@babylonjs/core 5.3.0 → 5.4.0
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.
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +7 -0
- package/Behaviors/Cameras/autoRotationBehavior.js +15 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Cameras/camera.d.ts +2 -1
- package/Cameras/camera.js +4 -1
- package/Cameras/camera.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -2
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.js +16 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +2 -2
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +14 -5
- package/Engines/webgpuEngine.js.map +1 -1
- package/Layers/effectLayer.js +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +3 -0
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/materialHelper.js +1 -1
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/shaderMaterial.js +1 -0
- package/Materials/shaderMaterial.js.map +1 -1
- package/Maths/math.vector.d.ts +4 -0
- package/Maths/math.vector.js +10 -0
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/subMesh.js +1 -1
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +2 -1
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Physics/Plugins/oimoJSPlugin.js +1 -1
- package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
- package/Rendering/renderingGroup.js +8 -0
- package/Rendering/renderingGroup.js.map +1 -1
- package/Shaders/pbr.vertex.js +1 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js +1 -0
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +3 -1
- package/scene.js +7 -3
- package/scene.js.map +1 -1
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@@ -196,8 +196,12 @@ var RenderingGroup = /** @class */ (function () {
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if (sortCompareFn) {
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sortedArray.sort(sortCompareFn);
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}
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+
var scene = sortedArray[0].getMesh().getScene();
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for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
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subMesh = sortedArray[subIndex];
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+
if (scene._activeMeshesFrozenButKeepClipping && !subMesh.isInFrustum(scene._frustumPlanes)) {
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continue;
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+
}
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if (transparent) {
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var material = subMesh.getMaterial();
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if (material && material.needDepthPrePass) {
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@@ -216,8 +220,12 @@ var RenderingGroup = /** @class */ (function () {
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* @param subMeshes The submeshes to render
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*/
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RenderingGroup._RenderUnsorted = function (subMeshes) {
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var scene = subMeshes.data[0].getMesh().getScene();
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for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
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var submesh = subMeshes.data[subIndex];
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+
if (scene._activeMeshesFrozenButKeepClipping && !submesh.isInFrustum(scene._frustumPlanes)) {
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continue;
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+
}
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submesh.render(false);
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}
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};
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@@ -1 +1 @@
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1
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-
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{ SmartArray, SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable, DeepImmutable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport type { IEdgesRenderer } from \"./edgesRenderer\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @hidden\r\n */\r\nexport class RenderingGroup {\r\n private static _ZeroVector: DeepImmutable<Vector3> = Vector3.Zero();\r\n private _scene: Scene;\r\n private _opaqueSubMeshes = new SmartArray<SubMesh>(256);\r\n private _transparentSubMeshes = new SmartArray<SubMesh>(256);\r\n private _alphaTestSubMeshes = new SmartArray<SubMesh>(256);\r\n private _depthOnlySubMeshes = new SmartArray<SubMesh>(256);\r\n private _particleSystems = new SmartArray<IParticleSystem>(256);\r\n private _spriteManagers = new SmartArray<ISpriteManager>(256);\r\n\r\n private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;\r\n\r\n private _renderOpaque: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void;\r\n\r\n /** @hidden */\r\n public _empty = true;\r\n\r\n /** @hidden */\r\n public _edgesRenderers = new SmartArrayNoDuplicate<IEdgesRenderer>(16);\r\n\r\n public onBeforeTransparentRendering: () => void;\r\n\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._opaqueSortCompareFn = value;\r\n if (value) {\r\n this._renderOpaque = this._renderOpaqueSorted;\r\n } else {\r\n this._renderOpaque = RenderingGroup._RenderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._alphaTestSortCompareFn = value;\r\n if (value) {\r\n this._renderAlphaTest = this._renderAlphaTestSorted;\r\n } else {\r\n this._renderAlphaTest = RenderingGroup._RenderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n } else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this._renderTransparentSorted;\r\n }\r\n\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param scene\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n constructor(\r\n public index: number,\r\n scene: Scene,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._scene = scene;\r\n\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @param renderSprites\r\n * @param renderParticles\r\n * @param activeMeshes\r\n * @returns true if rendered some submeshes.\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n renderSprites: boolean,\r\n renderParticles: boolean,\r\n activeMeshes: Nullable<AbstractMesh[]>\r\n ): void {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n\r\n const stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0 || this._scene.useOrderIndependentTransparency) {\r\n engine.setStencilBuffer(stencilState);\r\n if (this._scene.useOrderIndependentTransparency) {\r\n const excludedMeshes = this._scene.depthPeelingRenderer!.render(this._transparentSubMeshes);\r\n if (excludedMeshes.length) {\r\n // Render leftover meshes that could not be processed by depth peeling\r\n this._renderTransparent(excludedMeshes);\r\n }\r\n } else {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (let edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderOpaqueSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderAlphaTestSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderTransparentSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n }\r\n\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param camera The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n private static _RenderSorted(\r\n subMeshes: SmartArray<SubMesh>,\r\n sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>,\r\n camera: Nullable<Camera>,\r\n transparent: boolean\r\n ): void {\r\n let subIndex = 0;\r\n let subMesh: SubMesh;\r\n const cameraPosition = camera ? camera.globalPosition : RenderingGroup._ZeroVector;\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n\r\n const sortedArray = subMeshes.data.slice(0, subMeshes.length);\r\n\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n\r\n if (transparent) {\r\n const material = subMesh.getMaterial();\r\n\r\n if (material && material.needDepthPrePass) {\r\n const engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n\r\n subMesh.render(transparent);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the submeshes in the order they were dispatched (no sort applied).\r\n * @param subMeshes The submeshes to render\r\n */\r\n private static _RenderUnsorted(subMeshes: SmartArray<SubMesh>): void {\r\n for (let subIndex = 0; subIndex < subMeshes.length; subIndex++) {\r\n const submesh = subMeshes.data[subIndex];\r\n submesh.render(false);\r\n }\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n public prepare(): void {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this._spriteManagers.reset();\r\n this._edgesRenderers.reset();\r\n this._empty = true;\r\n }\r\n\r\n public dispose(): void {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n }\r\n\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n\r\n if (material.needAlphaBlendingForMesh(mesh)) {\r\n // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n } else if (material.needAlphaTesting()) {\r\n // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._alphaTestSubMeshes.push(subMesh);\r\n } else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n\r\n mesh._renderingGroup = this;\r\n\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);\r\n }\r\n\r\n this._empty = false;\r\n }\r\n\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n this._empty = false;\r\n }\r\n\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n this._empty = false;\r\n }\r\n\r\n private _renderParticles(activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n\r\n // Particles\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (let particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n const particleSystem = this._particleSystems.data[particleIndex];\r\n\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n\r\n const emitter: any = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n\r\n private _renderSprites(): void {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n\r\n // Sprites\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (let id = 0; id < this._spriteManagers.length; id++) {\r\n const spriteManager = this._spriteManagers.data[id];\r\n\r\n if ((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n}\r\n"]}
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+
