@babylonjs/core 6.14.2 → 6.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1070) hide show
  1. package/Actions/actionManager.js +8 -3
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Behaviors/Cameras/framingBehavior.d.ts +2 -1
  4. package/Behaviors/Cameras/framingBehavior.js +3 -1
  5. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  6. package/Bones/skeleton.js +1 -0
  7. package/Bones/skeleton.js.map +1 -1
  8. package/Compute/computeEffect.js +1 -1
  9. package/Compute/computeEffect.js.map +1 -1
  10. package/{Materials/Node/nodeMaterialDecorator.d.ts → Decorators/nodeDecorator.d.ts} +6 -7
  11. package/{Materials/Node/nodeMaterialDecorator.js → Decorators/nodeDecorator.js} +3 -3
  12. package/Decorators/nodeDecorator.js.map +1 -0
  13. package/Engines/Processors/shaderCodeNode.js +1 -1
  14. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  15. package/Engines/WebGL/webGL2ShaderProcessors.js +2 -1
  16. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  17. package/Engines/WebGPU/webgpuShaderProcessor.js +3 -0
  18. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +11 -10
  20. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  22. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  23. package/Engines/nativeEngine.js +5 -4
  24. package/Engines/nativeEngine.js.map +1 -1
  25. package/Engines/thinEngine.d.ts +2 -0
  26. package/Engines/thinEngine.js +35 -4
  27. package/Engines/thinEngine.js.map +1 -1
  28. package/Engines/webgpuEngine.js +12 -2
  29. package/Engines/webgpuEngine.js.map +1 -1
  30. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +34 -0
  31. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +29 -0
  32. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +1 -0
  33. package/FlowGraph/Blocks/Data/index.d.ts +1 -0
  34. package/FlowGraph/Blocks/Data/index.js +2 -0
  35. package/FlowGraph/Blocks/Data/index.js.map +1 -0
  36. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +23 -0
  37. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +51 -0
  38. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -0
  39. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +20 -0
  40. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +29 -0
  41. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -0
  42. package/FlowGraph/Blocks/Event/index.d.ts +2 -0
  43. package/FlowGraph/Blocks/Event/index.js +3 -0
  44. package/FlowGraph/Blocks/Event/index.js.map +1 -0
  45. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +43 -0
  46. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +40 -0
  47. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -0
  48. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +18 -0
  49. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +21 -0
  50. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -0
  51. package/FlowGraph/Blocks/Execution/index.d.ts +2 -0
  52. package/FlowGraph/Blocks/Execution/index.js +3 -0
  53. package/FlowGraph/Blocks/Execution/index.js.map +1 -0
  54. package/FlowGraph/Blocks/index.d.ts +3 -0
  55. package/FlowGraph/Blocks/index.js +5 -0
  56. package/FlowGraph/Blocks/index.js.map +1 -0
  57. package/FlowGraph/flowGraph.d.ts +34 -0
  58. package/FlowGraph/flowGraph.js +54 -0
  59. package/FlowGraph/flowGraph.js.map +1 -0
  60. package/FlowGraph/flowGraphBlock.d.ts +33 -0
  61. package/FlowGraph/flowGraphBlock.js +39 -0
  62. package/FlowGraph/flowGraphBlock.js.map +1 -0
  63. package/FlowGraph/flowGraphConnection.d.ts +38 -0
  64. package/FlowGraph/flowGraphConnection.js +40 -0
  65. package/FlowGraph/flowGraphConnection.js.map +1 -0
  66. package/FlowGraph/flowGraphDataConnection.d.ts +15 -0
  67. package/FlowGraph/flowGraphDataConnection.js +30 -0
  68. package/FlowGraph/flowGraphDataConnection.js.map +1 -0
  69. package/FlowGraph/flowGraphEventBlock.d.ts +20 -0
  70. package/FlowGraph/flowGraphEventBlock.js +15 -0
  71. package/FlowGraph/flowGraphEventBlock.js.map +1 -0
  72. package/FlowGraph/flowGraphExecutionBlock.d.ts +24 -0
  73. package/FlowGraph/flowGraphExecutionBlock.js +27 -0
  74. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -0
  75. package/FlowGraph/flowGraphSignalConnection.d.ts +14 -0
  76. package/FlowGraph/flowGraphSignalConnection.js +22 -0
  77. package/FlowGraph/flowGraphSignalConnection.js.map +1 -0
  78. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +7 -0
  79. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -0
  80. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -0
  81. package/FlowGraph/index.d.ts +6 -0
  82. package/FlowGraph/index.js +8 -0
  83. package/FlowGraph/index.js.map +1 -0
  84. package/Gizmos/lightGizmo.d.ts +5 -0
  85. package/Gizmos/lightGizmo.js +21 -7
  86. package/Gizmos/lightGizmo.js.map +1 -1
  87. package/Gizmos/planeRotationGizmo.d.ts +6 -0
  88. package/Gizmos/planeRotationGizmo.js +5 -1
  89. package/Gizmos/planeRotationGizmo.js.map +1 -1
  90. package/Gizmos/rotationGizmo.d.ts +8 -0
  91. package/Gizmos/rotationGizmo.js +15 -0
  92. package/Gizmos/rotationGizmo.js.map +1 -1
  93. package/Layers/layer.js +1 -1
  94. package/Layers/layer.js.map +1 -1
  95. package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -1
  96. package/Lights/Shadows/cascadedShadowGenerator.js +4 -3
  97. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  98. package/Lights/Shadows/shadowGenerator.d.ts +3 -1
