@babylonjs/core 5.30.0 → 5.31.1
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/Animations/animatable.d.ts +1 -0
- package/Animations/animatable.js +7 -0
- package/Animations/animatable.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +2 -2
- package/Cameras/cameraInputsManager.js +5 -4
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +17 -0
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.views.js +2 -2
- package/Engines/Extensions/engine.views.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/Extensions/engine.rawTexture.js +3 -0
- package/Engines/WebGPU/Extensions/engine.rawTexture.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 +6 -4
- 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 +40 -11
- 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 +5 -3
- package/Meshes/mesh.js +30 -19
- 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/PostProcesses/motionBlurPostProcess.js +7 -5
- package/PostProcesses/motionBlurPostProcess.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/motionBlur.fragment.js +2 -2
- package/Shaders/motionBlur.fragment.js.map +1 -1
- package/Shaders/shadowMap.fragment.js +6 -4
- package/Shaders/shadowMap.fragment.js.map +1 -1
- package/Shaders/shadowMap.vertex.js +2 -2
- package/Shaders/shadowMap.vertex.js.map +1 -1
- package/Shaders/spriteMap.fragment.js +1 -1
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/XR/webXRCamera.js +2 -0
- package/XR/webXRCamera.js.map +1 -1
- package/assetContainer.js +2 -2
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
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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
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+
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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"]}
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import { __decorate } from "../tslib.es6.js";
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import { Logger } from "../Misc/logger.js";
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import { Matrix, Vector2 } from "../Maths/math.vector.js";
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import { Matrix, TmpVectors, Vector2 } from "../Maths/math.vector.js";
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import { PostProcess } from "./postProcess.js";
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import { GeometryBufferRenderer } from "../Rendering/geometryBufferRenderer.js";
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@@ -37,7 +37,7 @@ export class MotionBlurPostProcess extends PostProcess {
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* @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)
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*/
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constructor(name, scene, options, camera, samplingMode, engine, reusable, textureType = 0, blockCompilation = false, forceGeometryBuffer = false) {
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super(name, "motionBlur", ["motionStrength", "motionScale", "screenSize", "inverseViewProjection", "prevViewProjection"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0\n#define OBJECT_BASED", textureType, undefined, null, blockCompilation);
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super(name, "motionBlur", ["motionStrength", "motionScale", "screenSize", "inverseViewProjection", "prevViewProjection", "projection"], ["velocitySampler", "depthSampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0\n#define OBJECT_BASED", textureType, undefined, null, blockCompilation);
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/**
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* Defines how much the image is blurred by the movement. Default value is equal to 1
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*/
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@@ -188,7 +188,7 @@ export class MotionBlurPostProcess extends PostProcess {
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}
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else {
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this._invViewProjection = Matrix.Identity();
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this._previousViewProjection =
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this._previousViewProjection = this._scene.getTransformMatrix().clone();
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if (this._prePassRenderer && this._prePassEffectConfiguration) {
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this._prePassEffectConfiguration.texturesRequired[0] = 5;
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}
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@@ -217,11 +217,13 @@ export class MotionBlurPostProcess extends PostProcess {
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* @param effect
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*/
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_onApplyScreenBased(effect) {
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const viewProjection =
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const viewProjection = TmpVectors.Matrix[0];
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viewProjection.copyFrom(this._scene.getTransformMatrix());
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viewProjection.invertToRef(this._invViewProjection);
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effect.setMatrix("inverseViewProjection", this._invViewProjection);
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effect.setMatrix("prevViewProjection", this._previousViewProjection);
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this._previousViewProjection
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this._previousViewProjection.copyFrom(viewProjection);
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effect.setMatrix("projection", this._scene.getProjectionMatrix());
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effect.setVector2("screenSize", new Vector2(this.width, this.height));
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effect.setFloat("motionScale", this._scene.getAnimationRatio());
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effect.setFloat("motionStrength", this.motionStrength);
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@@ -1 +1 @@
