@babylonjs/core 5.30.0 → 5.31.0
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/Cameras/cameraInputsManager.d.ts +2 -2
- package/Cameras/cameraInputsManager.js +5 -4
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +4 -0
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js +11 -2
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +4 -1
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +6 -0
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +36 -8
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Layers/effectLayer.js +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +3 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +19 -16
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +6 -2
- package/Lights/Shadows/shadowGenerator.js +32 -7
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGeneratorSceneComponent.js +16 -8
- package/Lights/Shadows/shadowGeneratorSceneComponent.js.map +1 -1
- package/Lights/light.d.ts +10 -3
- package/Lights/light.js +28 -6
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +6 -2
- package/Lights/pointLight.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +3 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +8 -2
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +4 -0
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +11 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -0
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +7 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/materialHelper.js +2 -1
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +16 -0
- package/Maths/math.vector.js +16 -0
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.js +11 -7
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -2
- package/Meshes/mesh.js +26 -18
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +1 -1
- package/Meshes/transformNode.js +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/sceneRecorder.js +10 -4
- package/Misc/sceneRecorder.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -3
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +2 -2
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +1 -1
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -3
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/Shaders/fxaa.fragment.js +1 -1
- package/Shaders/fxaa.fragment.js.map +1 -1
- package/Shaders/spriteMap.fragment.js +1 -1
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/package.json +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"sceneRecorder.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Misc/sceneRecorder.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AACtC,OAAO,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AACxC,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAC7C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAC7D,OAAO,EAAE,kBAAkB,EAAE,MAAM,6BAA6B,CAAC;AACjE,OAAO,EAAE,eAAe,EAAE,MAAM,mCAAmC,CAAC;AACpE,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,cAAc,CAAC;AAEnD;;GAEG;AACH,MAAM,OAAO,aAAa;IAA1B;QACY,kBAAa,GAAoB,IAAI,CAAC;IA8RlD,CAAC;IA3RG;;;OAGG;IACI,KAAK,CAAC,KAAY;QACrB,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAE3B,mBAAmB,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAChD,IAAI,CAAC,UAAU,GAAG,eAAe,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;QACnD,mBAAmB,CAAC,oBAAoB,GAAG,KAAK,CAAC;IACrD,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO,IAAI,CAAC;SACf;QAED,MAAM,4BAA4B,GAAG,OAAO,CAAC,qBAAqB,CAAC;QACnE,OAAO,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAEtC,mBAAmB,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAChD,MAAM,OAAO,GAAG,eAAe,CAAC,SAAS,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAC9D,mBAAmB,CAAC,oBAAoB,GAAG,KAAK,CAAC;QACjD,MAAM,SAAS,GAAQ,EAAE,CAAC;QAE1B,KAAK,MAAM,IAAI,IAAI,OAAO,EAAE;YACxB,IAAI,CAAC,mBAAmB,CAAC,IAAI,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,EAAE,OAAO,CAAC,IAAI,CAAC,EAAE,SAAS,CAAC,CAAC;SACnF;QAED,OAAO,CAAC,qBAAqB,GAAG,4BAA4B,CAAC;QAE7D,OAAO,SAAS,CAAC;IACrB,CAAC;IAEO,aAAa,CAAC,GAAW,EAAE,QAAe,EAAE,OAAc,EAAE,SAAc;QAC9E,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE;YAC/C,OAAO,IAAI,CAAC;SACf;QAED,WAAW;QACX,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE;YACpF,IAAI,QAAQ,CAAC,MAAM,KAAK,OAAO,CAAC,MAAM,EAAE;gBACpC,OAAO,KAAK,CAAC;aAChB;YAED,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gBACvB,OAAO,IAAI,CAAC;aACf;YACD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBAClD,IAAI,QAAQ,CAAC,KAAK,CAAC,KAAK,OAAO,CAAC,KAAK,CAAC,EAAE;oBACpC,SAAS,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC;oBACzB,OAAO,KAAK,CAAC;iBAChB;aACJ;YACD,OAAO,IAAI,CAAC;SACf;QAED,6CAA6C;QAC7C,MAAM,iBAAiB,GAAa,EAAE,CAAC;QACvC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAClD,MAAM,cAAc,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC;YACvC,MAAM,gBAAgB,GAAG,cAAc,CAAC,QAAQ,CAAC;YAEjD,iBAAiB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YACzC,wCAAwC;YACxC,MAAM,cAAc,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,KAAK,gBAAgB,CAAC,CAAC;YAC9E,IAAI,cAAc,CAAC,MAAM,EAAE;gBACvB,sBAAsB;gBACtB,MAAM,aAAa,GAAG,cAAc,CAAC,CAAC,CAAC,CAAC;gBAExC,MAAM,SAAS,GAAQ,EAAE,CAAC;gBAC1B,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE,aAAa,EAAE,SAAS,CAAC,EAAE;oBACjE,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE;wBACjB,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC;qBACvB;oBACD,SAAS,CAAC,OAAO,GAAG;wBAChB,EAAE,EAAE,aAAa,CAAC,EAAE,IAAI,aAAa,CAAC,IAAI;qBAC7C,CAAC;oBACF,SAAS,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;iBAClC;aACJ;iBAAM;gBACH,oBAAoB;gBACpB,MAAM,SAAS,GAAQ;oBACnB,OAAO,EAAE;wBACL,QAAQ,EAAE,cAAc,CAAC,EAAE,IAAI,cAAc,CAAC,IAAI;qBACrD;iBACJ,CAAC;gBACF,SAAS,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;aAClC;SACJ;QAED,2BAA2B;QAC3B,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACjD,MAAM,aAAa,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YACrC,MAAM,eAAe,GAAG,aAAa,CAAC,QAAQ,CAAC;YAE/C,mBAAmB;YACnB,IAAI,iBAAiB,CAAC,OAAO,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC,EAAE;gBACnD,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE;oBACjB,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC;iBACvB;gBAED,SAAS,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aACtC;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,eAAe,CAAC,aAAkB,EAAE,aAAkB,EAAE,SAAc;QAC1E,IAAI,mBAAmB,GAAG,KAAK,CAAC;QAEhC,KAAK,MAAM,IAAI,IAAI,aAAa,EAAE;YAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,EAAE;gBAC5D,SAAS;aACZ;YACD,MAAM,aAAa,GAAG,aAAa,CAAC,IAAI,CAAC,CAAC;YAC1C,MAAM,YAAY,GAAG,aAAa,CAAC,IAAI,CAAC,CAAC;YACzC,IAAI,SAAS,GAAG,KAAK,CAAC;YAEtB,IAAI,KAAK,CAAC,OAAO,CAAC,aAAa,CAAC,EAAE;gBAC9B,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,aAAa,CAAC,KAAK,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC;aAC9E;iBAAM,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,IAAI,MAAM,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,iBAAiB,EAAE;gBACpG,SAAS,GAAG,aAAa,KAAK,YAAY,CAAC;aAC9C;iBAAM,IAAI,OAAO,aAAa,KAAK,QAAQ,IAAI,OAAO,YAAY,KAAK,QAAQ,EAAE;gBAC9E,MAAM,SAAS,GAAG,EAAE,CAAC;gBACrB,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE,YAAY,EAAE,SAAS,CAAC,EAAE;oBAC/D,SAAS,CAAC,IAAI,CAAC,GAAG,SAAS,CAAC;oBAC5B,mBAAmB,GAAG,IAAI,CAAC;iBAC9B;aACJ;YAED,IAAI,SAAS,EAAE;gBACX,mBAAmB,GAAG,IAAI,CAAC;gBAC3B,SAAS,CAAC,IAAI,CAAC,GAAG,YAAY,CAAC;aAClC;SACJ;QAED,OAAO,CAAC,mBAAmB,CAAC;IAChC,CAAC;IAEO,mBAAmB,CAAC,GAAW,EAAE,QAAe,EAAE,OAAc,EAAE,SAAc;QACpF,SAAS;QACT,IAAI,QAAQ,KAAK,OAAO,EAAE;YACtB,OAAO;SACV;QAED,IAAI,QAAQ,IAAI,OAAO,EAAE;YACrB,SAAS;YACT,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,CAAC,EAAE;gBACnD,IAAI,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,QAAQ,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE;oBACvD,OAAO;iBACV;aACJ;iBAAM,IAAI,OAAO,QAAQ,KAAK,QAAQ,IAAI,OAAO,OAAO,KAAK,QAAQ,EAAE;gBACpE,SAAS;gBACT,MAAM,SAAS,GAAG,EAAE,CAAC;gBACrB,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE;oBACrD,SAAS,CAAC,GAAG,CAAC,GAAG,SAAS,CAAC;iBAC9B;gBACD,OAAO;aACV;SACJ;IACL,CAAC;IAEO,MAAM,CAAC,sBAAsB,CAAC,KAAY,EAAE,EAAU;QAC1D,MAAM,UAAU,GAAG,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,kBAAkB,EAAE,CAAC,CAAC;QAEnE,KAAK,MAAM,SAAS,IAAI,UAAU,EAAE;YAChC,IAAI,SAAS,IAAI,SAAS,CAAC,EAAE,KAAK,EAAE,EAAE;gBAClC,OAAO,SAAS,CAAC;aACpB;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,UAAU,CAAC,SAAuB,EAAE,KAAY;QAC1D,IAAI,OAAO,SAAS,KAAK,QAAQ,EAAE;YAC/B,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC;SACrC;QAED,QAAQ;QACR,MAAM,QAAQ,GAAG,KAAY,CAAC;QAC9B,KAAK,MAAM,IAAI,IAAI,SAAS,EAAE;YAC1B,MAAM,MAAM,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC;YAC/B,MAAM,QAAQ,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;YAEhC,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,IAAI,KAAK,kBAAkB,EAAE;gBACxD,gBAAgB;gBAChB,QAAQ,IAAI,EAAE;oBACV,KAAK,SAAS;wBACV,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;wBAC/G,MAAM;oBACV,KAAK,QAAQ;wBACT,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;wBAC7G,MAAM;oBACV,KAAK,kBAAkB;wBACnB,IAAI,CAAC,oBAAoB,CACrB,MAAM,EACN,KAAK,EACL,CAAC,EAAE,EAAE,EAAE,CAAC,IAAI,CAAC,sBAAsB,CAAC,KAAK,EAAE,EAAE,CAAC,EAC9C,CAAC,IAAI,EAAE,EAAE,CAAC,eAAe,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAC/C,CAAC;wBACF,MAAM;oBACV,KAAK,QAAQ;wBACT,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBAC/G,MAAM;oBACV,KAAK,WAAW;wBACZ,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;wBACnH,MAAM;oBACV,KAAK,WAAW;wBACZ,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBACvH,MAAM;oBACV,KAAK,gBAAgB;wBACjB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,aAAa,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBAC5H,MAAM;oBACV,KAAK,gBAAgB;wBACjB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,aAAa,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBACjI,MAAM;oBACV,KAAK,iBAAiB;wBAClB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,cAAc,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBACnI,MAAM;oBACV,KAAK,qBAAqB;wBACtB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,kBAAkB,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;wBAChI,MAAM;oBACV,KAAK,eAAe;wBAChB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBAC/H,MAAM;iBACb;aACJ;iBAAM,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,EAAE;gBACzB,QAAQ,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;aAC3B;iBAAM,IAAI,QAAQ,CAAC,SAAS,EAAE;gBAC3B,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;aAC9B;SACJ;IACL,CAAC;IAEO,MAAM,CAAC,wBAAwB,CAAC,SAAc,EAAE,MAAW;QAC/D,KAAK,MAAM,IAAI,IAAI,SAAS,EAAE;YAC1B,MAAM,MAAM,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC;YAC/B,MAAM,QAAQ,GAAG,MAAM,CAAC,IAAI,CAAC,CAAC;YAE9B,IAAI,QAAQ,KAAK,SAAS,EAAE;gBACxB,SAAS;aACZ;YAED,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE;gBAC7C,MAAM,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;aACzB;iBAAM,IAAI,QAAQ,CAAC,SAAS,EAAE;gBAC3B,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;aAC9B;iBAAM,IAAI,OAAO,QAAQ,KAAK,QAAQ,IAAI,QAAQ,KAAK,IAAI,EAAE;gBAC1D,IAAI,CAAC,wBAAwB,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;aACnD;SACJ;IACL,CAAC;IAEO,MAAM,CAAC,oBAAoB,CAAC,OAAc,EAAE,KAAY,EAAE,MAA2B,EAAE,MAA2B;QACtH,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;YAC1B,SAAS;YACT,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,OAAO,CAAC,EAAE,KAAK,SAAS,EAAE;gBACnD,MAAM,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;gBAE/C,IAAI,YAAY,EAAE;oBACd,IAAI,CAAC,wBAAwB,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;iBACvD;aACJ;iBAAM,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,OAAO,CAAC,QAAQ,KAAK,SAAS,EAAE;gBAChE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;gBAC/C,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,OAAO,EAAE,CAAC;aACrB;iBAAM;gBACH,MAAM;gBACN,MAAM,CAAC,MAAM,CAAC,CAAC;aAClB;SACJ;IACL,CAAC;CACJ","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { SceneSerializer } from \"./sceneSerializer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport { MorphTargetManager } from \"../Morph/morphTargetManager\";\r\nimport { ShadowGenerator } from \"../Lights/Shadows/shadowGenerator\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SerializationHelper } from \"./decorators\";\r\n\r\n/**\r\n * Class used to record delta files between 2 scene states\r\n */\r\nexport class SceneRecorder {\r\n private _trackedScene: Nullable<Scene> = null;\r\n private _savedJSON: any;\r\n\r\n /**\r\n * Track a given scene. This means the current scene state will be considered the original state\r\n * @param scene defines the scene to track\r\n */\r\n public track(scene: Scene) {\r\n this._trackedScene = scene;\r\n\r\n SerializationHelper.AllowLoadingUniqueId = true;\r\n this._savedJSON = SceneSerializer.Serialize(scene);\r\n SerializationHelper.AllowLoadingUniqueId = false;\r\n }\r\n\r\n /**\r\n * Get the delta between current state and original state\r\n * @returns a any containing the delta\r\n */\r\n public getDelta(): any {\r\n if (!this._trackedScene) {\r\n return null;\r\n }\r\n\r\n const currentForceSerializeBuffers = Texture.ForceSerializeBuffers;\r\n Texture.ForceSerializeBuffers = false;\r\n\r\n SerializationHelper.AllowLoadingUniqueId = true;\r\n const newJSON = SceneSerializer.Serialize(this._trackedScene);\r\n SerializationHelper.AllowLoadingUniqueId = false;\r\n const deltaJSON: any = {};\r\n\r\n for (const node in newJSON) {\r\n this._compareCollections(node, this._savedJSON[node], newJSON[node], deltaJSON);\r\n }\r\n\r\n Texture.ForceSerializeBuffers = currentForceSerializeBuffers;\r\n\r\n return deltaJSON;\r\n }\r\n\r\n private _compareArray(key: string, original: any[], current: any[], deltaJSON: any) {\r\n if (original.length === 0 && current.length === 0) {\r\n return true;\r\n }\r\n\r\n // Numbers?\r\n if ((original.length && !isNaN(original[0])) || (current.length && !isNaN(current[0]))) {\r\n if (original.length !== current.length) {\r\n return false;\r\n }\r\n\r\n if (original.length === 0) {\r\n return true;\r\n }\r\n for (let index = 0; index < original.length; index++) {\r\n if (original[index] !== current[index]) {\r\n deltaJSON[key] = current;\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n // let's use uniqueId to find similar objects\r\n const originalUniqueIds: number[] = [];\r\n for (let index = 0; index < original.length; index++) {\r\n const originalObject = original[index];\r\n const originalUniqueId = originalObject.uniqueId;\r\n\r\n originalUniqueIds.push(originalUniqueId);\r\n // Look for that object in current state\r\n const currentObjects = current.filter((c) => c.uniqueId === originalUniqueId);\r\n if (currentObjects.length) {\r\n // We have a candidate\r\n const currentObject = currentObjects[0];\r\n\r\n const newObject: any = {};\r\n if (!this._compareObjects(originalObject, currentObject, newObject)) {\r\n if (!deltaJSON[key]) {\r\n deltaJSON[key] = [];\r\n }\r\n newObject.__state = {\r\n id: currentObject.id || currentObject.name,\r\n };\r\n deltaJSON[key].push(newObject);\r\n }\r\n } else {\r\n // We need to delete\r\n const newObject: any = {\r\n __state: {\r\n deleteId: originalObject.id || originalObject.name,\r\n },\r\n };\r\n deltaJSON[key].push(newObject);\r\n }\r\n }\r\n\r\n // Checking for new objects\r\n for (let index = 0; index < current.length; index++) {\r\n const currentObject = current[index];\r\n const currentUniqueId = currentObject.uniqueId;\r\n\r\n // Object was added\r\n if (originalUniqueIds.indexOf(currentUniqueId) === -1) {\r\n if (!deltaJSON[key]) {\r\n deltaJSON[key] = [];\r\n }\r\n\r\n deltaJSON[key].push(currentObject);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _compareObjects(originalObjet: any, currentObject: any, deltaJSON: any) {\r\n let aDifferenceWasFound = false;\r\n\r\n for (const prop in originalObjet) {\r\n if (!Object.prototype.hasOwnProperty.call(originalObjet, prop)) {\r\n continue;\r\n }\r\n const originalValue = originalObjet[prop];\r\n const currentValue = currentObject[prop];\r\n let diffFound = false;\r\n\r\n if (Array.isArray(originalValue)) {\r\n diffFound = JSON.stringify(originalValue) !== JSON.stringify(currentValue);\r\n } else if (!isNaN(originalValue) || Object.prototype.toString.call(originalValue) == \"[object String]\") {\r\n diffFound = originalValue !== currentValue;\r\n } else if (typeof originalValue === \"object\" && typeof currentValue === \"object\") {\r\n const newObject = {};\r\n if (!this._compareObjects(originalValue, currentValue, newObject)) {\r\n deltaJSON[prop] = newObject;\r\n aDifferenceWasFound = true;\r\n }\r\n }\r\n\r\n if (diffFound) {\r\n aDifferenceWasFound = true;\r\n deltaJSON[prop] = currentValue;\r\n }\r\n }\r\n\r\n return !aDifferenceWasFound;\r\n }\r\n\r\n private _compareCollections(key: string, original: any[], current: any[], deltaJSON: any) {\r\n // Same ?\r\n if (original === current) {\r\n return;\r\n }\r\n\r\n if (original && current) {\r\n // Array?\r\n if (Array.isArray(original) && Array.isArray(current)) {\r\n if (this._compareArray(key, original, current, deltaJSON)) {\r\n return;\r\n }\r\n } else if (typeof original === \"object\" && typeof current === \"object\") {\r\n // Object\r\n const newObject = {};\r\n if (!this._compareObjects(original, current, newObject)) {\r\n deltaJSON[key] = newObject;\r\n }\r\n return;\r\n }\r\n }\r\n }\r\n\r\n private static GetShadowGeneratorById(scene: Scene, id: string) {\r\n const generators = scene.lights.map((l) => l.getShadowGenerator());\r\n\r\n for (const generator of generators) {\r\n if (generator && generator.id === id) {\r\n return generator;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Apply a given delta to a given scene\r\n * @param deltaJSON defines the JSON containing the delta\r\n * @param scene defines the scene to apply the delta to\r\n */\r\n public static ApplyDelta(deltaJSON: any | string, scene: Scene) {\r\n if (typeof deltaJSON === \"string\") {\r\n deltaJSON = JSON.parse(deltaJSON);\r\n }\r\n\r\n // Scene\r\n const anyScene = scene as any;\r\n for (const prop in deltaJSON) {\r\n const source = deltaJSON[prop];\r\n const property = anyScene[prop];\r\n\r\n if (Array.isArray(property) || prop === \"shadowGenerators\") {\r\n // Restore array\r\n switch (prop) {\r\n case \"cameras\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getCameraById.bind(scene), (data) => Camera.Parse(data, scene));\r\n break;\r\n case \"lights\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getLightById.bind(scene), (data) => Light.Parse(data, scene));\r\n break;\r\n case \"shadowGenerators\":\r\n this._ApplyDeltaForEntity(\r\n source,\r\n scene,\r\n (id) => this.GetShadowGeneratorById(scene, id),\r\n (data) => ShadowGenerator.Parse(data, scene)\r\n );\r\n break;\r\n case \"meshes\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMeshById.bind(scene), (data) => Mesh.Parse(data, scene, \"\"));\r\n break;\r\n case \"skeletons\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getSkeletonById.bind(scene), (data) => Skeleton.Parse(data, scene));\r\n break;\r\n case \"materials\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMaterialById.bind(scene), (data) => Material.Parse(data, scene, \"\"));\r\n break;\r\n case \"multiMaterials\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMaterialById.bind(scene), (data) => MultiMaterial.Parse(data, scene, \"\"));\r\n break;\r\n case \"transformNodes\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getTransformNodeById.bind(scene), (data) => TransformNode.Parse(data, scene, \"\"));\r\n break;\r\n case \"particleSystems\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getParticleSystemById.bind(scene), (data) => ParticleSystem.Parse(data, scene, \"\"));\r\n break;\r\n case \"morphTargetManagers\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMorphTargetById.bind(scene), (data) => MorphTargetManager.Parse(data, scene));\r\n break;\r\n case \"postProcesses\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getPostProcessByName.bind(scene), (data) => PostProcess.Parse(data, scene, \"\"));\r\n break;\r\n }\r\n } else if (!isNaN(property)) {\r\n anyScene[prop] = source;\r\n } else if (property.fromArray) {\r\n property.fromArray(source);\r\n }\r\n }\r\n }\r\n\r\n private static _ApplyPropertiesToEntity(deltaJSON: any, entity: any) {\r\n for (const prop in deltaJSON) {\r\n const source = deltaJSON[prop];\r\n const property = entity[prop];\r\n\r\n if (property === undefined) {\r\n continue;\r\n }\r\n\r\n if (!isNaN(property) || Array.isArray(property)) {\r\n entity[prop] = source;\r\n } else if (property.fromArray) {\r\n property.fromArray(source);\r\n } else if (typeof property === \"object\" && property !== null) {\r\n this._ApplyPropertiesToEntity(source, property);\r\n }\r\n }\r\n }\r\n\r\n private static _ApplyDeltaForEntity(sources: any[], scene: Scene, finder: (id: string) => any, addNew: (data: any) => void) {\r\n for (const source of sources) {\r\n // Update\r\n if (source.__state && source.__state.id !== undefined) {\r\n const targetEntity = finder(source.__state.id);\r\n\r\n if (targetEntity) {\r\n this._ApplyPropertiesToEntity(source, targetEntity);\r\n }\r\n } else if (source.__state && source.__state.deleteId !== undefined) {\r\n const target = finder(source.__state.deleteId);\r\n target?.dispose();\r\n } else {\r\n // New\r\n addNew(source);\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"sceneRecorder.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Misc/sceneRecorder.