@babylonjs/core 6.11.0 → 6.11.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (35) hide show
  1. package/Culling/ray.js +2 -2
  2. package/Culling/ray.js.map +1 -1
  3. package/Engines/thinEngine.js +2 -2
  4. package/Engines/thinEngine.js.map +1 -1
  5. package/Materials/PBR/pbrBaseMaterial.d.ts +5 -0
  6. package/Materials/PBR/pbrBaseMaterial.js +6 -1
  7. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  8. package/Materials/PBR/pbrMaterial.d.ts +4 -0
  9. package/Materials/PBR/pbrMaterial.js +8 -0
  10. package/Materials/PBR/pbrMaterial.js.map +1 -1
  11. package/Materials/greasedLinePluginMaterial.d.ts +129 -41
  12. package/Materials/greasedLinePluginMaterial.js +190 -114
  13. package/Materials/greasedLinePluginMaterial.js.map +1 -1
  14. package/Materials/materialHelper.d.ts +2 -1
  15. package/Materials/materialHelper.js +3 -1
  16. package/Materials/materialHelper.js.map +1 -1
  17. package/Materials/standardMaterial.d.ts +6 -0
  18. package/Materials/standardMaterial.js +9 -1
  19. package/Materials/standardMaterial.js.map +1 -1
  20. package/Meshes/Builders/greasedLineBuilder.d.ts +45 -1
  21. package/Meshes/Builders/greasedLineBuilder.js +59 -20
  22. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  23. package/Meshes/greasedLineMesh.d.ts +24 -11
  24. package/Meshes/greasedLineMesh.js +64 -24
  25. package/Meshes/greasedLineMesh.js.map +1 -1
  26. package/Misc/greasedLineTools.d.ts +11 -2
  27. package/Misc/greasedLineTools.js +18 -5
  28. package/Misc/greasedLineTools.js.map +1 -1
  29. package/Particles/gpuParticleSystem.js +1 -1
  30. package/Particles/gpuParticleSystem.js.map +1 -1
  31. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +5 -0
  32. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  33. package/Shaders/default.fragment.js +4 -1
  34. package/Shaders/default.fragment.js.map +1 -1
  35. package/package.json +2 -2
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,iBAAiB,CAAC;AAEzB,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,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\";\nimport \"./decalFragment\";\n\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\r{\rvec3 surfaceAlbedo;\rfloat alpha;\r};\r#define pbr_inline\nvoid albedoOpacityBlock(\rin vec4 vAlbedoColor,\r#ifdef ALBEDO\nin vec4 albedoTexture,\rin vec2 albedoInfos,\r#endif\n#ifdef OPACITY\nin vec4 opacityMap,\rin vec2 vOpacityInfos,\r#endif\n#ifdef DETAIL\nin vec4 detailColor,\rin vec4 vDetailInfos,\r#endif\n#ifdef DECAL\nin vec4 decalColor,\rin vec4 vDecalInfos,\r#endif\nout albedoOpacityOutParams outParams\r)\r{\rvec3 surfaceAlbedo=vAlbedoColor.rgb;\rfloat alpha=vAlbedoColor.a;\r#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\r#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\r#else\nsurfaceAlbedo*=albedoTexture.rgb;\r#endif\nsurfaceAlbedo*=albedoInfos.y;\r#endif\n#include<decalFragment>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nsurfaceAlbedo*=vColor.rgb;\r#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\rsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\r#else\nalpha*=opacityMap.a;\r#endif\nalpha*=vOpacityInfos.y;\r#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST \n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\rdiscard;\r#endif\n#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\routParams.alpha=alpha;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAlbedoOpacity = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,iBAAiB,CAAC;AAEzB,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Ed,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\";\nimport \"./decalFragment\";\n\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\r{\rvec3 surfaceAlbedo;\rfloat alpha;\r};\r#define pbr_inline\nvoid albedoOpacityBlock(\rin vec4 vAlbedoColor,\r#ifdef ALBEDO\nin vec4 albedoTexture,\rin vec2 albedoInfos,\r#endif\n#ifdef OPACITY\nin vec4 opacityMap,\rin vec2 vOpacityInfos,\r#endif\n#ifdef DETAIL\nin vec4 detailColor,\rin vec4 vDetailInfos,\r#endif\n#ifdef DECAL\nin vec4 decalColor,\rin vec4 vDecalInfos,\r#endif\nout albedoOpacityOutParams outParams\r)\r{\rvec3 surfaceAlbedo=vAlbedoColor.rgb;\rfloat alpha=vAlbedoColor.a;\r#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\r#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\r#else\nsurfaceAlbedo*=albedoTexture.rgb;\r#endif\nsurfaceAlbedo*=albedoInfos.y;\r#endif\n#ifndef DECAL_AFTER_DETAIL\n#include<decalFragment>\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nsurfaceAlbedo*=vColor.rgb;\r#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\rsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \r#endif\n#ifdef DECAL_AFTER_DETAIL\n#include<decalFragment>\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\r#else\nalpha*=opacityMap.a;\r#endif\nalpha*=vOpacityInfos.y;\r#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST \n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\rdiscard;\r#endif\n#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\routParams.alpha=alpha;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAlbedoOpacity = { name, shader };\n"]}
@@ -98,7 +98,7 @@ if (baseColor.a<alphaCutOff)
98
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  alpha*=baseColor.a;
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  #define CUSTOM_FRAGMENT_UPDATE_ALPHA
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  baseColor.rgb*=vDiffuseInfos.y;
101
- #ifdef DECAL
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+ #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
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  vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
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  #endif
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  #include<depthPrePass>
@@ -106,6 +106,9 @@ vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
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  baseColor.rgb*=vColor.rgb;
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  #ifdef DETAIL
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  baseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);
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+ #if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
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+ vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