{"version":3,"file":"renderingGroup.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Rendering/renderingGroup.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,qBAAqB,EAAE,MAAM,oBAAoB,CAAC;AAIvE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAI/C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAKjD;;;;;GAKG;AACH;IAiEI;;;;;;;OAOG;IACH,wBACW,KAAa,EACpB,KAAY,EACZ,mBAAwE,EACxE,sBAA2E,EAC3E,wBAA6E;QAF7E,oCAAA,EAAA,0BAAwE;QACxE,uCAAA,EAAA,6BAA2E;QAC3E,yCAAA,EAAA,+BAA6E;QAJtE,UAAK,GAAL,KAAK,CAAQ;QAvEhB,qBAAgB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QAChD,0BAAqB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QACrD,wBAAmB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QACnD,wBAAmB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QACnD,qBAAgB,GAAG,IAAI,UAAU,CAAkB,GAAG,CAAC,CAAC;QACxD,oBAAe,GAAG,IAAI,UAAU,CAAiB,GAAG,CAAC,CAAC;QAU9D,cAAc;QACP,WAAM,GAAG,IAAI,CAAC;QAErB,cAAc;QACP,oBAAe,GAAG,IAAI,qBAAqB,CAAiB,EAAE,CAAC,CAAC;QA0DnE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAC/C,IAAI,CAAC,sBAAsB,GAAG,sBAAsB,CAAC;QACrD,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;IAC7D,CAAC;IAvDD,sBAAW,+CAAmB;QAJ9B;;;WAGG;aACH,UAA+B,KAAmD;YAC9E,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;YAClC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,mBAAmB,CAAC;aACjD;iBAAM;gBACH,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC,eAAe,CAAC;aACvD;QACL,CAAC;;;OAAA;IAMD,sBAAW,kDAAsB;QAJjC;;;WAGG;aACH,UAAkC,KAAmD;YACjF,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;YACrC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,sBAAsB,CAAC;aACvD;iBAAM;gBACH,IAAI,CAAC,gBAAgB,GAAG,cAAc,CAAC,eAAe,CAAC;aAC1D;QACL,CAAC;;;OAAA;IAMD,sBAAW,oDAAwB;QAJnC;;;WAGG;aACH,UAAoC,KAAmD;YACnF,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;aAC1C;iBAAM;gBACH,IAAI,CAAC,yBAAyB,GAAG,cAAc,CAAC,6BAA6B,CAAC;aACjF;YACD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,wBAAwB,CAAC;QAC5D,CAAC;;;OAAA;IAwBD;;;;;;;OAOG;IACI,+BAAM,GAAb,UACI,oBAOC,EACD,aAAsB,EACtB,eAAwB,EACxB,YAAsC;QAEtC,IAAI,oBAAoB,EAAE;YACtB,oBAAoB,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAC5H,OAAO;SACV;QAED,IAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,KAAK,CAAC,EAAE;YACvC,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;YAC5B,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAChD,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;SAC9B;QAED,SAAS;QACT,IAAI,IAAI,CAAC,gBAAgB,CAAC,MAAM,KAAK,CAAC,EAAE;YACpC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SAC7C;QAED,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,KAAK,CAAC,EAAE;YACvC,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;SACnD;QAED,IAAM,YAAY,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAC/C,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,UAAU;QACV,IAAI,aAAa,EAAE;YACf,IAAI,CAAC,cAAc,EAAE,CAAC;SACzB;QAED,YAAY;QACZ,IAAI,eAAe,EAAE;YACjB,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;SACvC;QAED,IAAI,IAAI,CAAC,4BAA4B,EAAE;YACnC,IAAI,CAAC,4BAA4B,EAAE,CAAC;SACvC;QAED,cAAc;QACd,IAAI,IAAI,CAAC,qBAAqB,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxF,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;YACtC,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE;gBAC7C,IAAM,cAAc,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAqB,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBAC5F,IAAI,cAAc,CAAC,MAAM,EAAE;oBACvB,sEAAsE;oBACtE,IAAI,CAAC,kBAAkB,CAAC,cAAc,CAAC,CAAC;iBAC3C;aACJ;iBAAM;gBACH,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;aACvD;YACD,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;SAChD;QAED,yEAAyE;QACzE,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,QAAQ;QACR,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE;YAC7B,KAAK,IAAI,kBAAkB,GAAG,CAAC,EAAE,kBAAkB,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,kBAAkB,EAAE,EAAE;gBACrG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,MAAM,EAAE,CAAC;aAC1D;YAED,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;SAChD;QAED,yBAAyB;QACzB,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;IAC1C,CAAC;IAED;;;OAGG;IACK,4CAAmB,GAA3B,UAA4B,SAA8B;QACtD,OAAO,cAAc,CAAC,aAAa,CAAC,SAAS,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;IAC/G,CAAC;IAED;;;OAGG;IACK,+CAAsB,GAA9B,UAA+B,SAA8B;QACzD,OAAO,cAAc,CAAC,aAAa,CAAC,SAAS,EAAE,IAAI,CAAC,uBAAuB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;IAClH,CAAC;IAED;;;OAGG;IACK,iDAAwB,GAAhC,UAAiC,SAA8B;QAC3D,OAAO,cAAc,CAAC,aAAa,CAAC,SAAS,EAAE,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;IACnH,CAAC;IAED;;;;;;OAMG;IACY,4BAAa,GAA5B,UACI,SAA8B,EAC9B,aAA2D,EAC3D,MAAwB,EACxB,WAAoB;QAEpB,IAAI,QAAQ,GAAG,CAAC,CAAC;QACjB,IAAI,OAAgB,CAAC;QACrB,IAAM,cAAc,GAAG,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,cAAc,CAAC,WAAW,CAAC;QACnF,OAAO,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE;YAC5C,OAAO,GAAG,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACnC,OAAO,CAAC,WAAW,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,UAAU,CAAC;YACnD,OAAO,CAAC,iBAAiB,GAAG,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC,cAAc,CAAC,WAAW,EAAE,cAAc,CAAC,CAAC;SACtH;QAED,IAAM,WAAW,GAAG,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC;QAE9D,IAAI,aAAa,EAAE;YACf,WAAW,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;SACnC;QAED,IAAM,KAAK,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,QAAQ,EAAE,CAAC;QAClD,KAAK,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,WAAW,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE;YAC1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{ SmartArray, SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable, DeepImmutable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport type { IEdgesRenderer } from \"./edgesRenderer\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @hidden\r\n */\r\nexport class RenderingGroup {\r\n private static _ZeroVector: DeepImmutable<Vector3> = Vector3.Zero();\r\n private _scene: Scene;\r\n private _opaqueSubMeshes = new SmartArray<SubMesh>(256);\r\n private _transparentSubMeshes = new SmartArray<SubMesh>(256);\r\n private _alphaTestSubMeshes = new SmartArray<SubMesh>(256);\r\n private _depthOnlySubMeshes = new SmartArray<SubMesh>(256);\r\n private _particleSystems = new SmartArray<IParticleSystem>(256);\r\n private _spriteManagers = new SmartArray<ISpriteManager>(256);\r\n\r\n private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;\r\n\r\n private _renderOpaque: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void;\r\n\r\n /** @hidden */\r\n public _empty = true;\r\n\r\n /** @hidden */\r\n public _edgesRenderers = new SmartArrayNoDuplicate<IEdgesRenderer>(16);\r\n\r\n public onBeforeTransparentRendering: () => void;\r\n\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._opaqueSortCompareFn = value;\r\n if (value) {\r\n this._renderOpaque = this._renderOpaqueSorted;\r\n } else {\r\n this._renderOpaque = RenderingGroup._RenderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._alphaTestSortCompareFn = value;\r\n if (value) {\r\n this._renderAlphaTest = this._renderAlphaTestSorted;\r\n } else {\r\n this._renderAlphaTest = RenderingGroup._RenderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n } else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this._renderTransparentSorted;\r\n }\r\n\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param scene\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n constructor(\r\n public index: number,\r\n scene: Scene,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._scene = scene;\r\n\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @param renderSprites\r\n * @param renderParticles\r\n * @param activeMeshes\r\n * @returns true if rendered some submeshes.\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n renderSprites: boolean,\r\n renderParticles: boolean,\r\n activeMeshes: Nullable<AbstractMesh[]>\r\n ): void {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n\r\n const stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0 || this._scene.useOrderIndependentTransparency) {\r\n engine.setStencilBuffer(stencilState);\r\n if (this._scene.useOrderIndependentTransparency) {\r\n const excludedMeshes = this._scene.depthPeelingRenderer!.render(this._transparentSubMeshes);\r\n if (excludedMeshes.length) {\r\n // Render leftover meshes that could not be processed by depth peeling\r\n this._renderTransparent(excludedMeshes);\r\n }\r\n } else {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (let edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderOpaqueSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderAlphaTestSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderTransparentSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n }\r\n\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param camera The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n private static _RenderSorted(\r\n subMeshes: SmartArray<SubMesh>,\r\n sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>,\r\n camera: Nullable<Camera>,\r\n transparent: boolean\r\n ): void {\r\n let subIndex = 0;\r\n let subMesh: SubMesh;\r\n const cameraPosition = camera ? camera.globalPosition : RenderingGroup._ZeroVector;\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n\r\n const sortedArray = subMeshes.data.slice(0, subMeshes.length);\r\n\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n\r\n const scene = sortedArray[0].getMesh().getScene();\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n\r\n if (scene._activeMeshesFrozenButKeepClipping && !subMesh.isInFrustum(scene._frustumPlanes)) {\r\n continue;\r\n }\r\n\r\n if (transparent) {\r\n const material = subMesh.getMaterial();\r\n\r\n if (material && material.needDepthPrePass) {\r\n const engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n\r\n subMesh.render(transparent);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the submeshes in the order they were dispatched (no sort applied).\r\n * @param subMeshes The submeshes to render\r\n */\r\n private static _RenderUnsorted(subMeshes: SmartArray<SubMesh>): void {\r\n const scene = subMeshes.data[0].getMesh().getScene();\r\n for (let subIndex = 0; subIndex < subMeshes.length; subIndex++) {\r\n const submesh = subMeshes.data[subIndex];\r\n\r\n if (scene._activeMeshesFrozenButKeepClipping && !submesh.isInFrustum(scene._frustumPlanes)) {\r\n continue;\r\n }\r\n\r\n submesh.render(false);\r\n }\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n public prepare(): void {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this._spriteManagers.reset();\r\n this._edgesRenderers.reset();\r\n this._empty = true;\r\n }\r\n\r\n public dispose(): void {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n }\r\n\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n\r\n if (material.needAlphaBlendingForMesh(mesh)) {\r\n // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n } else if (material.needAlphaTesting()) {\r\n // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._alphaTestSubMeshes.push(subMesh);\r\n } else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n\r\n mesh._renderingGroup = this;\r\n\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);\r\n }\r\n\r\n this._empty = false;\r\n }\r\n\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n this._empty = false;\r\n }\r\n\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n this._empty = false;\r\n }\r\n\r\n private _renderParticles(activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n\r\n // Particles\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (let particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n const particleSystem = this._particleSystems.data[particleIndex];\r\n\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n\r\n const emitter: any = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n\r\n private _renderSprites(): void {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n\r\n // Sprites\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (let id = 0; id < this._spriteManagers.length; id++) {\r\n const spriteManager = this._spriteManagers.data[id];\r\n\r\n if ((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n}\r\n"]}
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package/Shaders/pbr.vertex.js
CHANGED
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@@ -33,7 +33,7 @@ import "./ShadersInclude/fogVertex.js";
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import "./ShadersInclude/shadowsVertex.js";
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import "./ShadersInclude/logDepthVertex.js";
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var name = "pbrVertexShader";
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var shader = "precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\nvNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";
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var shader = "precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\nvNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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{"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,iCAAiC,CAAC;AAEzC,IAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,IAAM,MAAM,GAAG,2gTAsMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef TANGENT\nattribute vec4 tangent;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\nvarying vec3 vPositionW;\r#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\r#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\r#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\r#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\r#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\r#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\r#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\rvPositionW=vec3(worldPos);\r#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\rvNormalW=normalize(normalWorld*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normalUpdated);\r#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\r#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\r#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\r#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\r#elif INSTANCESCOLOR\nvColor=instanceColor;\r#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const pbrVertexShader = { name, shader };\n"]}
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{"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,iCAAiC,CAAC;AAEzC,IAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,IAAM,MAAM,GAAG,0vTA0Mb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef TANGENT\nattribute vec4 tangent;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\nvarying vec3 vPositionW;\r#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\r#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\r#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\r#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\r#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\r#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\r#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\rvPositionW=vec3(worldPos);\r#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\rvNormalW=normalize(normalWorld*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normalUpdated);\r#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\r#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\r#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\r#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\r#elif INSTANCESCOLOR\nvColor=instanceColor;\r#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const pbrVertexShader = { name, shader };\n"]}
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@@ -561,6 +561,7 @@ var WebXRControllerPointerSelection = /** @class */ (function (_super) {
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this._xrSessionManager.runInXRFrame(function () {
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_this._augmentPointerInit(pointerEventInit_1, controllerData.id, controllerData.screenCoordinates);
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_this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit_1);
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controllerData.finalPointerUpTriggered = true;
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});
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}
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this._xrSessionManager.scene.onBeforeRenderObservable.addOnce(function () {
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