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AACtC,OAAO,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AACxC,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAC7C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAC7D,OAAO,EAAE,kBAAkB,EAAE,MAAM,6BAA6B,CAAC;AACjE,OAAO,EAAE,eAAe,EAAE,MAAM,mCAAmC,CAAC;AACpE,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,cAAc,CAAC;AAEnD;;GAEG;AACH,MAAM,OAAO,aAAa;IAA1B;QACY,kBAAa,GAAoB,IAAI,CAAC;IAoSlD,CAAC;IAjSG;;;OAGG;IACI,KAAK,CAAC,KAAY;QACrB,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAE3B,mBAAmB,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAChD,IAAI,CAAC,UAAU,GAAG,eAAe,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;QACnD,mBAAmB,CAAC,oBAAoB,GAAG,KAAK,CAAC;IACrD,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO,IAAI,CAAC;SACf;QAED,MAAM,4BAA4B,GAAG,OAAO,CAAC,qBAAqB,CAAC;QACnE,OAAO,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAEtC,mBAAmB,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAChD,MAAM,OAAO,GAAG,eAAe,CAAC,SAAS,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAC9D,mBAAmB,CAAC,oBAAoB,GAAG,KAAK,CAAC;QACjD,MAAM,SAAS,GAAQ,EAAE,CAAC;QAE1B,KAAK,MAAM,IAAI,IAAI,OAAO,EAAE;YACxB,IAAI,CAAC,mBAAmB,CAAC,IAAI,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,EAAE,OAAO,CAAC,IAAI,CAAC,EAAE,SAAS,CAAC,CAAC;SACnF;QAED,OAAO,CAAC,qBAAqB,GAAG,4BAA4B,CAAC;QAE7D,OAAO,SAAS,CAAC;IACrB,CAAC;IAEO,aAAa,CAAC,GAAW,EAAE,QAAe,EAAE,OAAc,EAAE,SAAc;QAC9E,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE;YAC/C,OAAO,IAAI,CAAC;SACf;QAED,WAAW;QACX,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE;YACpF,IAAI,QAAQ,CAAC,MAAM,KAAK,OAAO,CAAC,MAAM,EAAE;gBACpC,OAAO,KAAK,CAAC;aAChB;YAED,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gBACvB,OAAO,IAAI,CAAC;aACf;YACD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBAClD,IAAI,QAAQ,CAAC,KAAK,CAAC,KAAK,OAAO,CAAC,KAAK,CAAC,EAAE;oBACpC,SAAS,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC;oBACzB,OAAO,KAAK,CAAC;iBAChB;aACJ;YACD,OAAO,IAAI,CAAC;SACf;QAED,6CAA6C;QAC7C,MAAM,iBAAiB,GAAa,EAAE,CAAC;QACvC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAClD,MAAM,cAAc,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC;YACvC,MAAM,gBAAgB,GAAG,cAAc,CAAC,QAAQ,CAAC;YAEjD,iBAAiB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YACzC,wCAAwC;YACxC,MAAM,cAAc,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,KAAK,gBAAgB,CAAC,CAAC;YAC9E,IAAI,cAAc,CAAC,MAAM,EAAE;gBACvB,sBAAsB;gBACtB,MAAM,aAAa,GAAG,cAAc,CAAC,CAAC,CAAC,CAAC;gBAExC,MAAM,SAAS,GAAQ,EAAE,CAAC;gBAC1B,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE,aAAa,EAAE,SAAS,CAAC,EAAE;oBACjE,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE;wBACjB,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC;qBACvB;oBACD,SAAS,CAAC,OAAO,GAAG;wBAChB,EAAE,EAAE,aAAa,CAAC,EAAE,IAAI,aAAa,CAAC,IAAI;qBAC7C,CAAC;oBACF,SAAS,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;iBAClC;aACJ;iBAAM;gBACH,oBAAoB;gBACpB,MAAM,SAAS,GAAQ;oBACnB,OAAO,EAAE;wBACL,QAAQ,EAAE,cAAc,CAAC,EAAE,IAAI,cAAc,CAAC,IAAI;qBACrD;iBACJ,CAAC;gBACF,SAAS,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;aAClC;SACJ;QAED,2BAA2B;QAC3B,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACjD,MAAM,aAAa,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YACrC,MAAM,eAAe,GAAG,aAAa,CAAC,QAAQ,CAAC;YAE/C,mBAAmB;YACnB,IAAI,iBAAiB,CAAC,OAAO,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC,EAAE;gBACnD,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE;oBACjB,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC;iBACvB;gBAED,SAAS,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aACtC;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,eAAe,CAAC,aAAkB,EAAE,aAAkB,EAAE,SAAc;QAC1E,IAAI,mBAAmB,GAAG,KAAK,CAAC;QAEhC,KAAK,MAAM,IAAI,IAAI,aAAa,EAAE;YAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,EAAE;gBAC5D,SAAS;aACZ;YACD,MAAM,aAAa,GAAG,aAAa,CAAC,IAAI,CAAC,CAAC;YAC1C,MAAM,YAAY,GAAG,aAAa,CAAC,IAAI,CAAC,CAAC;YACzC,IAAI,SAAS,GAAG,KAAK,CAAC;YAEtB,IAAI,KAAK,CAAC,OAAO,CAAC,aAAa,CAAC,EAAE;gBAC9B,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,aAAa,CAAC,KAAK,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC;aAC9E;iBAAM,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,IAAI,MAAM,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,iBAAiB,EAAE;gBACpG,SAAS,GAAG,aAAa,KAAK,YAAY,CAAC;aAC9C;iBAAM,IAAI,OAAO,aAAa,KAAK,QAAQ,IAAI,OAAO,YAAY,KAAK,QAAQ,EAAE;gBAC9E,MAAM,SAAS,GAAG,EAAE,CAAC;gBACrB,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE,YAAY,EAAE,SAAS,CAAC,EAAE;oBAC/D,SAAS,CAAC,IAAI,CAAC,GAAG,SAAS,CAAC;oBAC5B,mBAAmB,GAAG,IAAI,CAAC;iBAC9B;aACJ;YAED,IAAI,SAAS,EAAE;gBACX,mBAAmB,GAAG,IAAI,CAAC;gBAC3B,SAAS,CAAC,IAAI,CAAC,GAAG,YAAY,CAAC;aAClC;SACJ;QAED,OAAO,CAAC,mBAAmB,CAAC;IAChC,CAAC;IAEO,mBAAmB,CAAC,GAAW,EAAE,QAAe,EAAE,OAAc,EAAE,SAAc;QACpF,SAAS;QACT,IAAI,QAAQ,KAAK,OAAO,EAAE;YACtB,OAAO;SACV;QAED,IAAI,QAAQ,IAAI,OAAO,EAAE;YACrB,SAAS;YACT,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,CAAC,EAAE;gBACnD,IAAI,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,QAAQ,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE;oBACvD,OAAO;iBACV;aACJ;iBAAM,IAAI,OAAO,QAAQ,KAAK,QAAQ,IAAI,OAAO,OAAO,KAAK,QAAQ,EAAE;gBACpE,SAAS;gBACT,MAAM,SAAS,GAAG,EAAE,CAAC;gBACrB,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE;oBACrD,SAAS,CAAC,GAAG,CAAC,GAAG,SAAS,CAAC;iBAC9B;gBACD,OAAO;aACV;SACJ;IACL,CAAC;IAEO,MAAM,CAAC,sBAAsB,CAAC,KAAY,EAAE,EAAU;QAC1D,MAAM,aAAa,GAAG,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,mBAAmB,EAAE,CAAC,CAAC;QAEvE,KAAK,MAAM,UAAU,IAAI,aAAa,EAAE;YACpC,IAAI,UAAU,EAAE;gBACZ,MAAM,QAAQ,GAAG,UAAU,CAAC,MAAM,EAAE,CAAC;gBACrC,KAAK,IAAI,GAAG,GAAG,QAAQ,CAAC,IAAI,EAAE,EAAE,GAAG,CAAC,IAAI,KAAK,IAAI,EAAE,GAAG,GAAG,QAAQ,CAAC,IAAI,EAAE,EAAE;oBACtE,MAAM,SAAS,GAAG,GAAG,CAAC,KAAK,CAAC;oBAC5B,IAAI,SAAS,IAAI,SAAS,CAAC,EAAE,KAAK,EAAE,EAAE;wBAClC,OAAO,SAAS,CAAC;qBACpB;iBACJ;aACJ;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,UAAU,CAAC,SAAuB,EAAE,KAAY;QAC1D,IAAI,OAAO,SAAS,KAAK,QAAQ,EAAE;YAC/B,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC;SACrC;QAED,QAAQ;QACR,MAAM,QAAQ,GAAG,KAAY,CAAC;QAC9B,KAAK,MAAM,IAAI,IAAI,SAAS,EAAE;YAC1B,MAAM,MAAM,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC;YAC/B,MAAM,QAAQ,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;YAEhC,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,IAAI,KAAK,kBAAkB,EAAE;gBACxD,gBAAgB;gBAChB,QAAQ,IAAI,EAAE;oBACV,KAAK,SAAS;wBACV,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;wBAC/G,MAAM;oBACV,KAAK,QAAQ;wBACT,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;wBAC7G,MAAM;oBACV,KAAK,kBAAkB;wBACnB,IAAI,CAAC,oBAAoB,CACrB,MAAM,EACN,KAAK,EACL,CAAC,EAAE,EAAE,EAAE,CAAC,IAAI,CAAC,sBAAsB,CAAC,KAAK,EAAE,EAAE,CAAC,EAC9C,CAAC,IAAI,EAAE,EAAE,CAAC,eAAe,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAC/C,CAAC;wBACF,MAAM;oBACV,KAAK,QAAQ;wBACT,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBAC/G,MAAM;oBACV,KAAK,WAAW;wBACZ,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;wBACnH,MAAM;oBACV,KAAK,WAAW;wBACZ,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBACvH,MAAM;oBACV,KAAK,gBAAgB;wBACjB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,aAAa,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBAC5H,MAAM;oBACV,KAAK,gBAAgB;wBACjB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,aAAa,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBACjI,MAAM;oBACV,KAAK,iBAAiB;wBAClB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,cAAc,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBACnI,MAAM;oBACV,KAAK,qBAAqB;wBACtB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,kBAAkB,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;wBAChI,MAAM;oBACV,KAAK,eAAe;wBAChB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;wBAC/H,MAAM;iBACb;aACJ;iBAAM,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,EAAE;gBACzB,QAAQ,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;aAC3B;iBAAM,IAAI,QAAQ,CAAC,SAAS,EAAE;gBAC3B,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;aAC9B;SACJ;IACL,CAAC;IAEO,MAAM,CAAC,wBAAwB,CAAC,SAAc,EAAE,MAAW;QAC/D,KAAK,MAAM,IAAI,IAAI,SAAS,EAAE;YAC1B,MAAM,MAAM,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC;YAC/B,MAAM,QAAQ,GAAG,MAAM,CAAC,IAAI,CAAC,CAAC;YAE9B,IAAI,QAAQ,KAAK,SAAS,EAAE;gBACxB,SAAS;aACZ;YAED,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE;gBAC7C,MAAM,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;aACzB;iBAAM,IAAI,QAAQ,CAAC,SAAS,EAAE;gBAC3B,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;aAC9B;iBAAM,IAAI,OAAO,QAAQ,KAAK,QAAQ,IAAI,QAAQ,KAAK,IAAI,EAAE;gBAC1D,IAAI,CAAC,wBAAwB,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;aACnD;SACJ;IACL,CAAC;IAEO,MAAM,CAAC,oBAAoB,CAAC,OAAc,EAAE,KAAY,EAAE,MAA2B,EAAE,MAA2B;QACtH,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;YAC1B,SAAS;YACT,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,OAAO,CAAC,EAAE,KAAK,SAAS,EAAE;gBACnD,MAAM,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;gBAE/C,IAAI,YAAY,EAAE;oBACd,IAAI,CAAC,wBAAwB,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;iBACvD;aACJ;iBAAM,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,OAAO,CAAC,QAAQ,KAAK,SAAS,EAAE;gBAChE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;gBAC/C,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,OAAO,EAAE,CAAC;aACrB;iBAAM;gBACH,MAAM;gBACN,MAAM,CAAC,MAAM,CAAC,CAAC;aAClB;SACJ;IACL,CAAC;CACJ","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { SceneSerializer } from \"./sceneSerializer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport { MorphTargetManager } from \"../Morph/morphTargetManager\";\r\nimport { ShadowGenerator } from \"../Lights/Shadows/shadowGenerator\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SerializationHelper } from \"./decorators\";\r\n\r\n/**\r\n * Class used to record delta files between 2 scene states\r\n */\r\nexport class SceneRecorder {\r\n private _trackedScene: Nullable<Scene> = null;\r\n private _savedJSON: any;\r\n\r\n /**\r\n * Track a given scene. This means the current scene state will be considered the original state\r\n * @param scene defines the scene to track\r\n */\r\n public track(scene: Scene) {\r\n this._trackedScene = scene;\r\n\r\n SerializationHelper.AllowLoadingUniqueId = true;\r\n this._savedJSON = SceneSerializer.Serialize(scene);\r\n SerializationHelper.AllowLoadingUniqueId = false;\r\n }\r\n\r\n /**\r\n * Get the delta between current state and original state\r\n * @returns a any containing the delta\r\n */\r\n public getDelta(): any {\r\n if (!this._trackedScene) {\r\n return null;\r\n }\r\n\r\n const currentForceSerializeBuffers = Texture.ForceSerializeBuffers;\r\n Texture.ForceSerializeBuffers = false;\r\n\r\n SerializationHelper.AllowLoadingUniqueId = true;\r\n const newJSON = SceneSerializer.Serialize(this._trackedScene);\r\n SerializationHelper.AllowLoadingUniqueId = false;\r\n const deltaJSON: any = {};\r\n\r\n for (const node in newJSON) {\r\n this._compareCollections(node, this._savedJSON[node], newJSON[node], deltaJSON);\r\n }\r\n\r\n Texture.ForceSerializeBuffers = currentForceSerializeBuffers;\r\n\r\n return deltaJSON;\r\n }\r\n\r\n private _compareArray(key: string, original: any[], current: any[], deltaJSON: any) {\r\n if (original.length === 0 && current.length === 0) {\r\n return true;\r\n }\r\n\r\n // Numbers?\r\n if ((original.length && !isNaN(original[0])) || (current.length && !isNaN(current[0]))) {\r\n if (original.length !== current.length) {\r\n return false;\r\n }\r\n\r\n if (original.length === 0) {\r\n return true;\r\n }\r\n for (let index = 0; index < original.length; index++) {\r\n if (original[index] !== current[index]) {\r\n deltaJSON[key] = current;\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n // let's use uniqueId to find similar objects\r\n const originalUniqueIds: number[] = [];\r\n for (let index = 0; index < original.length; index++) {\r\n const originalObject = original[index];\r\n const originalUniqueId = originalObject.uniqueId;\r\n\r\n originalUniqueIds.push(originalUniqueId);\r\n // Look for that object in current state\r\n const currentObjects = current.filter((c) => c.uniqueId === originalUniqueId);\r\n if (currentObjects.length) {\r\n // We have a candidate\r\n const currentObject = currentObjects[0];\r\n\r\n const newObject: any = {};\r\n if (!this._compareObjects(originalObject, currentObject, newObject)) {\r\n if (!deltaJSON[key]) {\r\n deltaJSON[key] = [];\r\n }\r\n newObject.