusionD[diffusionProfileIndex];\rfloat filterRadius=filterRadii[diffusionProfileIndex];\rvec2 centerPosNDC=vUV;\rvec2 cornerPosNDC=vUV+0.5*texelSize;\rvec3 centerPosVS =vec3(centerPosNDC*viewportSize,1.0)*centerDepth; \rvec3 cornerPosVS =vec3(cornerPosNDC*viewportSize,1.0)*centerDepth; \rfloat mmPerUnit =1000.*(metersPerUnit*rcp(distScale));\rfloat unitsPerMm=rcp(mmPerUnit);\rfloat unitsPerPixel=2.*abs(cornerPosVS.x-centerPosVS.x);\rfloat pixelsPerMm =rcp(unitsPerPixel)*unitsPerMm;\rfloat filterArea =PI*Sq(filterRadius*pixelsPerMm);\rint sampleCount =int(filterArea*rcp(SSS_PIXELS_PER_SAMPLE));\rint sampleBudget=_SssSampleBudget;\rint texturingMode=0;\rvec3 albedo =texture2D(albedoSampler,vUV).rgb;\rif (distScale==0. || sampleCount<1)\r{\r#ifdef DEBUG_SSS_SAMPLES\nvec3 green=vec3(0.,1.,0.);\rgl_FragColor=vec4(green,1.0);\rreturn;\r#endif\ngl_FragColor=vec4(inputColor.rgb+albedo*centerIrradiance,1.0);\rreturn;\r}\r#ifdef DEBUG_SSS_SAMPLES\nvec3 red =vec3(1.,0.,0.);\rvec3 blue=vec3(0.,0.,1.);\rgl_FragColor=vec4(mix(blue,red,clamp(float(sampleCount)/float(sampleBudget),0.0,1.0)),1.0);\rreturn;\r#endif\nfloat phase=0.;\rint n=min(sampleCount,sampleBudget);\rvec3 centerWeight =vec3(0.); \rvec3 totalIrradiance=vec3(0.);\rvec3 totalWeight =vec3(0.);\rfor (int i=0; i<n; i++)\r{\rEvaluateSample(i,n,S,d,centerPosVS,mmPerUnit,pixelsPerMm,\rphase,totalIrradiance,totalWeight);\r}\rtotalWeight=max(totalWeight,HALF_MIN);\rgl_FragColor=vec4(inputColor.rgb+albedo*max(totalIrradiance/totalWeight,vec3(0.0)),1.);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const subSurfaceScatteringPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"subSurfaceScattering.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/subSurfaceScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,4BAA4B,CAAC;AACpC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqJb,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\";\nimport \"./ShadersInclude/fibonacci\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/diffusionProfile\";\n\nconst name = \"subSurfaceScatteringPixelShader\";\nconst shader = `#include<fibonacci>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<diffusionProfile>\nvarying vec2 vUV;\runiform vec2 texelSize;\runiform sampler2D textureSampler;\runiform sampler2D irradianceSampler;\runiform sampler2D depthSampler;\runiform sampler2D albedoSampler;\runiform vec2 viewportSize;\runiform float metersPerUnit;\rconst float LOG2_E=1.4426950408889634;\rconst float SSS_PIXELS_PER_SAMPLE=4.;\rconst int _SssSampleBudget=40;\r#define rcp(x) 1./x\n#define Sq(x) x*x\n#define SSS_BILATERAL_FILTER true\nvec3 EvalBurleyDiffusionProfile(float r,vec3 S)\r{\rvec3 exp_13=exp2(((LOG2_E*(-1.0/3.0))*r)*S); \rvec3 expSum=exp_13*(1.+exp_13*exp_13); \rreturn (S*rcp(8.*PI))*expSum; \r}\rvec2 SampleBurleyDiffusionProfile(float u,float rcpS)\r{\ru=1.-u; \rfloat g=1.+(4.*u)*(2.*u+sqrt(1.+(4.*u)*u));\rfloat n=exp2(log2(g)*(-1.0/3.0)); \rfloat p=(g*n)*n; \rfloat c=1.+p+n; \rfloat d=(3./LOG2_E*2.)+(3./LOG2_E)*log2(u); \rfloat x=(3./LOG2_E)*log2(c)-d; \rfloat rcpExp=((c*c)*c)*rcp((4.*u)*((c*c)+(4.*u)*(4.*u)));\rfloat r=x*rcpS;\rfloat rcpPdf=(8.*PI*rcpS)*rcpExp; \rreturn vec2(r,rcpPdf);\r}\rvec3 ComputeBilateralWeight(float xy2,float z,float mmPerUnit,vec3 S,float rcpPdf)\r{\r#ifndef SSS_BILATERAL_FILTER\nz=0.;\r#endif\nfloat r=sqrt(xy2+(z*mmPerUnit)*(z*mmPerUnit));\rfloat area=rcpPdf;\r#if SSS_CLAMP_ARTIFACT\nreturn clamp(EvalBurleyDiffusionProfile(r,S)*area,0.0,1.0);\r#else\nreturn EvalBurleyDiffusionProfile(r,S)*area;\r#endif\n}\rvoid EvaluateSample(int i,int n,vec3 S,float d,vec3 centerPosVS,float mmPerUnit,float pixelsPerMm,\rfloat phase,inout vec3 totalIrradiance,inout vec3 totalWeight)\r{\rfloat scale =rcp(float(n));\rfloat offset=rcp(float(n))*0.5;\rfloat sinPhase,cosPhase;\rsinPhase=sin(phase);\rcosPhase=cos(phase);\rvec2 bdp=SampleBurleyDiffusionProfile(float(i)*scale+offset,d);\rfloat r=bdp.x;\rfloat rcpPdf=bdp.y;\rfloat phi=SampleDiskGolden(i,n).y;\rfloat sinPhi,cosPhi;\rsinPhi=sin(phi);\rcosPhi=cos(phi);\rfloat sinPsi=cosPhase*sinPhi+sinPhase*cosPhi; \rfloat cosPsi=cosPhase*cosPhi-sinPhase*sinPhi; \rvec2 vec=r*vec2(cosPsi,sinPsi);\rvec2 position; \rfloat xy2;\rposition=vUV+round((pixelsPerMm*r)*vec2(cosPsi,sinPsi))*texelSize;\rxy2 =r*r;\rvec4 textureSample=texture2D(irradianceSampler,position);\rfloat viewZ=texture2D(depthSampler,position).r;\rvec3 irradiance =textureSample.rgb;\rif (testLightingForSSS(textureSample.a))\r{\rfloat relZ=viewZ-centerPosVS.z;\rvec3 weight=ComputeBilateralWeight(xy2,relZ,mmPerUnit,S,rcpPdf);\rtotalIrradiance+=weight*irradiance;\rtotalWeight +=weight;\r}\relse\r{\r}\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec4 irradianceAndDiffusionProfile =texture2D(irradianceSampler,vUV);\rvec3 centerIrradiance=irradianceAndDiffusionProfile.rgb;\rint diffusionProfileIndex=int(round(irradianceAndDiffusionProfile.a*255.));\rfloat centerDepth =0.;\rvec4 inputColor=texture2D(textureSampler,vUV);\rbool passedStencilTest=testLightingForSSS(irradianceAndDiffusionProfile.a);\rif (passedStencilTest)\r{\rcenterDepth=texture2D(depthSampler,vUV).r;\r}\rif (!passedStencilTest) { \rgl_FragColor=inputColor;\rreturn;\r}\rfloat distScale =1.;\rvec3 S =diffusionS[diffusionProfileIndex];\rfloat d =diffusionD[diffusionProfileIndex];\rfloat filterRadius=filterRadii[diffusionProfileIndex];\rvec2 centerPosNDC=vUV;\rvec2 cornerPosNDC=vUV+0.5*texelSize;\rvec3 centerPosVS =vec3(centerPosNDC*viewportSize,1.0)*centerDepth; \rvec3 cornerPosVS =vec3(cornerPosNDC*viewportSize,1.0)*centerDepth; \rfloat mmPerUnit =1000.