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+ #endif
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  #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
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  vec3 baseAmbientColor=vec3(1.,1.,1.);
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  baseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;
@@ -1 +1 @@
1
- {"version":3,"file":"default.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/default.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AACvC,OAAO,gCAAgC,CAAC;AACxC,OAAO,+BAA+B,CAAC;AACvC,OAAO,gCAAgC,CAAC;AACxC,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\r#else\nuniform sampler2D refraction2DSampler;\r#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\r#else\nuniform sampler2D reflection2DSampler;\r#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\r#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\r#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\r#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\rdiscard;\r#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\r#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\r#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\r#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\r#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\r#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularColor=vSpecularColor.rgb;\r#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\rspecularColor=specularMapColor.rgb;\r#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\r#endif\n#endif\n#else\nfloat glossiness=0.;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\r#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\r#endif\nfloat shadow=1.;\r#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\r#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\r#endif\nlightmapColor.rgb*=vLightmapInfos.y;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec4 refractionColor=vec4(0.,0.,0.,1.);\r#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\r#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\r#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\rvec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);\rif (dot(refractionVector,viewDirectionW)<1.0) {\rrefractionColor=refractionLookup;\r}\r#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\rvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\rrefractionCoords.y=1.0-refractionCoords.y;\rrefractionColor=texture2D(refraction2DSampler,refractionCoords);\r#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\r#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\r#endif\nrefractionColor.rgb*=vRefractionInfos.x;\r#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\r#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\r#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\r#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\r#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\r#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\r#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\r#endif\n#else\nvec2 coords=vReflectionUVW.xy;\r#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\r#endif\ncoords.y=1.0-coords.y;\rreflectionColor=texture2D(reflection2DSampler,coords);\r#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\r#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\r#endif\nreflectionColor.rgb*=vReflectionInfos.x;\r#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\r#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\r#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\r#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\r#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\rrefractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\r#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\r#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\ralpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\r#else\nalpha*=opacityMap.a*vOpacityInfos.y;\r#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\ralpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\r#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\rdiscard;\r#endif\n#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\r#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\r#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\remissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\r#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\rdiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\r#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\r#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\r#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\r#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\r#endif\n#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\r#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\r#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\r#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\r#else\ncolor.rgb+=lightmapColor.rgb;\r#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\r#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\r#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\rcolor=applyImageProcessing(color);\r#endif\n#endif\ncolor.a*=visibility;\r#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\r#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\rgl_FragData[0]=color; \r#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\r#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\r#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo); \r#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \r#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\r#endif\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,1.0)*writeGeometryInfo;\r#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\r#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\rfrontColor.rgb+=color.rgb*color.a*alphaMultiplier;\rfrontColor.a=1.0-alphaMultiplier*(1.0-color.a);\r} else {\rbackColor+=color;\r}\r#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultPixelShader = { name, shader };\n"]}
1