__state = {\r\n id: currentObject.id || currentObject.name,\r\n };\r\n deltaJSON[key].push(newObject);\r\n }\r\n } else {\r\n // We need to delete\r\n const newObject: any = {\r\n __state: {\r\n deleteId: originalObject.id || originalObject.name,\r\n },\r\n };\r\n deltaJSON[key].push(newObject);\r\n }\r\n }\r\n\r\n // Checking for new objects\r\n for (let index = 0; index < current.length; index++) {\r\n const currentObject = current[index];\r\n const currentUniqueId = currentObject.uniqueId;\r\n\r\n // Object was added\r\n if (originalUniqueIds.indexOf(currentUniqueId) === -1) {\r\n if (!deltaJSON[key]) {\r\n deltaJSON[key] = [];\r\n }\r\n\r\n deltaJSON[key].push(currentObject);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _compareObjects(originalObjet: any, currentObject: any, deltaJSON: any) {\r\n let aDifferenceWasFound = false;\r\n\r\n for (const prop in originalObjet) {\r\n if (!Object.prototype.hasOwnProperty.call(originalObjet, prop)) {\r\n continue;\r\n }\r\n const originalValue = originalObjet[prop];\r\n const currentValue = currentObject[prop];\r\n let diffFound = false;\r\n\r\n if (Array.isArray(originalValue)) {\r\n diffFound = JSON.stringify(originalValue) !== JSON.stringify(currentValue);\r\n } else if (!isNaN(originalValue) || Object.prototype.toString.call(originalValue) == \"[object String]\") {\r\n diffFound = originalValue !== currentValue;\r\n } else if (typeof originalValue === \"object\" && typeof currentValue === \"object\") {\r\n const newObject = {};\r\n if (!this._compareObjects(originalValue, currentValue, newObject)) {\r\n deltaJSON[prop] = newObject;\r\n aDifferenceWasFound = true;\r\n }\r\n }\r\n\r\n if (diffFound) {\r\n aDifferenceWasFound = true;\r\n deltaJSON[prop] = currentValue;\r\n }\r\n }\r\n\r\n return !aDifferenceWasFound;\r\n }\r\n\r\n private _compareCollections(key: string, original: any[], current: any[], deltaJSON: any) {\r\n // Same ?\r\n if (original === current) {\r\n return;\r\n }\r\n\r\n if (original && current) {\r\n // Array?\r\n if (Array.isArray(original) && Array.isArray(current)) {\r\n if (this._compareArray(key, original, current, deltaJSON)) {\r\n return;\r\n }\r\n } else if (typeof original === \"object\" && typeof current === \"object\") {\r\n // Object\r\n const newObject = {};\r\n if (!this._compareObjects(original, current, newObject)) {\r\n deltaJSON[key] = newObject;\r\n }\r\n return;\r\n }\r\n }\r\n }\r\n\r\n private static GetShadowGeneratorById(scene: Scene, id: string) {\r\n const allGenerators = scene.lights.map((l) => l.getShadowGenerators());\r\n\r\n for (const generators of allGenerators) {\r\n if (generators) {\r\n const iterator = generators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const generator = key.value;\r\n if (generator && generator.id === id) {\r\n return generator;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Apply a given delta to a given scene\r\n * @param deltaJSON defines the JSON containing the delta\r\n * @param scene defines the scene to apply the delta to\r\n */\r\n public static ApplyDelta(deltaJSON: any | string, scene: Scene) {\r\n if (typeof deltaJSON === \"string\") {\r\n deltaJSON = JSON.parse(deltaJSON);\r\n }\r\n\r\n // Scene\r\n const anyScene = scene as any;\r\n for (const prop in deltaJSON) {\r\n const source = deltaJSON[prop];\r\n const property = anyScene[prop];\r\n\r\n if (Array.isArray(property) || prop === \"shadowGenerators\") {\r\n // Restore array\r\n switch (prop) {\r\n case \"cameras\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getCameraById.bind(scene), (data) => Camera.Parse(data, scene));\r\n break;\r\n case \"lights\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getLightById.bind(scene), (data) => Light.Parse(data, scene));\r\n break;\r\n case \"shadowGenerators\":\r\n this._ApplyDeltaForEntity(\r\n source,\r\n scene,\r\n (id) => this.GetShadowGeneratorById(scene, id),\r\n (data) => ShadowGenerator.Parse(data, scene)\r\n );\r\n break;\r\n case \"meshes\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMeshById.bind(scene), (data) => Mesh.Parse(data, scene, \"\"));\r\n break;\r\n case \"skeletons\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getSkeletonById.bind(scene), (data) => Skeleton.Parse(data, scene));\r\n break;\r\n case \"materials\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMaterialById.bind(scene), (data) => Material.Parse(data, scene, \"\"));\r\n break;\r\n case \"multiMaterials\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMaterialById.bind(scene), (data) => MultiMaterial.Parse(data, scene, \"\"));\r\n break;\r\n case \"transformNodes\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getTransformNodeById.bind(scene), (data) => TransformNode.Parse(data, scene, \"\"));\r\n break;\r\n case \"particleSystems\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getParticleSystemById.bind(scene), (data) => ParticleSystem.Parse(data, scene, \"\"));\r\n break;\r\n case \"morphTargetManagers\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMorphTargetById.bind(scene), (data) => MorphTargetManager.Parse(data, scene));\r\n break;\r\n case \"postProcesses\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getPostProcessByName.bind(scene), (data) => PostProcess.Parse(data, scene, \"\"));\r\n break;\r\n }\r\n } else if (!isNaN(property)) {\r\n anyScene[prop] = source;\r\n } else if (property.fromArray) {\r\n property.fromArray(source);\r\n }\r\n }\r\n }\r\n\r\n private static _ApplyPropertiesToEntity(deltaJSON: any, entity: any) {\r\n for (const prop in deltaJSON) {\r\n const source = deltaJSON[prop];\r\n const property = entity[prop];\r\n\r\n if (property === undefined) {\r\n continue;\r\n }\r\n\r\n if (!isNaN(property) || Array.isArray(property)) {\r\n entity[prop] = source;\r\n } else if (property.fromArray) {\r\n property.fromArray(source);\r\n } else if (typeof property === \"object\" && property !== null) {\r\n this._ApplyPropertiesToEntity(source, property);\r\n }\r\n }\r\n }\r\n\r\n private static _ApplyDeltaForEntity(sources: any[], scene: Scene, finder: (id: string) => any, addNew: (data: any) => void) {\r\n for (const source of sources) {\r\n // Update\r\n if (source.__state && source.__state.id !== undefined) {\r\n const targetEntity = finder(source.__state.id);\r\n\r\n if (targetEntity) {\r\n this._ApplyPropertiesToEntity(source, targetEntity);\r\n }\r\n } else if (source.__state && source.__state.deleteId !== undefined) {\r\n const target = finder(source.__state.deleteId);\r\n target?.dispose();\r\n } else {\r\n // New\r\n addNew(source);\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
@@ -3,11 +3,11 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
|
3
3
|
const name = "hdrFilteringFunctions";
|
|
4
4
|
const shader = `#ifdef NUM_SAMPLES
|
|
5
5
|
#if NUM_SAMPLES>0
|
|
6
|
-
#if defined(WEBGL2) || defined(WEBGPU)
|
|
6
|
+
#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
|
|
7
7
|
float radicalInverse_VdC(uint bits)
|
|
8
8
|
float vanDerCorpus(int n,int base)
|
|
9
9
|
float log4(float x) {
|
|
10
|
-
vec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
|
|
10
|
+
vec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
|
|
11
11
|
for(uint i=0u; i<NUM_SAMPLES; ++i)
|
|
12
12
|
for(int i=0; i<NUM_SAMPLES; ++i)
|
|
13
13
|
{
|
|
@@ -15,7 +15,7 @@ c=toLinearSpace(c);
|
|
|
15
15
|
result+=c;
|
|
16
16
|
vec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
|
|
17
17
|
c=toLinearSpace(c);
|
|
18
|
-
return c;
|
|
18
|
+
return c;
|
|
19
19
|
for(uint i=0u; i<NUM_SAMPLES; ++i)
|
|
20
20
|
for(int i=0; i<NUM_SAMPLES; ++i)
|
|
21
21
|
{
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU)\nfloat radicalInverse_VdC(uint bits) \r{\rbits=(bits<<16u) | (bits>>16u);\rbits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);\rbits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);\rbits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);\rbits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);\rreturn float(bits)*2.3283064365386963e-10; \r}\rvec2 hammersley(uint i,uint N)\r{\rreturn vec2(float(i)/float(N),radicalInverse_VdC(i));\r}\r#else\nfloat vanDerCorpus(int n,int base)\r{\rfloat invBase=1.0/float(base);\rfloat denom =1.0;\rfloat result =0.0;\rfor(int i=0; i<32; ++i)\r{\rif(n>0)\r{\rdenom =mod(float(n),2.0);\rresult+=denom*invBase;\rinvBase=invBase/2.0;\rn =int(float(n)/2.0);\r}\r}\rreturn result;\r}\rvec2 hammersley(int i,int N)\r{\rreturn vec2(float(i)/float(N),vanDerCorpus(i,2));\r}\r#endif\nfloat log4(float x) {\rreturn log2(x)/2.;\r}\rconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);\rconst float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;\rconst float K=4.;\r#define inline\nvec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rvec3 result=vec3(0.0);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\r#if defined(WEBGL2) || defined(WEBGPU)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 Ls=hemisphereCosSample(Xi);\rLs=normalize(Ls);\rvec3 Ns=vec3(0.,0.,1.);\rfloat NoL=dot(Ns,Ls);\rif (NoL>0.) {\rfloat pdf_inversed=PI/NoL;\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(l,0.0,maxLevel);\rvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c;\r}\r}\rresult=result*NUM_SAMPLES_FLOAT_INVERSED;\rreturn result;\r}\r#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rif (alphaG==0.) {\rvec3 c=textureCube(inputTexture,n).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nreturn c;\r} else {\rvec3 result=vec3(0.);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\rfloat weight=0.;\r#if defined(WEBGL2) || defined(WEBGPU)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);\rfloat NoV=1.;\rfloat NoH=H.z;\rfloat NoH2=H.z*H.z;\rfloat NoL=2.*NoH2-1.;\rvec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);\rL=normalize(L);\rif (NoL>0.) {\rfloat pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(float(l),0.0,maxLevel);\rweight+=NoL;\rvec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c*NoL;\r}\r}\rresult=result/weight;\rreturn result;\r}\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \r{\rbits=(bits<<16u) | (bits>>16u);\rbits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);\rbits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);\rbits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);\rbits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);\rreturn float(bits)*2.3283064365386963e-10; \r}\rvec2 hammersley(uint i,uint N)\r{\rreturn vec2(float(i)/float(N),radicalInverse_VdC(i));\r}\r#else\nfloat vanDerCorpus(int n,int base)\r{\rfloat invBase=1.0/float(base);\rfloat denom =1.0;\rfloat result =0.0;\rfor(int i=0; i<32; ++i)\r{\rif(n>0)\r{\rdenom =mod(float(n),2.0);\rresult+=denom*invBase;\rinvBase=invBase/2.0;\rn =int(float(n)/2.0);\r}\r}\rreturn result;\r}\rvec2 hammersley(int i,int N)\r{\rreturn vec2(float(i)/float(N),vanDerCorpus(i,2));\r}\r#endif\nfloat log4(float x) {\rreturn log2(x)/2.;\r}\rconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);\rconst float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;\rconst float K=4.;\r#define inline\nvec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rvec3 result=vec3(0.0);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\r#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 Ls=hemisphereCosSample(Xi);\rLs=normalize(Ls);\rvec3 Ns=vec3(0.,0.,1.);\rfloat NoL=dot(Ns,Ls);\rif (NoL>0.) {\rfloat pdf_inversed=PI/NoL;\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(l,0.0,maxLevel);\rvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c;\r}\r}\rresult=result*NUM_SAMPLES_FLOAT_INVERSED;\rreturn result;\r}\r#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rif (alphaG==0.) {\rvec3 c=textureCube(inputTexture,n).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nreturn c;\r} else {\rvec3 result=vec3(0.);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\rfloat weight=0.;\r#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);\rfloat NoV=1.;\rfloat NoH=H.z;\rfloat NoH2=H.z*H.z;\rfloat NoL=2.*NoH2-1.;\rvec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);\rL=normalize(L);\rif (NoL>0.) {\rfloat pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(float(l),0.0,maxLevel);\rweight+=NoL;\rvec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c*NoL;\r}\r}\rresult=result/weight;\rreturn result;\r}\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