*(metersPerUnit*rcp(distScale));\rfloat unitsPerMm=rcp(mmPerUnit);\rfloat unitsPerPixel=2.*abs(cornerPosVS.x-centerPosVS.x);\rfloat pixelsPerMm =rcp(unitsPerPixel)*unitsPerMm;\rfloat filterArea =PI*Sq(filterRadius*pixelsPerMm);\rint sampleCount =int(filterArea*rcp(SSS_PIXELS_PER_SAMPLE));\rint sampleBudget=_SssSampleBudget;\rint texturingMode=0;\rvec3 albedo =texture2D(albedoSampler,vUV).rgb;\rif (distScale==0. || sampleCount<1)\r{\r#ifdef DEBUG_SSS_SAMPLES\nvec3 green=vec3(0.,1.,0.);\rgl_FragColor=vec4(green,1.0);\rreturn;\r#endif\ngl_FragColor=vec4(inputColor.rgb+albedo*centerIrradiance,1.0);\rreturn;\r}\r#ifdef DEBUG_SSS_SAMPLES\nvec3 red =vec3(1.,0.,0.);\rvec3 blue=vec3(0.,0.,1.);\rgl_FragColor=vec4(mix(blue,red,clamp(float(sampleCount)/float(sampleBudget),0.0,1.0)),1.0);\rreturn;\r#endif\nfloat phase=0.;\rint n=min(sampleCount,sampleBudget);\rvec3 centerWeight =vec3(0.); \rvec3 totalIrradiance=vec3(0.);\rvec3 totalWeight =vec3(0.);\rfor (int i=0; i<n; i++)\r{\rEvaluateSample(i,n,S,d,centerPosVS,mmPerUnit,pixelsPerMm,\rphase,totalIrradiance,totalWeight);\r}\rtotalWeight=max(totalWeight,HALF_MIN);\rgl_FragColor=vec4(inputColor.rgb+albedo*max(totalIrradiance/totalWeight,vec3(0.0)),1.);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const subSurfaceScatteringPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const tonemapPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -12,6 +12,6 @@ colour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);
12
12
  gl_FragColor=vec4(colour.rgb,1.0);
13
13
  // Sideeffect
14
14
  ShaderStore.ShadersStore[name] = shader;
15
- /** @hidden */
15
+ /** @internal */
16
16
  export const tonemapPixelShader = { name, shader };
17
17
  //# sourceMappingURL=tonemap.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"tonemap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/tonemap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Cb,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 = \"tonemapPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float _ExposureAdjustment;\r#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\rconst float B=0.50;\rconst float C=0.10;\rconst float D=0.20;\rconst float E=0.02;\rconst float F=0.30;\rconst float W=11.2;\r#endif\nfloat Luminance(vec3 c)\r{\rreturn dot(c,vec3(0.22,0.707,0.071));\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec3 colour=texture2D(textureSampler,vUV).rgb;\r#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \rfloat lumTm=lum*_ExposureAdjustment;\rfloat scale=lumTm/(1.0+lumTm); \rcolour*=scale/lum;\r#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\rconst float ExposureBias=2.0;\rvec3 x=ExposureBias*colour;\rvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\rx=vec3(W,W,W);\rvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\rcolour=curr*whiteScale;\r#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\rvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\rvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\rcolour=retColor*retColor;\r#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\r#endif\ngl_FragColor=vec4(colour.rgb,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const tonemapPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"tonemap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/tonemap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Cb,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 = \"tonemapPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float _ExposureAdjustment;\r#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\rconst float B=0.50;\rconst float C=0.10;\rconst float D=0.20;\rconst float E=0.02;\rconst float F=0.30;\rconst float W=11.2;\r#endif\nfloat Luminance(vec3 c)\r{\rreturn dot(c,vec3(0.22,0.707,0.071));\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec3 colour=texture2D(textureSampler,vUV).rgb;\r#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \rfloat lumTm=lum*_ExposureAdjustment;\rfloat scale=lumTm/(1.0+lumTm); \rcolour*=scale/lum;\r#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\rconst float ExposureBias=2.0;\rvec3 x=ExposureBias*colour;\rvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\rx=vec3(W,W,W);\rvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\rcolour=curr*whiteScale;\r#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\rvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\rvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\rcolour=retColor*retColor;\r#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\r#endif\ngl_FragColor=vec4(colour.rgb,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const tonemapPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const volumetricLightScatteringPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vec2 tc=vUV;