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{"version":3,"file":"default.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/default.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AACvC,OAAO,gCAAgC,CAAC;AACxC,OAAO,+BAA+B,CAAC;AACvC,OAAO,gCAAgC,CAAC;AACxC,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\r#else\nuniform sampler2D refraction2DSampler;\r#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\r#else\nuniform sampler2D reflection2DSampler;\r#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\r#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\r#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\r#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\rdiscard;\r#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\r#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\r#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\r#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\r#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\r#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\r#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularColor=vSpecularColor.rgb;\r#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\rspecularColor=specularMapColor.rgb;\r#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\r#endif\n#endif\n#else\nfloat glossiness=0.;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\r#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\r#endif\nfloat shadow=1.;\r#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\r#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\r#endif\nlightmapColor.rgb*=vLightmapInfos.y;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec4 refractionColor=vec4(0.,0.,0.,1.);\r#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\r#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\r#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\rvec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);\rif (dot(refractionVector,viewDirectionW)<1.0) {\rrefractionColor=refractionLookup;\r}\r#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\rvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\rrefractionCoords.y=1.0-refractionCoords.y;\rrefractionColor=texture2D(refraction2DSampler,refractionCoords);\r#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\r#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\r#endif\nrefractionColor.rgb*=vRefractionInfos.x;\r#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\r#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\r#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\r#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\r#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\r#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\r#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\r#endif\n#else\nvec2 coords=vReflectionUVW.xy;\r#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\r#endif\ncoords.y=1.0-coords.y;\rreflectionColor=texture2D(reflection2DSampler,coords);\r#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\r#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\r#endif\nreflectionColor.rgb*=vReflectionInfos.x;\r#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\r#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\r#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\r#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\r#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\rrefractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\r#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\r#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\ralpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\r#else\nalpha*=opacityMap.a*vOpacityInfos.y;\r#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\ralpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\r#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\rdiscard;\r#endif\n#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\r#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\r#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\remissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\r#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\rdiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\r#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\r#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\r#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\r#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\r#endif\n#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\r#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\r#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\r#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\r#else\ncolor.rgb+=lightmapColor.rgb;\r#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\r#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\r#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\rcolor=applyImageProcessing(color);\r#endif\n#endif\ncolor.a*=visibility;\r#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\r#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\rgl_FragData[0]=color; \r#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\r#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\r#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo); \r#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \r#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\r#endif\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,1.0)*writeGeometryInfo;\r#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\r#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\rfrontColor.rgb+=color.rgb*color.a*alphaMultiplier;\rfrontColor.a=1.0-alphaMultiplier*(1.0-color.a);\r} else {\rbackColor+=color;\r}\r#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultPixelShader = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "6.11.0",
3
+ "version": "6.11.2",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -13,7 +13,7 @@
13
13
  ],
14
14
  "scripts": {
15
15
  "build": "npm run clean && npm run compile",
16
- "clean": "rimraf dist && rimraf *.tsbuildinfo && rimraf \"./**/*.!(cmd|md|json|build.json|lts.json|watcher.js)\"",
16
+ "clean": "rimraf dist && rimraf *.tsbuildinfo && rimraf \"./**/*.!(cmd|md|json|build.json|lts.json|cjs)\"",
17
17
  "compile": "tsc -b tsconfig.build.json && tsc -b tsconfig.lts.json",
18
18
  "postcompile": "build-tools -c declarations-es6 -r ../../../dev/core/src/LibDeclarations -atf ./Engines/engine.d.ts && build-tools -c add-js-to-es6 && build-tools -c prepare-es6-build -cf Engines/constants.js",
19
19
  "watch": "node ./watcher.cjs"