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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Matrix, Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { MotionBlurConfiguration } from \"../Rendering/motionBlurConfiguration\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\n\r\nimport \"../Animations/animatable\";\r\nimport \"../Rendering/geometryBufferRendererSceneComponent\";\r\nimport \"../Shaders/motionBlur.fragment\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.\r\n * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.\r\n * As an example, all you have to do is to create the post-process:\r\n * var mb = new BABYLON.MotionBlurPostProcess(\r\n * 'mb', // The name of the effect.\r\n * scene, // The scene containing the objects to blur according to their velocity.\r\n * 1.0, // The required width/height ratio to downsize to before computing the render pass.\r\n * camera // The camera to apply the render pass to.\r\n * );\r\n * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.\r\n */\r\nexport class MotionBlurPostProcess extends PostProcess {\r\n /**\r\n * Defines how much the image is blurred by the movement. Default value is equal to 1\r\n */\r\n @serialize()\r\n public motionStrength: number = 1;\r\n\r\n /**\r\n * Gets the number of iterations are used for motion blur quality. Default value is equal to 32\r\n */\r\n @serialize()\r\n public get motionBlurSamples(): number {\r\n return this._motionBlurSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of iterations to be used for motion blur quality\r\n */\r\n public set motionBlurSamples(samples: number) {\r\n this._motionBlurSamples = samples;\r\n this._updateEffect();\r\n }\r\n\r\n private _motionBlurSamples: number = 32;\r\n\r\n /**\r\n * Gets whether or not the motion blur post-process is in object based mode.\r\n */\r\n @serialize()\r\n public get isObjectBased(): boolean {\r\n return this._isObjectBased;\r\n }\r\n\r\n /**\r\n * Sets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public set isObjectBased(value: boolean) {\r\n if (this._isObjectBased === value) {\r\n return;\r\n }\r\n\r\n this._isObjectBased = value;\r\n this._applyMode();\r\n }\r\n\r\n private _isObjectBased: boolean = true;\r\n\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n private _invViewProjection: Nullable<Matrix> = null;\r\n private _previousViewProjection: Nullable<Matrix> = null;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"MotionBlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"MotionBlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance MotionBlurPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to blur according to their velocity.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: true)\r\n * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false,\r\n forceGeometryBuffer = false\r\n ) {\r\n super(\r\n name,\r\n \"motionBlur\",\r\n [\"motionStrength\", \"motionScale\", \"screenSize\", \"inverseViewProjection\", \"prevViewProjection\"],\r\n [\"velocitySampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define GEOMETRY_SUPPORTED\\n#define SAMPLES 64.0\\n#define OBJECT_BASED\",\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n\r\n if (this._geometryBufferRenderer) {\r\n this._geometryBufferRenderer.enableVelocity = true;\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.markAsDirty();\r\n this._prePassEffectConfiguration = new MotionBlurConfiguration();\r\n }\r\n }\r\n\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n if (this._geometryBufferRenderer) {\r\n // Clear previous transformation matrices dictionary used to compute objects velocities\r\n this._geometryBufferRenderer._previousTransformationMatrices = {};\r\n this._geometryBufferRenderer._previousBonesTransformationMatrices = {};\r\n this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity = [];\r\n }\r\n\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Called on the mode changed (object based or screen based).\r\n */\r\n private _applyMode(): void {\r\n if (!this._geometryBufferRenderer && !this._prePassRenderer) {\r\n // We can't get a velocity or depth texture. So, work as a passthrough.\r\n Logger.Warn(\"Multiple Render Target support needed to compute object based motion blur\");\r\n return this.updateEffect();\r\n }\r\n\r\n this._updateEffect();\r\n\r\n this._invViewProjection = null;\r\n this._previousViewProjection = null;\r\n\r\n if (this.isObjectBased) {\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_VELOCITY_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyObjectBased(effect);\r\n } else {\r\n this._invViewProjection = Matrix.Identity();\r\n this._previousViewProjection = Matrix.Identity();\r\n\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_DEPTH_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyScreenBased(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in object based mode.\r\n * @param effect\r\n */\r\n private _onApplyObjectBased(effect: Effect): void {\r\n effect.setVector2(\"screenSize\", new Vector2(this.width, this.height));\r\n\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (this._geometryBufferRenderer) {\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n } else if (this._prePassRenderer) {\r\n const velocityIndex = this._prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._prePassRenderer.getRenderTarget().textures[velocityIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in screen based mode.\r\n * @param effect\r\n */\r\n private _onApplyScreenBased(effect: Effect): void {\r\n const viewProjection = this._scene.getProjectionMatrix().multiply(this._scene.getViewMatrix());\r\n\r\n viewProjection.invertToRef(this._invViewProjection!);\r\n effect.setMatrix(\"inverseViewProjection\", this._invViewProjection!);\r\n\r\n effect.setMatrix(\"prevViewProjection\", this._previousViewProjection!);\r\n this._previousViewProjection = viewProjection;\r\n\r\n effect.setVector2(\"screenSize\", new Vector2(this.width, this.height));\r\n\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (this._geometryBufferRenderer) {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n } else if (this._prePassRenderer) {\r\n const depthIndex = this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[depthIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect must be updated (changed mode, samples count, etc.).\r\n */\r\n private _updateEffect(): void {\r\n if (this._geometryBufferRenderer || this._prePassRenderer) {\r\n const defines: string[] = [\r\n \"#define GEOMETRY_SUPPORTED\",\r\n \"#define SAMPLES \" + this._motionBlurSamples.toFixed(1),\r\n this._isObjectBased ? \"#define OBJECT_BASED\" : \"#define SCREEN_BASED\",\r\n ];\r\n\r\n this.updateEffect(defines.join(\"\\n\"));\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<MotionBlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new MotionBlurPostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MotionBlurPostProcess\", MotionBlurPostProcess);\r\n"]}
|
|
1
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+