  99. package/Lights/Shadows/shadowGenerator.js +4 -2
  100. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  101. package/Lights/directionalLight.d.ts +1 -1
  102. package/Lights/directionalLight.js.map +1 -1
  103. package/Lights/hemisphericLight.d.ts +1 -1
  104. package/Lights/hemisphericLight.js.map +1 -1
  105. package/Lights/light.d.ts +1 -1
  106. package/Lights/light.js.map +1 -1
  107. package/Lights/pointLight.d.ts +1 -1
  108. package/Lights/pointLight.js.map +1 -1
  109. package/Lights/spotLight.d.ts +1 -1
  110. package/Lights/spotLight.js.map +1 -1
  111. package/Loading/sceneLoader.js +2 -0
  112. package/Loading/sceneLoader.js.map +1 -1
  113. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -13
  114. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  115. package/Materials/Node/Blocks/Dual/fogBlock.js +6 -6
  116. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
  118. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/Dual/lightBlock.js +16 -16
  120. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +27 -27
  122. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  124. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  125. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +8 -8
  126. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  127. package/Materials/Node/Blocks/Dual/textureBlock.js +28 -28
  128. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  129. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -5
  130. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  131. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  132. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  133. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  134. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  136. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
  138. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +15 -15
  140. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  141. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
  142. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +6 -6
  144. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +13 -13
  146. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +13 -13
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  150. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -5
  152. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +7 -7
  154. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -3
  156. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/Input/inputBlock.js +11 -11
  158. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +6 -6
  160. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -9
  162. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -1
  164. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +47 -47
  166. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/PBR/reflectionBlock.js +9 -9
  168. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -14
  170. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -4
  172. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  174. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +8 -8
  176. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/Teleport/index.d.ts +2 -0
  178. package/Materials/Node/Blocks/Teleport/index.js +3 -0
  179. package/Materials/Node/Blocks/Teleport/index.js.map +1 -0
  180. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +42 -0
  181. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +83 -0
  182. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
  183. package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +59 -0
  184. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +122 -0
  185. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
  186. package/Materials/Node/Blocks/Vertex/bonesBlock.js +5 -5
  187. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -11
  189. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +11 -11
  191. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +39 -39
  193. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +3 -3
  195. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/addBlock.js +1 -1
  197. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  199. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  200. package/Materials/Node/Blocks/clampBlock.js +4 -4
  201. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  203. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  205. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  207. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  209. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/crossBlock.js +1 -1
  211. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/curveBlock.js +5 -5
  213. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/customBlock.js +4 -4
  215. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  217. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  219. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/divideBlock.js +1 -1
  221. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/dotBlock.js +1 -1
  223. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/elbowBlock.js +1 -1
  225. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  226. package/Materials/Node/Blocks/fresnelBlock.js +1 -1