7
7
  }
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const volumetricLightScatteringPixelShader = { name, shader };
12
12
  //# sourceMappingURL=volumetricLightScattering.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"volumetricLightScattering.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/volumetricLightScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"volumetricLightScatteringPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D lightScatteringSampler;\runiform float decay;\runiform float exposure;\runiform float weight;\runiform float density;\runiform vec2 meshPositionOnScreen;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec2 tc=vUV;\rvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\rdeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\rfloat illuminationDecay=1.0;\rvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\rfor(int i=0; i<NUM_SAMPLES; i++) {\rtc-=deltaTexCoord;\rvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\rdataSample*=illuminationDecay*weight;\rcolor+=dataSample;\rilluminationDecay*=decay;\r}\rvec4 realColor=texture2D(textureSampler,vUV);\rgl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const volumetricLightScatteringPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"volumetricLightScattering.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/volumetricLightScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"volumetricLightScatteringPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D lightScatteringSampler;\runiform float decay;\runiform float exposure;\runiform float weight;\runiform float density;\runiform vec2 meshPositionOnScreen;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec2 tc=vUV;\rvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\rdeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\rfloat illuminationDecay=1.0;\rvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\rfor(int i=0; i<NUM_SAMPLES; i++) {\rtc-=deltaTexCoord;\rvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\rdataSample*=illuminationDecay*weight;\rcolor+=dataSample;\rilluminationDecay*=decay;\r}\rvec4 realColor=texture2D(textureSampler,vUV);\rgl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const volumetricLightScatteringPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const volumetricLightScatteringPassPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -11,6 +11,6 @@ vec4 diffuseColor=texture2D(diffuseSampler,vUV);
11
11
  gl_FragColor=vec4(0.0,0.0,0.0,1.0);
12
12
  // Sideeffect
13
13
  ShaderStore.ShadersStore[name] = shader;
14
- /** @hidden */
14
+ /** @internal */
15
15
  export const volumetricLightScatteringPassPixelShader = { name, shader };
16
16
  //# sourceMappingURL=volumetricLightScatteringPass.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"volumetricLightScatteringPass.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/volumetricLightScatteringPass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"volumetricLightScatteringPassPixelShader\";\nconst shader = `#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\r#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\rif (diffuseColor.a<0.4)\rdiscard;\r#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const volumetricLightScatteringPassPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"volumetricLightScatteringPass.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/volumetricLightScatteringPass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"volumetricLightScatteringPassPixelShader\";\nconst shader = `#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\r#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\rif (diffuseColor.a<0.4)\rdiscard;\r#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const volumetricLightScatteringPassPixelShader = { name, shader };\n"]}
@@ -8,7 +8,7 @@ import "./ShadersInclude/morphTargetsVertex";
8
8
  import "./ShadersInclude/instancesVertex";
9
9
  import "./ShadersInclude/bonesVertex";
10
10
  import "./ShadersInclude/bakedVertexAnimation";
11
- /** @hidden */
11
+ /** @internal */
12
12
  export declare const volumetricLightScatteringPassVertexShader: {
13
13
  name: string;
14
14
  shader: string;
@@ -39,6 +39,6 @@ vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
39
39
  }
40
40
  // Sideeffect
41
41
  ShaderStore.ShadersStore[name] = shader;
42
- /** @hidden */
42
+ /** @internal */
43
43
  export const volumetricLightScatteringPassVertexShader = { name, shader };
44
44