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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Matrix, TmpVectors, Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { MotionBlurConfiguration } from \"../Rendering/motionBlurConfiguration\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\n\r\nimport \"../Animations/animatable\";\r\nimport \"../Rendering/geometryBufferRendererSceneComponent\";\r\nimport \"../Shaders/motionBlur.fragment\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.\r\n * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.\r\n * As an example, all you have to do is to create the post-process:\r\n * var mb = new BABYLON.MotionBlurPostProcess(\r\n * 'mb', // The name of the effect.\r\n * scene, // The scene containing the objects to blur according to their velocity.\r\n * 1.0, // The required width/height ratio to downsize to before computing the render pass.\r\n * camera // The camera to apply the render pass to.\r\n * );\r\n * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.\r\n */\r\nexport class MotionBlurPostProcess extends PostProcess {\r\n /**\r\n * Defines how much the image is blurred by the movement. Default value is equal to 1\r\n */\r\n @serialize()\r\n public motionStrength: number = 1;\r\n\r\n /**\r\n * Gets the number of iterations are used for motion blur quality. Default value is equal to 32\r\n */\r\n @serialize()\r\n public get motionBlurSamples(): number {\r\n return this._motionBlurSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of iterations to be used for motion blur quality\r\n */\r\n public set motionBlurSamples(samples: number) {\r\n this._motionBlurSamples = samples;\r\n this._updateEffect();\r\n }\r\n\r\n private _motionBlurSamples: number = 32;\r\n\r\n /**\r\n * Gets whether or not the motion blur post-process is in object based mode.\r\n */\r\n @serialize()\r\n public get isObjectBased(): boolean {\r\n return this._isObjectBased;\r\n }\r\n\r\n /**\r\n * Sets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public set isObjectBased(value: boolean) {\r\n if (this._isObjectBased === value) {\r\n return;\r\n }\r\n\r\n this._isObjectBased = value;\r\n this._applyMode();\r\n }\r\n\r\n private _isObjectBased: boolean = true;\r\n\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n private _invViewProjection: Nullable<Matrix> = null;\r\n private _previousViewProjection: Nullable<Matrix> = null;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"MotionBlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"MotionBlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance MotionBlurPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to blur according to their velocity.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: true)\r\n * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false,\r\n forceGeometryBuffer = false\r\n ) {\r\n super(\r\n name,\r\n \"motionBlur\",\r\n [\"motionStrength\", \"motionScale\", \"screenSize\", \"inverseViewProjection\", \"prevViewProjection\", \"projection\"],\r\n [\"velocitySampler\", \"depthSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define GEOMETRY_SUPPORTED\\n#define SAMPLES 64.0\\n#define OBJECT_BASED\",\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n\r\n if (this._geometryBufferRenderer) {\r\n this._geometryBufferRenderer.enableVelocity = true;\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.markAsDirty();\r\n this._prePassEffectConfiguration = new MotionBlurConfiguration();\r\n }\r\n }\r\n\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n if (this._geometryBufferRenderer) {\r\n // Clear previous transformation matrices dictionary used to compute objects velocities\r\n this._geometryBufferRenderer._previousTransformationMatrices = {};\r\n this._geometryBufferRenderer._previousBonesTransformationMatrices = {};\r\n this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity = [];\r\n }\r\n\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Called on the mode changed (object based or screen based).\r\n */\r\n private _applyMode(): void {\r\n if (!this._geometryBufferRenderer && !this._prePassRenderer) {\r\n // We can't get a velocity or depth texture. So, work as a passthrough.\r\n Logger.Warn(\"Multiple Render Target support needed to compute object based motion blur\");\r\n return this.updateEffect();\r\n }\r\n\r\n this._updateEffect();\r\n\r\n this._invViewProjection = null;\r\n this._previousViewProjection = null;\r\n\r\n if (this.isObjectBased) {\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_VELOCITY_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyObjectBased(effect);\r\n } else {\r\n this._invViewProjection = Matrix.Identity();\r\n this._previousViewProjection = this._scene.getTransformMatrix().clone();\r\n\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_DEPTH_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyScreenBased(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in object based mode.\r\n * @param effect\r\n */\r\n private _onApplyObjectBased(effect: Effect): void {\r\n effect.setVector2(\"screenSize\", new Vector2(this.width, this.height));\r\n\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (this._geometryBufferRenderer) {\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n } else if (this._prePassRenderer) {\r\n const velocityIndex = this._prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._prePassRenderer.getRenderTarget().textures[velocityIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in screen based mode.\r\n * @param effect\r\n */\r\n private _onApplyScreenBased(effect: Effect): void {\r\n const viewProjection = TmpVectors.Matrix[0];\r\n viewProjection.copyFrom(this._scene.getTransformMatrix());\r\n\r\n viewProjection.invertToRef(this._invViewProjection!);\r\n effect.setMatrix(\"inverseViewProjection\", this._invViewProjection!);\r\n\r\n effect.setMatrix(\"prevViewProjection\", this._previousViewProjection!);\r\n this._previousViewProjection!.copyFrom(viewProjection);\r\n\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n effect.setVector2(\"screenSize\", new Vector2(this.width, this.height));\r\n\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (this._geometryBufferRenderer) {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n } else if (this._prePassRenderer) {\r\n const depthIndex = this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[depthIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect must be updated (changed mode, samples count, etc.).\r\n */\r\n private _updateEffect(): void {\r\n if (this._geometryBufferRenderer || this._prePassRenderer) {\r\n const defines: string[] = [\r\n \"#define GEOMETRY_SUPPORTED\",\r\n \"#define SAMPLES \" + this._motionBlurSamples.toFixed(1),\r\n this._isObjectBased ? \"#define OBJECT_BASED\" : \"#define SCREEN_BASED\",\r\n ];\r\n\r\n this.updateEffect(defines.join(\"\\n\"));\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<MotionBlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new MotionBlurPostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MotionBlurPostProcess\", MotionBlurPostProcess);\r\n"]}
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@@ -3,11 +3,11 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "hdrFilteringFunctions";
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const shader = `#ifdef NUM_SAMPLES
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#if defined(WEBGL2) || defined(WEBGPU)
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#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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float radicalInverse_VdC(uint bits)
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float vanDerCorpus(int n,int base)
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float log4(float x) {
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vec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
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vec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
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vec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
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-
{"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"]}