|
|
@@ -6,10 +6,10 @@ const shader = `const float PI=3.1415926535897932384626433832795;
|
|
|
6
6
|
#define maxEps(x) max(x,Epsilon)
|
|
7
7
|
#define saturateEps(x) clamp(x,Epsilon,1.0)
|
|
8
8
|
mat3 transposeMat3(mat3 inMatrix) {
|
|
9
|
-
vec3 toLinearSpaceExact(vec3 color)
|
|
9
|
+
vec3 toLinearSpaceExact(vec3 color)
|
|
10
10
|
return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));
|
|
11
11
|
return
|
|
12
|
-
}
|
|
12
|
+
}
|
|
13
13
|
return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));
|
|
14
14
|
return
|
|
15
15
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;\rconst float HALF_MIN=5.96046448e-08; \rconst float LinearEncodePowerApprox=2.2;\rconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\rconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\rconst float Epsilon=0.0000001;\r#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\rvec3 i0=inMatrix[0];\rvec3 i1=inMatrix[1];\rvec3 i2=inMatrix[2];\rmat3 outMatrix=mat3(\rvec3(i0.x,i1.x,i2.x),\rvec3(i0.y,i1.y,i2.y),\rvec3(i0.z,i1.z,i2.z)\r);\rreturn outMatrix;\r}\rmat3 inverseMat3(mat3 inMatrix) {\rfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\rfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\rfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\rfloat b01=a22*a11-a12*a21;\rfloat b11=-a22*a10+a12*a20;\rfloat b21=a21*a10-a11*a20;\rfloat det=a00*b01+a01*b11+a02*b21;\rreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\rb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\rb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\r}\r#if USE_EXACT_SRGB_CONVERSIONS\nvec3 toLinearSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=0.0773993808*color;\rvec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\r#else\nreturn\rvec3(\rcolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\rvec3 toGammaSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=12.92*color;\rvec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\r#else\nreturn\rvec3(\rcolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\r#endif\nfloat toLinearSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=0.0773993808*color;\rfloat remainingSection=pow(0.947867299*(color+0.055),2.4);\rreturn color<=0.04045 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,LinearEncodePowerApprox);\r#endif\n}\rvec3 toLinearSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\r#else\nreturn pow(color,vec3(LinearEncodePowerApprox));\r#endif\n}\rvec4 toLinearSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\r#endif\n}\rfloat toGammaSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=12.92*color;\rfloat remainingSection=1.055*pow(color,0.41666)-0.055;\rreturn color<=0.0031308 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,GammaEncodePowerApprox);\r#endif\n}\rvec3 toGammaSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\r#else\nreturn pow(color,vec3(GammaEncodePowerApprox));\r#endif\n}\rvec4 toGammaSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\r#endif\n}\rfloat square(float value)\r{\rreturn value*value;\r}\rvec3 square(vec3 value)\r{\rreturn value*value;\r}\rfloat pow5(float value) {\rfloat sq=value*value;\rreturn sq*sq*value;\r}\rfloat getLuminance(vec3 color)\r{\rreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\r}\rfloat getRand(vec2 seed) {\rreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\r}\rfloat dither(vec2 seed,float varianceAmount) {\rfloat rand=getRand(seed);\rfloat normVariance=varianceAmount/255.0;\rfloat dither=mix(-normVariance,normVariance,rand);\rreturn dither;\r}\rconst float rgbdMaxRange=255.0;\rvec4 toRGBD(vec3 color) {\rfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\rfloat D =max(rgbdMaxRange/maxRGB,1.);\rD =clamp(floor(D)/255.0,0.,1.);\rvec3 rgb=color.rgb*D;\rrgb=toGammaSpace(rgb);\rreturn vec4(clamp(rgb,0.,1.),D); \r}\rvec3 fromRGBD(vec4 rgbd) {\rrgbd.rgb=toLinearSpace(rgbd.rgb);\rreturn rgbd.rgb/rgbd.a;\r}\rvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\rvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\rvec3 halfSize=cubeSize*0.5;\rvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\rvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\rvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\rfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\rvec3 intersectPositionWS=vertexPos+origVec*distance;\rreturn intersectPositionWS-cubePos;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const helperFunctions = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;\rconst float HALF_MIN=5.96046448e-08; \rconst float LinearEncodePowerApprox=2.2;\rconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\rconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\rconst float Epsilon=0.0000001;\r#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\rvec3 i0=inMatrix[0];\rvec3 i1=inMatrix[1];\rvec3 i2=inMatrix[2];\rmat3 outMatrix=mat3(\rvec3(i0.x,i1.x,i2.x),\rvec3(i0.y,i1.y,i2.y),\rvec3(i0.z,i1.z,i2.z)\r);\rreturn outMatrix;\r}\rmat3 inverseMat3(mat3 inMatrix) {\rfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\rfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\rfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\rfloat b01=a22*a11-a12*a21;\rfloat b11=-a22*a10+a12*a20;\rfloat b21=a21*a10-a11*a20;\rfloat det=a00*b01+a01*b11+a02*b21;\rreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\rb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\rb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\r}\r#if USE_EXACT_SRGB_CONVERSIONS\nvec3 toLinearSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=0.0773993808*color;\rvec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\r#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\r#else\nreturn\rvec3(\rcolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\rvec3 toGammaSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=12.92*color;\rvec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\r#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\r#else\nreturn\rvec3(\rcolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\r#endif\nfloat toLinearSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=0.0773993808*color;\rfloat remainingSection=pow(0.947867299*(color+0.055),2.4);\rreturn color<=0.04045 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,LinearEncodePowerApprox);\r#endif\n}\rvec3 toLinearSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\r#else\nreturn pow(color,vec3(LinearEncodePowerApprox));\r#endif\n}\rvec4 toLinearSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\r#endif\n}\rfloat toGammaSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=12.92*color;\rfloat remainingSection=1.055*pow(color,0.41666)-0.055;\rreturn color<=0.0031308 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,GammaEncodePowerApprox);\r#endif\n}\rvec3 toGammaSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\r#else\nreturn pow(color,vec3(GammaEncodePowerApprox));\r#endif\n}\rvec4 toGammaSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\r#endif\n}\rfloat square(float value)\r{\rreturn value*value;\r}\rvec3 square(vec3 value)\r{\rreturn value*value;\r}\rfloat pow5(float value) {\rfloat sq=value*value;\rreturn sq*sq*value;\r}\rfloat getLuminance(vec3 color)\r{\rreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\r}\rfloat getRand(vec2 seed) {\rreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\r}\rfloat dither(vec2 seed,float varianceAmount) {\rfloat rand=getRand(seed);\rfloat normVariance=varianceAmount/255.0;\rfloat dither=mix(-normVariance,normVariance,rand);\rreturn dither;\r}\rconst float rgbdMaxRange=255.0;\rvec4 toRGBD(vec3 color) {\rfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\rfloat D =max(rgbdMaxRange/maxRGB,1.);\rD =clamp(floor(D)/255.0,0.,1.);\rvec3 rgb=color.rgb*D;\rrgb=toGammaSpace(rgb);\rreturn vec4(clamp(rgb,0.,1.),D); \r}\rvec3 fromRGBD(vec4 rgbd) {\rrgbd.rgb=toLinearSpace(rgbd.rgb);\rreturn rgbd.rgb/rgbd.a;\r}\rvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\rvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\rvec3 halfSize=cubeSize*0.5;\rvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\rvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\rvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\rfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\rvec3 intersectPositionWS=vertexPos+origVec*distance;\rreturn intersectPositionWS-cubePos;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const helperFunctions = { name, shader };\n"]}
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "mrtFragmentDeclaration";
|
|
4
|
-
const shader = `#if defined(WEBGL2) || defined(WEBGPU)
|
|
4
|
+
const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
|
|
5
5
|
layout(location=0) out vec4 glFragData[{X}];
|
|
6
6
|
#endif
|
|
7
7
|
`;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"mrtFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/mrtFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"mrtFragmentDeclaration\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU)\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const mrtFragmentDeclaration = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"mrtFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/mrtFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"mrtFragmentDeclaration\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const mrtFragmentDeclaration = { name, shader };\n"]}
|
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "shadowsFragmentFunctions";
|
|
4
4
|
const shader = `#ifdef SHADOWS
|
|
5
|
-
#if defined(WEBGL2) || defined(WEBGPU)
|
|
5
|
+
#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
|
|
6
6
|
#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
|
|
7
7
|
#else
|
|
8
8
|
#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)
|
|
@@ -25,7 +25,7 @@ float esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.