  //# sourceMappingURL=volumetricLightScatteringPass.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"volumetricLightScatteringPass.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/volumetricLightScatteringPass.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"volumetricLightScatteringPassVertexShader\";\nconst shader = `attribute vec3 position;\r#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\runiform vec2 depthValues;\r#if defined(ALPHATEST) || defined(NEED_UV)\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#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#if (defined(ALPHATEST) || defined(NEED_UV)) && defined(UV1)\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\r#if defined(ALPHATEST) || defined(BASIC_RENDER)\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}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const volumetricLightScatteringPassVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"volumetricLightScatteringPass.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/volumetricLightScatteringPass.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"volumetricLightScatteringPassVertexShader\";\nconst shader = `attribute vec3 position;\r#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\runiform vec2 depthValues;\r#if defined(ALPHATEST) || defined(NEED_UV)\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#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#if (defined(ALPHATEST) || defined(NEED_UV)) && defined(UV1)\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\r#if defined(ALPHATEST) || defined(BASIC_RENDER)\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}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const volumetricLightScatteringPassVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const vrDistortionCorrectionPixelShader: {
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 vrDistortionCorrectionPixelShader = { name, shader };
10
10
  //# sourceMappingURL=vrDistortionCorrection.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"vrDistortionCorrection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/vrDistortionCorrection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;EAqBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"vrDistortionCorrectionPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 LensCenter;\runiform vec2 Scale;\runiform vec2 ScaleIn;\runiform vec4 HmdWarpParam;\rvec2 HmdWarp(vec2 in01) {\rvec2 theta=(in01-LensCenter)*ScaleIn; \rfloat rSq=theta.x*theta.x+theta.y*theta.y;\rvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\rreturn LensCenter+Scale*rvector;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec2 tc=HmdWarp(vUV);\rif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\rgl_FragColor=vec4(0.0,0.0,0.0,0.0);\relse{\rgl_FragColor=texture2D(textureSampler,tc);\r}\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const vrDistortionCorrectionPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"vrDistortionCorrection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/vrDistortionCorrection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;EAqBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"vrDistortionCorrectionPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 LensCenter;\runiform vec2 Scale;\runiform vec2 ScaleIn;\runiform vec4 HmdWarpParam;\rvec2 HmdWarp(vec2 in01) {\rvec2 theta=(in01-LensCenter)*ScaleIn; \rfloat rSq=theta.x*theta.x+theta.y*theta.y;\rvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\rreturn LensCenter+Scale*rvector;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec2 tc=HmdWarp(vUV);\rif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\rgl_FragColor=vec4(0.0,0.0,0.0,0.0);\relse{\rgl_FragColor=texture2D(textureSampler,tc);\r}\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const vrDistortionCorrectionPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const vrMultiviewToSingleviewPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -5,6 +5,6 @@ const shader = `precision mediump sampler2DArray;
5
5
  void main(void)
6
6
  // Sideeffect
7
7
  ShaderStore.ShadersStore[name] = shader;
8
- /** @hidden */
8
+ /** @internal */
9
9
  export const vrMultiviewToSingleviewPixelShader = { name, shader };
10
10
  //# sourceMappingURL=vrMultiviewToSingleview.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"vrMultiviewToSingleview.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/vrMultiviewToSingleview.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;EAQb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"vrMultiviewToSingleviewPixelShader\";\nconst shader = `precision mediump sampler2DArray;\rvarying vec2 vUV;\runiform sampler2DArray multiviewSampler;\runiform int imageIndex;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(multiviewSampler,vec3(vUV,imageIndex));\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const vrMultiviewToSingleviewPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"vrMultiviewToSingleview.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/vrMultiviewToSingleview.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;EAQb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"vrMultiviewToSingleviewPixelShader\";\nconst shader = `precision mediump sampler2DArray;\rvarying vec2 vUV;\runiform sampler2DArray multiviewSampler;\runiform int imageIndex;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(multiviewSampler,vec3(vUV,imageIndex));\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const vrMultiviewToSingleviewPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const bakedVertexAnimation: {