  227. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  228. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  229. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  230. package/Materials/Node/Blocks/index.d.ts +1 -0
  231. package/Materials/Node/Blocks/index.js +1 -0
  232. package/Materials/Node/Blocks/index.js.map +1 -1
  233. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  234. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  235. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  236. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  238. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
  240. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  242. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/maxBlock.js +1 -1
  244. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +7 -7
  246. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/minBlock.js +1 -1
  248. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/modBlock.js +1 -1
  250. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/multiplyBlock.js +1 -1
  252. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/nLerpBlock.js +1 -1
  254. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/negateBlock.js +1 -1
  256. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/normalBlendBlock.js +6 -6
  258. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/normalizeBlock.js +1 -1
  260. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
  262. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/posterizeBlock.js +1 -1
  264. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/powBlock.js +1 -1
  266. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
  268. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
  270. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/reflectBlock.js +1 -1
  272. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/refractBlock.js +1 -1
  274. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/remapBlock.js +4 -4
  276. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/replaceColorBlock.js +6 -6
  278. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
  280. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/scaleBlock.js +1 -1
  282. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +41 -41
  284. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
  286. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/stepBlock.js +1 -1
  288. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/subtractBlock.js +1 -1
  290. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/transformBlock.js +13 -14
  292. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/triPlanarBlock.js +17 -17
  294. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
  296. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
  298. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
  300. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
  302. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
  304. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/waveBlock.js +3 -4
  306. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  307. package/Materials/Node/Blocks/worleyNoise3DBlock.js +155 -155
  308. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  309. package/Materials/Node/index.d.ts +1 -1
  310. package/Materials/Node/index.js +1 -1
  311. package/Materials/Node/index.js.map +1 -1
  312. package/Materials/Node/nodeMaterial.d.ts +1 -0
  313. package/Materials/Node/nodeMaterial.js +50 -15
  314. package/Materials/Node/nodeMaterial.js.map +1 -1
  315. package/Materials/Node/nodeMaterialBlock.d.ts +14 -2
  316. package/Materials/Node/nodeMaterialBlock.js +34 -11
  317. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  318. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
  319. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  320. package/Materials/Node/nodeMaterialBuildState.js +36 -36
  321. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  322. package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -4
  323. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  324. package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
  325. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  326. package/Materials/effect.js +1 -1
  327. package/Materials/effect.js.map +1 -1
  328. package/Materials/effectRenderer.d.ts +4 -0
  329. package/Materials/effectRenderer.js +8 -2
  330. package/Materials/effectRenderer.js.map +1 -1
  331. package/Materials/greasedLinePluginMaterial.d.ts +4 -0
  332. package/Materials/greasedLinePluginMaterial.js +12 -1
  333. package/Materials/greasedLinePluginMaterial.js.map +1 -1
  334. package/Materials/materialPluginManager.js +5 -5
  335. package/Materials/materialPluginManager.js.map +1 -1
  336. package/Materials/meshDebugPluginMaterial.d.ts +4 -15
  337. package/Materials/meshDebugPluginMaterial.js +8 -29
  338. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  339. package/Materials/shadowDepthWrapper.js +5 -5
  340. package/Materials/shadowDepthWrapper.js.map +1 -1
  341. package/Meshes/Builders/boxBuilder.d.ts +31 -0
  342. package/Meshes/Builders/boxBuilder.js +65 -1
  343. package/Meshes/Builders/boxBuilder.js.map +1 -1
  344. package/Meshes/Builders/capsuleBuilder.js +3 -3
  345. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