|
|
|
25
25
|
float computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)
|
|
26
26
|
float shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));
|
|
27
27
|
float shadowMapSample=textureCube(shadowSampler,directionToLight).x;
|
|
28
|
-
float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);
|
|
28
|
+
float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);
|
|
29
29
|
#define inline
|
|
30
30
|
float computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)
|
|
31
31
|
float shadow=unpack(texture2D(shadowSampler,uvLayer));
|
|
@@ -52,7 +52,7 @@ float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),dar
|
|
|
52
52
|
#else
|
|
53
53
|
#define ZINCLIP uvDepth.z
|
|
54
54
|
#endif
|
|
55
|
-
#if defined(WEBGL2) || defined(WEBGPU)
|
|
55
|
+
#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
|
|
56
56
|
#define GREATEST_LESS_THAN_ONE 0.99999994
|
|
57
57
|
#define inline
|
|
58
58
|
float computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmmBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#if defined(WEBGL2) || defined(WEBGPU)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\r{\rconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\rreturn dot(color,bit_shift);\r}\r#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\r{\rfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));\rreturn mix(value,1.0,mask);\r}\r#define inline\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rdepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\r#endif\nreturn depth>shadow ? darkness : 1.0;\r}\r#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rdepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\rfloat visibility=1.;\rvec3 poissonDisk[4];\rpoissonDisk[0]=vec3(-1.0,1.0,-1.0);\rpoissonDisk[1]=vec3(1.0,-1.0,-1.0);\rpoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\rpoissonDisk[3]=vec3(1.0,-1.0,1.0);\r#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\r#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\r#endif\nreturn min(1.0,visibility+darkness);\r}\r#define inline\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\r#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \rreturn esm;\r}\r#define inline\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\r#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\rreturn esm;\r}\r#if defined(WEBGL2) || defined(WEBGPU)\n#define inline\nfloat computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rvec3 uvLayer=vec3(uv.x,uv.y,layer);\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uvLayer));\r#else\nfloat shadow=texture2D(shadowSampler,uvLayer).x;\r#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\r}\r#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\r#else\nfloat shadow=TEXTUREFUNC(shadowSampler,uv,0.).x;\r#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\r}\r}\r#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\rfloat visibility=1.;\rvec2 poissonDisk[4];\rpoissonDisk[0]=vec2(-0.94201624,-0.39906216);\rpoissonDisk[1]=vec2(0.94558609,-0.76890725);\rpoissonDisk[2]=vec2(-0.094184101,-0.92938870);\rpoissonDisk[3]=vec2(0.34495938,0.29387760);\r#ifndef SHADOWFLOAT\nif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\rif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\rif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\rif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\r#else\nif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\rif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\rif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\rif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\r#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\r#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\r#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\rreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\r#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\r#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\rreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#ifdef IS_NDC_HALF_ZRANGE\n#define ZINCLIP clipSpace.z\n#else\n#define ZINCLIP uvDepth.z\n#endif\n#if defined(WEBGL2) || defined(WEBGPU)\n#define GREATEST_LESS_THAN_ONE 0.99999994\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\rfloat shadow=texture2D(shadowSampler,uvDepthLayer);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=3.-2.*st;\rvec2 uvw1=1.+2.*st;\rvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\rvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\rshadow=shadow/16.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=4.-3.*st;\rvec2 uvw1=vec2(7.);\rvec2 uvw2=1.+3.*st;\rvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\rvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));\rshadow=shadow/144.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rfloat shadow=TEXTUREFUNC(shadowSampler,uvDepth,0.);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=3.-2.*st;\rvec2 uvw1=1.+2.*st;\rvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\rvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);\rshadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);\rshadow=shadow/16.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=4.-3.*st;\rvec2 uvw1=vec2(7.);\rvec2 uvw2=1.+3.*st;\rvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\rvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);\rshadow+=uvw2.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z),0.);\rshadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);\rshadow+=uvw2.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z),0.);\rshadow+=uvw0.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z),0.);\rshadow+=uvw2.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z),0.);\rshadow=shadow/144.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\rconst vec3 PoissonSamplers32[64]=vec3[64](\rvec3(0.06407013,0.05409927,0.),\rvec3(0.7366577,0.5789394,0.),\rvec3(-0.6270542,-0.5320278,0.),\rvec3(-0.4096107,0.8411095,0.),\rvec3(0.6849564,-0.4990818,0.),\rvec3(-0.874181,-0.04579735,0.),\rvec3(0.9989998,0.0009880066,0.),\rvec3(-0.004920578,-0.9151649,0.),\rvec3(0.1805763,0.9747483,0.),\rvec3(-0.2138451,0.2635818,0.),\rvec3(0.109845,0.3884785,0.),\rvec3(0.06876755,-0.3581074,0.),\rvec3(0.374073,-0.7661266,0.),\rvec3(0.3079132,-0.1216763,0.),\rvec3(-0.3794335,-0.8271583,0.),\rvec3(-0.203878,-0.07715034,0.),\rvec3(0.5912697,0.1469799,0.),\rvec3(-0.88069,0.3031784,0.),\rvec3(0.5040108,0.8283722,0.),\rvec3(-0.5844124,0.5494877,0.),\rvec3(0.6017799,-0.1726654,0.),\rvec3(-0.5554981,0.1559997,0.),\rvec3(-0.3016369,-0.3900928,0.),\rvec3(-0.5550632,-0.1723762,0.),\rvec3(0.925029,0.2995041,0.),\rvec3(-0.2473137,0.5538505,0.),\rvec3(0.9183037,-0.2862392,0.),\rvec3(0.2469421,0.6718712,0.),\rvec3(0.3916397,-0.4328209,0.),\rvec3(-0.03576927,-0.6220032,0.),\rvec3(-0.04661255,0.7995201,0.),\rvec3(0.4402924,0.3640312,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.)\r);\rconst vec3 PoissonSamplers64[64]=vec3[64](\rvec3(-0.613392,0.617481,0.),\rvec3(0.170019,-0.040254,0.),\rvec3(-0.299417,0.791925,0.),\rvec3(0.645680,0.493210,0.),\rvec3(-0.651784,0.717887,0.),\rvec3(0.421003,0.027070,0.),\rvec3(-0.817194,-0.271096,0.),\rvec3(-0.705374,-0.668203,0.),\rvec3(0.977050,-0.108615,0.),\rvec3(0.063326,0.142369,0.),\rvec3(0.203528,0.214331,0.),\rvec3(-0.667531,0.326090,0.),\rvec3(-0.098422,-0.295755,0.),\rvec3(-0.885922,0.215369,0.),\rvec3(0.566637,0.605213,0.),\rvec3(0.039766,-0.396100,0.),\rvec3(0.751946,0.453352,0.),\rvec3(0.078707,-0.715323,0.),\rvec3(-0.075838,-0.529344,0.),\rvec3(0.724479,-0.580798,0.),\rvec3(0.222999,-0.215125,0.),\rvec3(-0.467574,-0.405438,0.),\rvec3(-0.248268,-0.814753,0.),\rvec3(0.354411,-0.887570,0.),\rvec3(0.175817,0.382366,0.),\rvec3(0.487472,-0.063082,0.),\rvec3(-0.084078,0.898312,0.),\rvec3(0.488876,-0.783441,0.),\rvec3(0.470016,0.217933,0.),\rvec3(-0.696890,-0.549791,0.),\rvec3(-0.149693,0.605762,0.),\rvec3(0.034211,0.979980,0.),\rvec3(0.503098,-0.308878,0.),\rvec3(-0.016205,-0.872921,0.),\rvec3(0.385784,-0.393902,0.),\rvec3(-0.146886,-0.859249,0.),\rvec3(0.643361,0.164098,0.),\rvec3(0.634388,-0.049471,0.),\rvec3(-0.688894,0.007843,0.),\rvec3(0.464034,-0.188818,0.),\rvec3(-0.440840,0.137486,0.),\rvec3(0.364483,0.511704,0.),\rvec3(0.034028,0.325968,0.),\rvec3(0.099094,-0.308023,0.),\rvec3(0.693960,-0.366253,0.),\rvec3(0.678884,-0.204688,0.),\rvec3(0.001801,0.780328,0.),\rvec3(0.145177,-0.898984,0.),\rvec3(0.062655,-0.611866,0.),\rvec3(0.315226,-0.604297,0.),\rvec3(-0.780145,0.486251,0.),\rvec3(-0.371868,0.882138,0.),\rvec3(0.200476,0.494430,0.),\rvec3(-0.494552,-0.711051,0.),\rvec3(0.612476,0.705252,0.),\rvec3(-0.578845,-0.768792,0.),\rvec3(-0.772454,-0.090976,0.),\rvec3(0.504440,0.372295,0.),\rvec3(0.155736,0.065157,0.),\rvec3(0.391522,0.849605,0.),\rvec3(-0.620106,-0.328104,0.),\rvec3(0.789239,-0.419965,0.),\rvec3(-0.545396,0.538133,0.),\rvec3(-0.178564,-0.596057,0.)\r);\r#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\rfloat blockerDepth=0.0;\rfloat sumBlockerDepth=0.0;\rfloat numBlocker=0.0;\rfor (int i=0; i<searchTapCount; i ++) {\rblockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;\rif (blockerDepth<depthMetric) {\rsumBlockerDepth+=blockerDepth;\rnumBlocker++;\r}\r}\rfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\rfloat AAOffset=shadowMapSizeInverse*10.;\rfloat penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);\rvec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);\rfloat random=getRand(vPositionFromLight.xy);\rfloat rotationAngle=random*3.1415926;\rvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\rfloat shadow=0.;\rfor (int i=0; i<pcfTapCount; i++) {\rvec4 offset=vec4(poissonSamplers[i],0.);\roffset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);\rshadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);\r}\rshadow/=float(pcfTapCount);\rshadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));\rshadow=mix(darkness,1.,shadow);\rif (numBlocker<1.0) {\rreturn 1.0;\r}\relse\r{\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rfloat blockerDepth=0.0;\rfloat sumBlockerDepth=0.0;\rfloat numBlocker=0.0;\rfor (int i=0; i<searchTapCount; i ++) {\rblockerDepth=TEXTUREFUNC(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0.).r;\rif (blockerDepth<depthMetric) {\rsumBlockerDepth+=blockerDepth;\rnumBlocker++;\r}\r}\rif (numBlocker<1.0) {\rreturn 1.0;\r}\relse\r{\rfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\rfloat AAOffset=shadowMapSizeInverse*10.;\rfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\rfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\rfloat random=getRand(vPositionFromLight.xy);\rfloat rotationAngle=random*3.1415926;\rvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\rfloat shadow=0.;\rfor (int i=0; i<pcfTapCount; i++) {\rvec3 offset=poissonSamplers[i];\roffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\rshadow+=TEXTUREFUNC(shadowSampler,uvDepth+offset*filterRadius,0.);\r}\rshadow/=float(pcfTapCount);\rshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r}\r#define inline\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\r}\r#define inline\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\r}\r#define inline\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\r}\r#define inline\nfloat computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#define inline\nfloat computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#define inline\nfloat computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmmBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\r{\rconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\rreturn dot(color,bit_shift);\r}\r#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\r{\rfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));\rreturn mix(value,1.0,mask);\r}\r#define inline\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rdepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\r#endif\nreturn depth>shadow ? darkness : 1.0;\r}\r#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rdepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\rfloat visibility=1.;\rvec3 poissonDisk[4];\rpoissonDisk[0]=vec3(-1.0,1.0,-1.0);\rpoissonDisk[1]=vec3(1.0,-1.0,-1.0);\rpoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\rpoissonDisk[3]=vec3(1.0,-1.0,1.0);\r#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\rif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\r#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\rif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\r#endif\nreturn min(1.0,visibility+darkness);\r}\r#define inline\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\r#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \rreturn esm;\r}\r#define inline\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\r{\rvec3 directionToLight=vPositionW-lightPosition;\rfloat depth=length(directionToLight);\rdepth=(depth+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depth,0.,1.0);\rdirectionToLight=normalize(directionToLight);\rdirectionToLight.y=-directionToLight.y;\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\r#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\r#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\rreturn esm;\r}\r#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define inline\nfloat computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rvec3 uvLayer=vec3(uv.x,uv.y,layer);\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uvLayer));\r#else\nfloat shadow=texture2D(shadowSampler,uvLayer).x;\r#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\r}\r#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadow=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\r#else\nfloat shadow=TEXTUREFUNC(shadowSampler,uv,0.).x;\r#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\r}\r}\r#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\rfloat visibility=1.;\rvec2 poissonDisk[4];\rpoissonDisk[0]=vec2(-0.94201624,-0.39906216);\rpoissonDisk[1]=vec2(0.94558609,-0.76890725);\rpoissonDisk[2]=vec2(-0.094184101,-0.92938870);\rpoissonDisk[3]=vec2(0.34495938,0.29387760);\r#ifndef SHADOWFLOAT\nif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\rif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\rif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\rif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\r#else\nif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\rif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\rif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\rif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\r#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\r#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\r#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\rreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec2 uv=0.5*clipSpace.xy+vec2(0.5);\rif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\r{\rreturn 1.0;\r}\relse\r{\rfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \r#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\r#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\r#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\rreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#ifdef IS_NDC_HALF_ZRANGE\n#define ZINCLIP clipSpace.z\n#else\n#define ZINCLIP uvDepth.z\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define GREATEST_LESS_THAN_ONE 0.99999994\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\rfloat shadow=texture2D(shadowSampler,uvDepthLayer);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=3.