3
3
  name: string;
4
4
  shader: string;
@@ -23,6 +23,6 @@ finalWorld=finalWorld*VATInfluence;
23
23
  `;
24
24
  // Sideeffect
25
25
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
26
- /** @hidden */
26
+ /** @internal */
27
27
  export const bakedVertexAnimation = { name, shader };
28
28
  //# sourceMappingURL=bakedVertexAnimation.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bakedVertexAnimation.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bakedVertexAnimation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\r#ifdef INSTANCES\nlet VATStartFrame: f32=bakedVertexAnimationSettingsInstanced.x;\rlet VATEndFrame: f32=bakedVertexAnimationSettingsInstanced.y;\rlet VATOffsetFrame: f32=bakedVertexAnimationSettingsInstanced.z;\rlet VATSpeed: f32=bakedVertexAnimationSettingsInstanced.w;\r#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;\rlet VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;\rlet VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;\rlet VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\r#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;\rlet time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;\rlet frameCorrection: f32=select(1.0,0.0,time<1.0);\rlet numOfFrames: f32=totalFrames-frameCorrection;\rvar VATFrameNum: f32=fract(time)*numOfFrames;\rVATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;\rVATFrameNum=floor(VATFrameNum);\rVATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;\rvar VATInfluence : mat4x4<f32>;\rVATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\r#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\r#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\r#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\r#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\r#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\r#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\r#endif\nfinalWorld=finalWorld*VATInfluence;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const bakedVertexAnimation = { name, shader };\n"]}
1
+ {"version":3,"file":"bakedVertexAnimation.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bakedVertexAnimation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\r#ifdef INSTANCES\nlet VATStartFrame: f32=bakedVertexAnimationSettingsInstanced.x;\rlet VATEndFrame: f32=bakedVertexAnimationSettingsInstanced.y;\rlet VATOffsetFrame: f32=bakedVertexAnimationSettingsInstanced.z;\rlet VATSpeed: f32=bakedVertexAnimationSettingsInstanced.w;\r#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;\rlet VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;\rlet VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;\rlet VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\r#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;\rlet time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;\rlet frameCorrection: f32=select(1.0,0.0,time<1.0);\rlet numOfFrames: f32=totalFrames-frameCorrection;\rvar VATFrameNum: f32=fract(time)*numOfFrames;\rVATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;\rVATFrameNum=floor(VATFrameNum);\rVATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;\rvar VATInfluence : mat4x4<f32>;\rVATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\r#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\r#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\r#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\r#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\r#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\r#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\r#endif\nfinalWorld=finalWorld*VATInfluence;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bakedVertexAnimation = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const bakedVertexAnimationDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -8,6 +8,6 @@ fn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->m
8
8
  `;
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
11
- /** @hidden */
11
+ /** @internal */
12
12
  export const bakedVertexAnimationDeclaration = { name, shader };
13
13