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{"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"]}
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@@ -6,10 +6,10 @@ const shader = `const float PI=3.1415926535897932384626433832795;
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#define maxEps(x) max(x,Epsilon)
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#define saturateEps(x) clamp(x,Epsilon,1.0)
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mat3 transposeMat3(mat3 inMatrix) {
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vec3 toLinearSpaceExact(vec3 color)
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vec3 toLinearSpaceExact(vec3 color)
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return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));
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return
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}
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}
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return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));
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return
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}
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@@ -1 +1 @@
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{"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"]}
|
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1
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+
{"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"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "mrtFragmentDeclaration";
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const shader = `#if defined(WEBGL2) || defined(WEBGPU)
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const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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layout(location=0) out vec4 glFragData[{X}];
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#endif
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`;
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{"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"]}
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{"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"]}
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "shadowsFragmentFunctions";
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const shader = `#ifdef SHADOWS
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#if defined(WEBGL2) || defined(WEBGPU)
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#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
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#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)
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@@ -25,7 +25,7 @@ float esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.
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float computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)
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float shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));
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float shadowMapSample=textureCube(shadowSampler,directionToLight).x;
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float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);
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float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);
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#define inline
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float computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)
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float shadow=unpack(texture2D(shadowSampler,uvLayer));
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@@ -52,7 +52,7 @@ float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),dar
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#else
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#define ZINCLIP uvDepth.z
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#endif
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#if defined(WEBGL2) || defined(WEBGPU)
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#define GREATEST_LESS_THAN_ONE 0.99999994
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#define inline
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float computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)
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{"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"]}
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{"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"]}
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package/Shaders/fxaa.fragment.js
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "fxaaPixelShader";
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const shader = `#if defined(WEBGL2) || defined(WEBGPU)
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const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
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#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)
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{"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"]}
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1
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+
{"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"]}
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@@ -3,12 +3,12 @@ import { ShaderStore } from "../Engines/shaderStore.js";
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3
3
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const name = "motionBlurPixelShader";
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4
4
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const shader = `varying vec2 vUV;
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5
5
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uniform sampler2D velocitySampler;
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6
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-
uniform sampler2D depthSampler;
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+
uniform sampler2D depthSampler;
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7
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void)
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9
9
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#ifdef OBJECT_BASED
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vec2 texelSize=1.0/screenSize;
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11
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-
vec2 texelSize=1.0/screenSize;
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11
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+
vec2 texelSize=1.0/screenSize;
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12
12
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#else
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gl_FragColor=texture2D(textureSampler,vUV);
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14
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}
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