-2.*st;\rvec2 uvw1=1.+2.*st;\rvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\rvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\rshadow=shadow/16.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=4.-3.*st;\rvec2 uvw1=vec2(7.);\rvec2 uvw2=1.+3.*st;\rvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\rvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));\rshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));\rshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));\rshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));\rshadow=shadow/144.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rfloat shadow=TEXTUREFUNC(shadowSampler,uvDepth,0.);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=3.-2.*st;\rvec2 uvw1=1.+2.*st;\rvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\rvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);\rshadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);\rshadow=shadow/16.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \ruv+=0.5; \rvec2 st=fract(uv); \rvec2 base_uv=floor(uv)-0.5; \rbase_uv*=shadowMapSizeAndInverse.y; \rvec2 uvw0=4.-3.*st;\rvec2 uvw1=vec2(7.);\rvec2 uvw2=1.+3.*st;\rvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\rvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\rfloat shadow=0.;\rshadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);\rshadow+=uvw2.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z),0.);\rshadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);\rshadow+=uvw2.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z),0.);\rshadow+=uvw0.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z),0.);\rshadow+=uvw1.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z),0.);\rshadow+=uvw2.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z),0.);\rshadow=shadow/144.;\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\rconst vec3 PoissonSamplers32[64]=vec3[64](\rvec3(0.06407013,0.05409927,0.),\rvec3(0.7366577,0.5789394,0.),\rvec3(-0.6270542,-0.5320278,0.),\rvec3(-0.4096107,0.8411095,0.),\rvec3(0.6849564,-0.4990818,0.),\rvec3(-0.874181,-0.04579735,0.),\rvec3(0.9989998,0.0009880066,0.),\rvec3(-0.004920578,-0.9151649,0.),\rvec3(0.1805763,0.9747483,0.),\rvec3(-0.2138451,0.2635818,0.),\rvec3(0.109845,0.3884785,0.),\rvec3(0.06876755,-0.3581074,0.),\rvec3(0.374073,-0.7661266,0.),\rvec3(0.3079132,-0.1216763,0.),\rvec3(-0.3794335,-0.8271583,0.),\rvec3(-0.203878,-0.07715034,0.),\rvec3(0.5912697,0.1469799,0.),\rvec3(-0.88069,0.3031784,0.),\rvec3(0.5040108,0.8283722,0.),\rvec3(-0.5844124,0.5494877,0.),\rvec3(0.6017799,-0.1726654,0.),\rvec3(-0.5554981,0.1559997,0.),\rvec3(-0.3016369,-0.3900928,0.),\rvec3(-0.5550632,-0.1723762,0.),\rvec3(0.925029,0.2995041,0.),\rvec3(-0.2473137,0.5538505,0.),\rvec3(0.9183037,-0.2862392,0.),\rvec3(0.2469421,0.6718712,0.),\rvec3(0.3916397,-0.4328209,0.),\rvec3(-0.03576927,-0.6220032,0.),\rvec3(-0.04661255,0.7995201,0.),\rvec3(0.4402924,0.3640312,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.),\rvec3(0.,0.,0.)\r);\rconst vec3 PoissonSamplers64[64]=vec3[64](\rvec3(-0.613392,0.617481,0.),\rvec3(0.170019,-0.040254,0.),\rvec3(-0.299417,0.791925,0.),\rvec3(0.645680,0.493210,0.),\rvec3(-0.651784,0.717887,0.),\rvec3(0.421003,0.027070,0.),\rvec3(-0.817194,-0.271096,0.),\rvec3(-0.705374,-0.668203,0.),\rvec3(0.977050,-0.108615,0.),\rvec3(0.063326,0.142369,0.),\rvec3(0.203528,0.214331,0.),\rvec3(-0.667531,0.326090,0.),\rvec3(-0.098422,-0.295755,0.),\rvec3(-0.885922,0.215369,0.),\rvec3(0.566637,0.605213,0.),\rvec3(0.039766,-0.396100,0.),\rvec3(0.751946,0.453352,0.),\rvec3(0.078707,-0.715323,0.),\rvec3(-0.075838,-0.529344,0.),\rvec3(0.724479,-0.580798,0.),\rvec3(0.222999,-0.215125,0.),\rvec3(-0.467574,-0.405438,0.),\rvec3(-0.248268,-0.814753,0.),\rvec3(0.354411,-0.887570,0.),\rvec3(0.175817,0.382366,0.),\rvec3(0.487472,-0.063082,0.),\rvec3(-0.084078,0.898312,0.),\rvec3(0.488876,-0.783441,0.),\rvec3(0.470016,0.217933,0.),\rvec3(-0.696890,-0.549791,0.),\rvec3(-0.149693,0.605762,0.),\rvec3(0.034211,0.979980,0.),\rvec3(0.503098,-0.308878,0.),\rvec3(-0.016205,-0.872921,0.),\rvec3(0.385784,-0.393902,0.),\rvec3(-0.146886,-0.859249,0.),\rvec3(0.643361,0.164098,0.),\rvec3(0.634388,-0.049471,0.),\rvec3(-0.688894,0.007843,0.),\rvec3(0.464034,-0.188818,0.),\rvec3(-0.440840,0.137486,0.),\rvec3(0.364483,0.511704,0.),\rvec3(0.034028,0.325968,0.),\rvec3(0.099094,-0.308023,0.),\rvec3(0.693960,-0.366253,0.),\rvec3(0.678884,-0.204688,0.),\rvec3(0.001801,0.780328,0.),\rvec3(0.145177,-0.898984,0.),\rvec3(0.062655,-0.611866,0.),\rvec3(0.315226,-0.604297,0.),\rvec3(-0.780145,0.486251,0.),\rvec3(-0.371868,0.882138,0.),\rvec3(0.200476,0.494430,0.),\rvec3(-0.494552,-0.711051,0.),\rvec3(0.612476,0.705252,0.),\rvec3(-0.578845,-0.768792,0.),\rvec3(-0.772454,-0.090976,0.),\rvec3(0.504440,0.372295,0.),\rvec3(0.155736,0.065157,0.),\rvec3(0.391522,0.849605,0.),\rvec3(-0.620106,-0.328104,0.),\rvec3(0.789239,-0.419965,0.),\rvec3(-0.545396,0.538133,0.),\rvec3(-0.178564,-0.596057,0.)\r);\r#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\rvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\rfloat blockerDepth=0.0;\rfloat sumBlockerDepth=0.0;\rfloat numBlocker=0.0;\rfor (int i=0; i<searchTapCount; i ++) {\rblockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;\rif (blockerDepth<depthMetric) {\rsumBlockerDepth+=blockerDepth;\rnumBlocker++;\r}\r}\rfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\rfloat AAOffset=shadowMapSizeInverse*10.;\rfloat penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);\rvec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);\rfloat random=getRand(vPositionFromLight.xy);\rfloat rotationAngle=random*3.1415926;\rvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\rfloat shadow=0.;\rfor (int i=0; i<pcfTapCount; i++) {\rvec4 offset=vec4(poissonSamplers[i],0.);\roffset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);\rshadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);\r}\rshadow/=float(pcfTapCount);\rshadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));\rshadow=mix(darkness,1.,shadow);\rif (numBlocker<1.0) {\rreturn 1.0;\r}\relse\r{\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r#define inline\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\r{\rif (depthMetric>1.0 || depthMetric<0.0) {\rreturn 1.0;\r}\relse\r{\rvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\rvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\ruvDepth.z=ZINCLIP;\rfloat blockerDepth=0.0;\rfloat sumBlockerDepth=0.0;\rfloat numBlocker=0.0;\rfor (int i=0; i<searchTapCount; i ++) {\rblockerDepth=TEXTUREFUNC(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0.).r;\rif (blockerDepth<depthMetric) {\rsumBlockerDepth+=blockerDepth;\rnumBlocker++;\r}\r}\rif (numBlocker<1.0) {\rreturn 1.0;\r}\relse\r{\rfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\rfloat AAOffset=shadowMapSizeInverse*10.;\rfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\rfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\rfloat random=getRand(vPositionFromLight.xy);\rfloat rotationAngle=random*3.1415926;\rvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\rfloat shadow=0.;\rfor (int i=0; i<pcfTapCount; i++) {\rvec3 offset=poissonSamplers[i];\roffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\rshadow+=TEXTUREFUNC(shadowSampler,uvDepth+offset*filterRadius,0.);\r}\rshadow/=float(pcfTapCount);\rshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\rshadow=mix(darkness,1.,shadow);\rreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\r}\r}\r}\r#define inline\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\r}\r#define inline\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\r}\r#define inline\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\r{\rreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\r}\r#define inline\nfloat computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#define inline\nfloat computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#define inline\nfloat computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\r{\rreturn computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
|
package/Shaders/fxaa.fragment.js
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
3
|
const name = "fxaaPixelShader";
|
|
4
|
-
const shader = `#if defined(WEBGL2) || defined(WEBGPU)
|
|
4
|
+
const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
|
|
5
5
|
#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
|
|
6
6
|
#else
|
|
7
7
|
#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"fxaa.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/fxaa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgNb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fxaaPixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\nuniform sampler2D textureSampler;\runiform vec2 texelSize;\rvarying vec2 vUV;\rvarying vec2 sampleCoordS;\rvarying vec2 sampleCoordE;\rvarying vec2 sampleCoordN;\rvarying vec2 sampleCoordW;\rvarying vec2 sampleCoordNW;\rvarying vec2 sampleCoordSE;\rvarying vec2 sampleCoordNE;\rvarying vec2 sampleCoordSW;\rconst float fxaaQualitySubpix=1.0;\rconst float fxaaQualityEdgeThreshold=0.166;\rconst float fxaaQualityEdgeThresholdMin=0.0833;\rconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\r#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\rvec2 posM;\rposM.x=vUV.x;\rposM.y=vUV.y;\rvec4 rgbyM=TEXTUREFUNC(textureSampler,vUV,0.0);\rfloat lumaM=FxaaLuma(rgbyM);\rfloat lumaS=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordS,0.0));\rfloat lumaE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordE,0.0));\rfloat lumaN=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordN,0.0));\rfloat lumaW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordW,0.0));\rfloat maxSM=max(lumaS,lumaM);\rfloat minSM=min(lumaS,lumaM);\rfloat maxESM=max(lumaE,maxSM);\rfloat minESM=min(lumaE,minSM);\rfloat maxWN=max(lumaN,lumaW);\rfloat minWN=min(lumaN,lumaW);\rfloat rangeMax=max(maxWN,maxESM);\rfloat rangeMin=min(minWN,minESM);\rfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\rfloat range=rangeMax-rangeMin;\rfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\r#ifndef MALI\nif(range<rangeMaxClamped) \r{\rgl_FragColor=rgbyM;\rreturn;\r}\r#endif\nfloat lumaNW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNW,0.0));\rfloat lumaSE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSE,0.0));\rfloat lumaNE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNE,0.0));\rfloat lumaSW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSW,0.0));\rfloat lumaNS=lumaN+lumaS;\rfloat lumaWE=lumaW+lumaE;\rfloat subpixRcpRange=1.0/range;\rfloat subpixNSWE=lumaNS+lumaWE;\rfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\rfloat edgeVert1=(-2.0*lumaM)+lumaWE;\rfloat lumaNESE=lumaNE+lumaSE;\rfloat lumaNWNE=lumaNW+lumaNE;\rfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\rfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\rfloat lumaNWSW=lumaNW+lumaSW;\rfloat lumaSWSE=lumaSW+lumaSE;\rfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\rfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\rfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\rfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\rfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\rfloat edgeVert=abs(edgeVert3)+edgeVert4;\rfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\rfloat lengthSign=texelSize.x;\rbool horzSpan=edgeHorz>=edgeVert;\rfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\rif (!horzSpan)\r{\rlumaN=lumaW;\r}\rif (!horzSpan) \r{\rlumaS=lumaE;\r}\rif (horzSpan) \r{\rlengthSign=texelSize.y;\r}\rfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\rfloat gradientN=lumaN-lumaM;\rfloat gradientS=lumaS-lumaM;\rfloat lumaNN=lumaN+lumaM;\rfloat lumaSS=lumaS+lumaM;\rbool pairN=abs(gradientN)>=abs(gradientS);\rfloat gradient=max(abs(gradientN),abs(gradientS));\rif (pairN)\r{\rlengthSign=-lengthSign;\r}\rfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\rvec2 posB;\rposB.x=posM.x;\rposB.y=posM.y;\rvec2 offNP;\roffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\roffNP.y=(horzSpan) ? 