  //# sourceMappingURL=bakedVertexAnimationDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bakedVertexAnimationDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;CAmBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;\runiform bakedVertexAnimationTextureSizeInverted: vec2<f32>;\runiform bakedVertexAnimationSettings: vec4<f32>;\rvar bakedVertexAnimationTexture : texture_2d<f32>;\r#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\r#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\r{\rlet offset=i32(index)*4;\rlet frameUV=i32(frame);\rlet m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);\rlet m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);\rlet m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);\rlet m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);\rreturn mat4x4<f32>(m0,m1,m2,m3);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bakedVertexAnimationDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;CAmBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;\runiform bakedVertexAnimationTextureSizeInverted: vec2<f32>;\runiform bakedVertexAnimationSettings: vec4<f32>;\rvar bakedVertexAnimationTexture : texture_2d<f32>;\r#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\r#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\r{\rlet offset=i32(index)*4;\rlet frameUV=i32(frame);\rlet m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);\rlet m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);\rlet m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);\rlet m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);\rreturn mat4x4<f32>(m0,m1,m2,m3);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const bonesDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -17,6 +17,6 @@ fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>
17
17
  `;
18
18
  // Sideeffect
19
19
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
20
- /** @hidden */
20
+ /** @internal */
21
21
  export const bonesDeclaration = { name, shader };
22
22
  //# sourceMappingURL=bonesDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;\rattribute matricesWeights : vec4<f32>;\r#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;\rattribute matricesWeightsExtra : vec4<f32>;\r#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;\runiform boneTextureWidth : f32;\r#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\r#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\r#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\r{\rlet offset=i32(index) *4; \rlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);\rlet m1=textureLoad(smp,vec2<i32>(offset+1,0),0);\rlet m2=textureLoad(smp,vec2<i32>(offset+2,0),0);\rlet m3=textureLoad(smp,vec2<i32>(offset+3,0),0);\rreturn mat4x4<f32>(m0,m1,m2,m3);\r}\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const bonesDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;\rattribute matricesWeights : vec4<f32>;\r#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;\rattribute matricesWeightsExtra : vec4<f32>;\r#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;\runiform boneTextureWidth : f32;\r#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\r#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\r#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\r{\rlet offset=i32(index) *4; \rlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);\rlet m1=textureLoad(smp,vec2<i32>(offset+1,0),0);\rlet m2=textureLoad(smp,vec2<i32>(offset+2,0),0);\rlet m3=textureLoad(smp,vec2<i32>(offset+3,0),0);\rreturn mat4x4<f32>(m0,m1,m2,m3);\r}\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const bonesVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -39,6 +39,6 @@ finalWorld=finalWorld*influence;
39
39
  `;
40
40
  // Sideeffect
41
41
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
42
- /** @hidden */
42
+ /** @internal */
43
43
  export const bonesVertex = { name, shader };
44
44
  //# sourceMappingURL=bonesVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\r#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\r#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\r#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\r#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\r#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\r#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\r#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\r#endif \n#else \ninfluence=uniforms.mBones[int(matricesIndices[0])]*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(matricesIndices[1])]*matricesWeights[1];\r#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(matricesIndices[2])]*matricesWeights[2];\r#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(matricesIndices[3])]*matricesWeights[3];\r#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\r#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\r#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\r#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\r#endif \n#endif\nfinalWorld=finalWorld*influence;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const bonesVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\r#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\r#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\r#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\r#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\r#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\r#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\r#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\r#endif \n#else \ninfluence=uniforms.mBones[int(matricesIndices[0])]*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(matricesIndices[1])]*matricesWeights[1];\r#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(matricesIndices[2])]*matricesWeights[2];\r#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(matricesIndices[3])]*matricesWeights[3];\r#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\r#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\r#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\r#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\r#endif \n#endif\nfinalWorld=finalWorld*influence;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const clipPlaneFragment: {
3
3
  name: string;
4
4
  shader: string;
@@ -18,6 +18,6 @@ else if (fClipDistance6>0.0)
18
18
  `;
19
19
  // Sideeffect
20
20
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
21
- /** @hidden */
21
+ /** @internal */
22
22
  export const clipPlaneFragment = { name, shader };
23
23
  //# sourceMappingURL=clipPlaneFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clipPlaneFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragment\";\nconst shader = `#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nif (false) {}\r#endif\n#ifdef CLIPPLANE\nelse if (fClipDistance>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE2\nelse if (fClipDistance2>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE3\nelse if (fClipDistance3>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE4\nelse if (fClipDistance4>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE5\nelse if (fClipDistance5>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE6\nelse if (fClipDistance6>0.0)\r{\rdiscard;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const clipPlaneFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"clipPlaneFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragment\";\nconst shader = `#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nif (false) {}\r#endif\n#ifdef CLIPPLANE\nelse if (fClipDistance>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE2\nelse if (fClipDistance2>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE3\nelse if (fClipDistance3>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE4\nelse if (fClipDistance4>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE5\nelse if (fClipDistance5>0.0)\r{\rdiscard;\r}\r#endif\n#ifdef CLIPPLANE6\nelse if (fClipDistance6>0.0)\r{\rdiscard;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneFragment = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const clipPlaneFragmentDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -16,6 +16,6 @@ varying fClipDistance6: f32;
16
16
  `;
17
17
  // Sideeffect
18
18
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
19
- /** @hidden */
19
+ /** @internal */
20
20
  export const clipPlaneFragmentDeclaration = { name, shader };
21
21
  //# sourceMappingURL=clipPlaneFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clipPlaneFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragmentDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nvarying fClipDistance: f32;\r#endif\n#ifdef CLIPPLANE2\nvarying fClipDistance2: f32;\r#endif\n#ifdef CLIPPLANE3\nvarying fClipDistance3: f32;\r#endif\n#ifdef CLIPPLANE4\nvarying fClipDistance4: f32;\r#endif\n#ifdef CLIPPLANE5\nvarying fClipDistance5: f32;\r#endif\n#ifdef CLIPPLANE6\nvarying fClipDistance6: f32;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const clipPlaneFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"clipPlaneFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragmentDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nvarying fClipDistance: f32;\r#endif\n#ifdef CLIPPLANE2\nvarying fClipDistance2: f32;\r#endif\n#ifdef CLIPPLANE3\nvarying fClipDistance3: f32;\r#endif\n#ifdef CLIPPLANE4\nvarying fClipDistance4: f32;\r#endif\n#ifdef CLIPPLANE5\nvarying fClipDistance5: f32;\r#endif\n#ifdef CLIPPLANE6\nvarying fClipDistance6: f32;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneFragmentDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const clipPlaneVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -16,6 +16,6 @@ fClipDistance6=dot(worldPos,uniforms.vClipPlane6);
16
16
  `;
17
17
  // Sideeffect
18
18
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
19
- /** @hidden */
19
+ /** @internal */
20
20
  export const clipPlaneVertex = { name, shader };
21
21