0.0 : texelSize.y;\rif (!horzSpan) \r{\rposB.x+=lengthSign*0.5;\r}\rif (horzSpan)\r{\rposB.y+=lengthSign*0.5;\r}\rvec2 posN;\rposN.x=posB.x-offNP.x*1.5;\rposN.y=posB.y-offNP.y*1.5;\rvec2 posP;\rposP.x=posB.x+offNP.x*1.5;\rposP.y=posB.y+offNP.y*1.5;\rfloat subpixD=((-2.0)*subpixC)+3.0;\rfloat lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN,0.0));\rfloat subpixE=subpixC*subpixC;\rfloat lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP,0.0));\rif (!pairN) \r{\rlumaNN=lumaSS;\r}\rfloat gradientScaled=gradient*1.0/4.0;\rfloat lumaMM=lumaM-lumaNN*0.5;\rfloat subpixF=subpixD*subpixE;\rbool lumaMLTZero=lumaMM<0.0;\rlumaEndN-=lumaNN*0.5;\rlumaEndP-=lumaNN*0.5;\rbool doneN=abs(lumaEndN)>=gradientScaled;\rbool doneP=abs(lumaEndP)>=gradientScaled;\rif (!doneN) \r{\rposN.x-=offNP.x*3.0;\r}\rif (!doneN) \r{\rposN.y-=offNP.y*3.0;\r}\rbool doneNP=(!doneN) || (!doneP);\rif (!doneP) \r{\rposP.x+=offNP.x*3.0;\r}\rif (!doneP)\r{\rposP.y+=offNP.y*3.0;\r}\rif (doneNP)\r{\rif (!doneN) lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN.xy,0.0));\rif (!doneP) lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP.xy,0.0));\rif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\rif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\rdoneN=abs(lumaEndN)>=gradientScaled;\rdoneP=abs(lumaEndP)>=gradientScaled;\rif (!doneN) posN.x-=offNP.x*12.0;\rif (!doneN) posN.y-=offNP.y*12.0;\rdoneNP=(!doneN) || (!doneP);\rif (!doneP) posP.x+=offNP.x*12.0;\rif (!doneP) posP.y+=offNP.y*12.0;\r}\rfloat dstN=posM.x-posN.x;\rfloat dstP=posP.x-posM.x;\rif (!horzSpan)\r{\rdstN=posM.y-posN.y;\r}\rif (!horzSpan) \r{\rdstP=posP.y-posM.y;\r}\rbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\rfloat spanLength=(dstP+dstN);\rbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\rfloat spanLengthRcp=1.0/spanLength;\rbool directionN=dstN<dstP;\rfloat dst=min(dstN,dstP);\rbool goodSpan=directionN ? goodSpanN : goodSpanP;\rfloat subpixG=subpixF*subpixF;\rfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\rfloat subpixH=subpixG*fxaaQualitySubpix;\rfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\rfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\rif (!horzSpan)\r{\rposM.x+=pixelOffsetSubpix*lengthSign;\r}\rif (horzSpan)\r{\rposM.y+=pixelOffsetSubpix*lengthSign;\r}\r#ifdef MALI\nif(range<rangeMaxClamped) \r{\rgl_FragColor=rgbyM;\r}\relse\r{\rgl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);\r}\r#else\ngl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fxaaPixelShader = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"fxaa.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/fxaa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgNb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fxaaPixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\nuniform sampler2D textureSampler;\runiform vec2 texelSize;\rvarying vec2 vUV;\rvarying vec2 sampleCoordS;\rvarying vec2 sampleCoordE;\rvarying vec2 sampleCoordN;\rvarying vec2 sampleCoordW;\rvarying vec2 sampleCoordNW;\rvarying vec2 sampleCoordSE;\rvarying vec2 sampleCoordNE;\rvarying vec2 sampleCoordSW;\rconst float fxaaQualitySubpix=1.0;\rconst float fxaaQualityEdgeThreshold=0.166;\rconst float fxaaQualityEdgeThresholdMin=0.0833;\rconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\r#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\rvec2 posM;\rposM.x=vUV.x;\rposM.y=vUV.y;\rvec4 rgbyM=TEXTUREFUNC(textureSampler,vUV,0.0);\rfloat lumaM=FxaaLuma(rgbyM);\rfloat lumaS=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordS,0.0));\rfloat lumaE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordE,0.0));\rfloat lumaN=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordN,0.0));\rfloat lumaW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordW,0.0));\rfloat maxSM=max(lumaS,lumaM);\rfloat minSM=min(lumaS,lumaM);\rfloat maxESM=max(lumaE,maxSM);\rfloat minESM=min(lumaE,minSM);\rfloat maxWN=max(lumaN,lumaW);\rfloat minWN=min(lumaN,lumaW);\rfloat rangeMax=max(maxWN,maxESM);\rfloat rangeMin=min(minWN,minESM);\rfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\rfloat range=rangeMax-rangeMin;\rfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\r#ifndef MALI\nif(range<rangeMaxClamped) \r{\rgl_FragColor=rgbyM;\rreturn;\r}\r#endif\nfloat lumaNW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNW,0.0));\rfloat lumaSE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSE,0.0));\rfloat lumaNE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNE,0.0));\rfloat lumaSW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSW,0.0));\rfloat lumaNS=lumaN+lumaS;\rfloat lumaWE=lumaW+lumaE;\rfloat subpixRcpRange=1.0/range;\rfloat subpixNSWE=lumaNS+lumaWE;\rfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\rfloat edgeVert1=(-2.0*lumaM)+lumaWE;\rfloat lumaNESE=lumaNE+lumaSE;\rfloat lumaNWNE=lumaNW+lumaNE;\rfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\rfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\rfloat lumaNWSW=lumaNW+lumaSW;\rfloat lumaSWSE=lumaSW+lumaSE;\rfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\rfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\rfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\rfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\rfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\rfloat edgeVert=abs(edgeVert3)+edgeVert4;\rfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\rfloat lengthSign=texelSize.x;\rbool horzSpan=edgeHorz>=edgeVert;\rfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\rif (!horzSpan)\r{\rlumaN=lumaW;\r}\rif (!horzSpan) \r{\rlumaS=lumaE;\r}\rif (horzSpan) \r{\rlengthSign=texelSize.y;\r}\rfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\rfloat gradientN=lumaN-lumaM;\rfloat gradientS=lumaS-lumaM;\rfloat lumaNN=lumaN+lumaM;\rfloat lumaSS=lumaS+lumaM;\rbool pairN=abs(gradientN)>=abs(gradientS);\rfloat gradient=max(abs(gradientN),abs(gradientS));\rif (pairN)\r{\rlengthSign=-lengthSign;\r}\rfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\rvec2 posB;\rposB.x=posM.x;\rposB.y=posM.y;\rvec2 offNP;\roffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\roffNP.y=(horzSpan) ? 0.0 : texelSize.y;\rif (!horzSpan) \r{\rposB.x+=lengthSign*0.5;\r}\rif (horzSpan)\r{\rposB.y+=lengthSign*0.5;\r}\rvec2 posN;\rposN.x=posB.x-offNP.x*1.5;\rposN.y=posB.y-offNP.y*1.5;\rvec2 posP;\rposP.x=posB.x+offNP.x*1.5;\rposP.y=posB.y+offNP.y*1.5;\rfloat subpixD=((-2.0)*subpixC)+3.0;\rfloat lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN,0.0));\rfloat subpixE=subpixC*subpixC;\rfloat lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP,0.0));\rif (!pairN) \r{\rlumaNN=lumaSS;\r}\rfloat gradientScaled=gradient*1.0/4.0;\rfloat lumaMM=lumaM-lumaNN*0.5;\rfloat subpixF=subpixD*subpixE;\rbool lumaMLTZero=lumaMM<0.0;\rlumaEndN-=lumaNN*0.5;\rlumaEndP-=lumaNN*0.5;\rbool doneN=abs(lumaEndN)>=gradientScaled;\rbool doneP=abs(lumaEndP)>=gradientScaled;\rif (!doneN) \r{\rposN.x-=offNP.x*3.0;\r}\rif (!doneN) \r{\rposN.y-=offNP.y*3.0;\r}\rbool doneNP=(!doneN) || (!doneP);\rif (!doneP) \r{\rposP.x+=offNP.x*3.0;\r}\rif (!doneP)\r{\rposP.y+=offNP.y*3.0;\r}\rif (doneNP)\r{\rif (!doneN) lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN.xy,0.0));\rif (!doneP) lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP.xy,0.0));\rif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\rif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\rdoneN=abs(lumaEndN)>=gradientScaled;\rdoneP=abs(lumaEndP)>=gradientScaled;\rif (!doneN) posN.x-=offNP.x*12.0;\rif (!doneN) posN.y-=offNP.y*12.0;\rdoneNP=(!doneN) || (!doneP);\rif (!doneP) posP.x+=offNP.x*12.0;\rif (!doneP) posP.y+=offNP.y*12.0;\r}\rfloat dstN=posM.x-posN.x;\rfloat dstP=posP.x-posM.x;\rif (!horzSpan)\r{\rdstN=posM.y-posN.y;\r}\rif (!horzSpan) \r{\rdstP=posP.y-posM.y;\r}\rbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\rfloat spanLength=(dstP+dstN);\rbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\rfloat spanLengthRcp=1.0/spanLength;\rbool directionN=dstN<dstP;\rfloat dst=min(dstN,dstP);\rbool goodSpan=directionN ? goodSpanN : goodSpanP;\rfloat subpixG=subpixF*subpixF;\rfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\rfloat subpixH=subpixG*fxaaQualitySubpix;\rfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\rfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\rif (!horzSpan)\r{\rposM.x+=pixelOffsetSubpix*lengthSign;\r}\rif (horzSpan)\r{\rposM.y+=pixelOffsetSubpix*lengthSign;\r}\r#ifdef MALI\nif(range<rangeMaxClamped) \r{\rgl_FragColor=rgbyM;\r}\relse\r{\rgl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);\r}\r#else\ngl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fxaaPixelShader = { name, shader };\n"]}
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
3
|
const name = "spriteMapPixelShader";
|
|
4
|
-
const shader = `#if defined(WEBGL2) || defined(WEBGPU)
|
|
4
|
+
const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
|
|
5
5
|
#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
|
|
6
6
|
#else
|
|
7
7
|
#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapPixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\nprecision highp float;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\runiform float time;\runiform float spriteCount;\runiform sampler2D spriteSheet;\runiform vec2 spriteMapSize;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform sampler2D frameMap;\runiform sampler2D tileMaps[LAYERS];\runiform sampler2D animationMap;\runiform vec3 colorMul;\rfloat mt;\rconst float fdStep=1./4.;\rconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\rmat4 getFrameData(float frameID){\rfloat fX=frameID/spriteCount;\rreturn mat4(\rtexture2D(frameMap,vec2(fX,0.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*1.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*2.),0.),\rvec4(0.)\r);\r}\rvoid main(){\rvec4 color=vec4(0.);\rvec2 tileUV=fract(tUV);\r#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\r#endif\nvec2 tileID=floor(tUV);\rvec2 sheetUnits=1./spriteMapSize;\rfloat spriteUnits=1./spriteCount;\rvec2 stageUnits=1./stageSize;\rfor(int i=0; i<LAYERS; i++) {\rfloat frameID;\r#define LAYER_ID_SWITCH\nvec4 animationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\rif(animationData.y>0.) {\rmt=mod(time*animationData.z,1.0);\rfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\rif(animationData.y>mt){\rframeID=animationData.x;\rbreak;\r}\ranimationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\r}\r}\rmat4 frameData=getFrameData(frameID+0.5);\rvec2 frameSize=(frameData[0].zw)/spriteMapSize;\rvec2 offset=frameData[0].xy*sheetUnits;\rvec2 ratio=frameData[2].xy/frameData[0].zw;\rif (frameData[2].z==1.){\rtileUV.xy=tileUV.yx;\r}\rvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\rif (i==0){\rcolor=nc;\r} else {\rfloat alpha=min(color.a+nc.a,1.0);\rvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\rcolor=vec4(mixed,alpha);\r}\r}\rcolor.xyz*=colorMul;\rgl_FragColor=color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spriteMapPixelShader = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapPixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\nprecision highp float;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\runiform float time;\runiform float spriteCount;\runiform sampler2D spriteSheet;\runiform vec2 spriteMapSize;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform sampler2D frameMap;\runiform sampler2D tileMaps[LAYERS];\runiform sampler2D animationMap;\runiform vec3 colorMul;\rfloat mt;\rconst float fdStep=1./4.;\rconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\rmat4 getFrameData(float frameID){\rfloat fX=frameID/spriteCount;\rreturn mat4(\rtexture2D(frameMap,vec2(fX,0.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*1.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*2.),0.),\rvec4(0.)\r);\r}\rvoid main(){\rvec4 color=vec4(0.);\rvec2 tileUV=fract(tUV);\r#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\r#endif\nvec2 tileID=floor(tUV);\rvec2 sheetUnits=1./spriteMapSize;\rfloat spriteUnits=1./spriteCount;\rvec2 stageUnits=1./stageSize;\rfor(int i=0; i<LAYERS; i++) {\rfloat frameID;\r#define LAYER_ID_SWITCH\nvec4 animationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\rif(animationData.y>0.) {\rmt=mod(time*animationData.z,1.0);\rfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\rif(animationData.y>mt){\rframeID=animationData.x;\rbreak;\r}\ranimationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\r}\r}\rmat4 frameData=getFrameData(frameID+0.5);\rvec2 frameSize=(frameData[0].zw)/spriteMapSize;\rvec2 offset=frameData[0].xy*sheetUnits;\rvec2 ratio=frameData[2].xy/frameData[0].zw;\rif (frameData[2].z==1.){\rtileUV.xy=tileUV.yx;\r}\rvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\rif (i==0){\rcolor=nc;\r} else {\rfloat alpha=min(color.a+nc.a,1.0);\rvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\rcolor=vec4(mixed,alpha);\r}\r}\rcolor.xyz*=colorMul;\rgl_FragColor=color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spriteMapPixelShader = { name, shader };\n"]}
|