  //# sourceMappingURL=clipPlaneVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clipPlaneVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneVertex\";\nconst shader = `#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,uniforms.vClipPlane);\r#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,uniforms.vClipPlane2);\r#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,uniforms.vClipPlane3);\r#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,uniforms.vClipPlane4);\r#endif\n#ifdef CLIPPLANE5\nfClipDistance5=dot(worldPos,uniforms.vClipPlane5);\r#endif\n#ifdef CLIPPLANE6\nfClipDistance6=dot(worldPos,uniforms.vClipPlane6);\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const clipPlaneVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"clipPlaneVertex.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneVertex\";\nconst shader = `#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,uniforms.vClipPlane);\r#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,uniforms.vClipPlane2);\r#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,uniforms.vClipPlane3);\r#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,uniforms.vClipPlane4);\r#endif\n#ifdef CLIPPLANE5\nfClipDistance5=dot(worldPos,uniforms.vClipPlane5);\r#endif\n#ifdef CLIPPLANE6\nfClipDistance6=dot(worldPos,uniforms.vClipPlane6);\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneVertex = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const clipPlaneVertexDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -16,6 +16,6 @@ uniform vClipPlane6: vec4<f32>;
16
16
  `;
17
17
  // Sideeffect
18
18
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
19
- /** @hidden */
19
+ /** @internal */
20
20
  export const clipPlaneVertexDeclaration = { name, shader };
21
21
  //# sourceMappingURL=clipPlaneVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clipPlaneVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneVertexDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;\rvarying fClipDistance: f32;\r#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;\rvarying fClipDistance2: f32;\r#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;\rvarying fClipDistance3: f32;\r#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;\rvarying fClipDistance4: f32;\r#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;\rvarying fClipDistance5: f32;\r#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;\rvarying fClipDistance6: f32;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const clipPlaneVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"clipPlaneVertexDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneVertexDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;\rvarying fClipDistance: f32;\r#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;\rvarying fClipDistance2: f32;\r#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;\rvarying fClipDistance3: f32;\r#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;\rvarying fClipDistance4: f32;\r#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;\rvarying fClipDistance5: f32;\r#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;\rvarying fClipDistance6: f32;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneVertexDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const instancesDeclaration: {
3
3
  name: string;
4
4
  shader: string;
@@ -19,6 +19,6 @@ uniform previousWorld : mat4x4<f32>;
19
19
  `;
20
20
  // Sideeffect
21
21
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
22
- /** @hidden */
22
+ /** @internal */
23
23
  export const instancesDeclaration = { name, shader };
24
24
  //# sourceMappingURL=instancesDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"instancesDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/instancesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute world0 : vec4<f32>;\rattribute world1 : vec4<f32>;\rattribute world2 : vec4<f32>;\rattribute world3 : vec4<f32>;\r#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\r#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute previousWorld0 : vec4<f32>;\rattribute previousWorld1 : vec4<f32>;\rattribute previousWorld2 : vec4<f32>;\rattribute previousWorld3 : vec4<f32>;\r#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\r#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform previousWorld : mat4x4<f32>;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const instancesDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"instancesDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/ShadersWGSL/ShadersInclude/instancesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute world0 : vec4<f32>;\rattribute world1 : vec4<f32>;\rattribute world2 : vec4<f32>;\rattribute world3 : vec4<f32>;\r#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\r#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute previousWorld0 : vec4<f32>;\rattribute previousWorld1 : vec4<f32>;\rattribute previousWorld2 : vec4<f32>;\rattribute previousWorld3 : vec4<f32>;\r#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\r#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\r#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform previousWorld : mat4x4<f32>;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesDeclaration = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const instancesVertex: {
3
3
  name: string;
4
4
  shader: string;
@@ -21,6 +21,6 @@ var finalPreviousWorld=previousWorld;
21
21
  `;
22
22
  // Sideeffect
23
23
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
24
- /** @hidden */
24
+ /** @internal */
25
25
  export const instancesVertex = { name, shader };
26
26
  //# sourceMappingURL=instancesVertex.js.map