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{ ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUSamplerDescription, WebGPUShaderProcessingContext, WebGPUTextureDescription, WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\n\r\n/** @internal */\r\nexport abstract class WebGPUShaderProcessor implements IShaderProcessor {\r\n public static readonly AutoSamplerSuffix = \"Sampler\";\r\n public static readonly LeftOvertUBOName = \"LeftOver\";\r\n public static readonly InternalsUBOName = \"Internals\";\r\n\r\n public static UniformSizes: { [type: string]: number } = {\r\n // GLSL types\r\n bool: 1,\r\n int: 1,\r\n float: 1,\r\n vec2: 2,\r\n ivec2: 2,\r\n vec3: 3,\r\n ivec3: 3,\r\n vec4: 4,\r\n ivec4: 4,\r\n mat2: 4,\r\n mat3: 12,\r\n mat4: 16,\r\n\r\n // WGSL types\r\n i32: 1,\r\n u32: 1,\r\n f32: 1,\r\n mat2x2: 4,\r\n mat3x3: 12,\r\n mat4x4: 16,\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerFunctionByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"sampler2D\",\r\n sampler2DArray: \"sampler2DArray\",\r\n sampler2DShadow: \"sampler2DShadow\",\r\n sampler2DArrayShadow: \"sampler2DArrayShadow\",\r\n samplerCube: \"samplerCube\",\r\n sampler3D: \"sampler3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _TextureTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"texture2D\",\r\n sampler2DArray: \"texture2DArray\",\r\n sampler2DShadow: \"texture2D\",\r\n sampler2DArrayShadow: \"texture2DArray\",\r\n samplerCube: \"textureCube\",\r\n samplerCubeArray: \"textureCubeArray\",\r\n sampler3D: \"texture3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _GpuTextureViewDimensionByWebGPUTextureType: { [key: string]: GPUTextureViewDimension } = {\r\n textureCube: WebGPUConstants.TextureViewDimension.Cube,\r\n textureCubeArray: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture2D: WebGPUConstants.TextureViewDimension.E2d,\r\n texture2DArray: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture3D: WebGPUConstants.TextureViewDimension.E3d,\r\n };\r\n\r\n // if the webgl sampler type is not listed in this array, \"sampler\" is taken by default\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2DShadow: \"samplerShadow\",\r\n sampler2DArrayShadow: \"samplerShadow\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _IsComparisonSamplerByWebGPUSamplerType: { [key: string]: boolean } = {\r\n samplerShadow: true,\r\n samplerArrayShadow: true,\r\n sampler: false,\r\n };\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n protected _webgpuProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected abstract _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number];\r\n protected abstract _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string;\r\n\r\n protected _addUniformToLeftOverUBO(name: string, uniformType: string, preProcessors: { [key: string]: string }): void {\r\n let length = 0;\r\n\r\n [name, uniformType, length] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.leftOverUniforms.length; i++) {\r\n if (this._webgpuProcessingContext.leftOverUniforms[i].name === name) {\r\n return;\r\n }\r\n }\r\n\r\n this._webgpuProcessingContext.leftOverUniforms.push({\r\n name,\r\n type: uniformType,\r\n length,\r\n });\r\n }\r\n\r\n protected _buildLeftOverUBO(): string {\r\n if (!this._webgpuProcessingContext.leftOverUniforms.length) {\r\n return \"\";\r\n }\r\n const name = WebGPUShaderProcessor.LeftOvertUBOName;\r\n let availableUBO = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!availableUBO) {\r\n availableUBO = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n };\r\n this._webgpuProcessingContext.availableBuffers[name] = availableUBO;\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, true);\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, false);\r\n }\r\n\r\n return this._generateLeftOverUBOCode(name, availableUBO);\r\n }\r\n\r\n protected _collectBindingNames(): void {\r\n // collect all the binding names for faster processing in WebGPUCacheBindGroup\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n if (setDefinition === undefined) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[i] = [];\r\n continue;\r\n }\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n const name = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const nameInArrayOfTexture = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].nameInArrayOfTexture;\r\n if (entry) {\r\n if (entry.texture || entry.externalTexture || entry.storageTexture) {\r\n this._webgpuProcessingContext.textureNames.push(nameInArrayOfTexture!);\r\n } else if (entry.sampler) {\r\n this._webgpuProcessingContext.samplerNames.push(name);\r\n } else if (entry.buffer) {\r\n this._webgpuProcessingContext.bufferNames.push(name);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _preCreateBindGroupEntries(): void {\r\n const bindGroupEntries = this._webgpuProcessingContext.bindGroupEntries;\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries: GPUBindGroupEntry[] = [];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.sampler || entry.texture || entry.storageTexture || entry.externalTexture) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: undefined as any,\r\n });\r\n } else if (entry.buffer) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: {\r\n buffer: undefined as any,\r\n offset: 0,\r\n size: 0,\r\n },\r\n });\r\n }\r\n }\r\n\r\n bindGroupEntries[i] = entries;\r\n }\r\n }\r\n\r\n protected _addTextureBindingDescription(\r\n name: string,\r\n textureInfo: WebGPUTextureDescription,\r\n textureIndex: number,\r\n dimension: Nullable<GPUTextureViewDimension>,\r\n format: Nullable<GPUTextureFormat>,\r\n isVertex: boolean\r\n ): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = textureInfo.textures[textureIndex];\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n let len;\r\n if (dimension === null) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n externalTexture: {},\r\n });\r\n } else if (format) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n storageTexture: {\r\n access: WebGPUConstants.StorageTextureAccess.WriteOnly,\r\n format,\r\n viewDimension: dimension,\r\n },\r\n });\r\n } else {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n texture: {\r\n sampleType: textureInfo.sampleType,\r\n viewDimension: dimension,\r\n multisampled: false,\r\n },\r\n });\r\n }\r\n const textureName = textureInfo.isTextureArray ? name + textureIndex : name;\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1, nameInArrayOfTexture: textureName };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addSamplerBindingDescription(name: string, samplerInfo: WebGPUSamplerDescription, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = samplerInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n sampler: {\r\n type: samplerInfo.type,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addBufferBindingDescription(name: string, uniformBufferInfo: WebGPUBufferDescription, bufferType: GPUBufferBindingType, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = uniformBufferInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n buffer: {\r\n type: bufferType,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _injectStartingAndEndingCode(code: string, mainFuncDecl: string, startingCode?: string, endingCode?: string): string {\r\n let idx = code.indexOf(mainFuncDecl);\r\n if (idx < 0) {\r\n console.error(`No \"main\" function found in shader code! Processing aborted.`);\r\n return code;\r\n }\r\n if (startingCode) {\r\n // eslint-disable-next-line no-empty\r\n while (idx++ < code.length && code.charAt(idx) != \"{\") {}\r\n if (idx < code.length) {\r\n const part1 = code.substring(0, idx + 1);\r\n const part2 = code.substring(idx + 1);\r\n code = part1 + startingCode + part2;\r\n }\r\n }\r\n\r\n if (endingCode) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += endingCode + \"\\n}\";\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
+ 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{ ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUSamplerDescription, WebGPUShaderProcessingContext, WebGPUTextureDescription, WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\n\r\n/** @internal */\r\nexport abstract class WebGPUShaderProcessor implements IShaderProcessor {\r\n public static readonly AutoSamplerSuffix = \"Sampler\";\r\n public static readonly LeftOvertUBOName = \"LeftOver\";\r\n public static readonly InternalsUBOName = \"Internals\";\r\n\r\n public static UniformSizes: { [type: string]: number } = {\r\n // GLSL types\r\n bool: 1,\r\n int: 1,\r\n float: 1,\r\n vec2: 2,\r\n ivec2: 2,\r\n uvec2: 2,\r\n vec3: 3,\r\n ivec3: 3,\r\n uvec3: 3,\r\n vec4: 4,\r\n ivec4: 4,\r\n uvec4: 4,\r\n mat2: 4,\r\n mat3: 12,\r\n mat4: 16,\r\n\r\n // WGSL types\r\n i32: 1,\r\n u32: 1,\r\n f32: 1,\r\n mat2x2: 4,\r\n mat3x3: 12,\r\n mat4x4: 16,\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerFunctionByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"sampler2D\",\r\n sampler2DArray: \"sampler2DArray\",\r\n sampler2DShadow: \"sampler2DShadow\",\r\n sampler2DArrayShadow: \"sampler2DArrayShadow\",\r\n samplerCube: \"samplerCube\",\r\n sampler3D: \"sampler3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _TextureTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"texture2D\",\r\n sampler2DArray: \"texture2DArray\",\r\n sampler2DShadow: \"texture2D\",\r\n sampler2DArrayShadow: \"texture2DArray\",\r\n samplerCube: \"textureCube\",\r\n samplerCubeArray: \"textureCubeArray\",\r\n sampler3D: \"texture3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _GpuTextureViewDimensionByWebGPUTextureType: { [key: string]: GPUTextureViewDimension } = {\r\n textureCube: WebGPUConstants.TextureViewDimension.Cube,\r\n textureCubeArray: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture2D: WebGPUConstants.TextureViewDimension.E2d,\r\n texture2DArray: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture3D: WebGPUConstants.TextureViewDimension.E3d,\r\n };\r\n\r\n // if the webgl sampler type is not listed in this array, \"sampler\" is taken by default\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2DShadow: \"samplerShadow\",\r\n sampler2DArrayShadow: \"samplerShadow\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _IsComparisonSamplerByWebGPUSamplerType: { [key: string]: boolean } = {\r\n samplerShadow: true,\r\n samplerArrayShadow: true,\r\n sampler: false,\r\n };\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n protected _webgpuProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected abstract _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number];\r\n protected abstract _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string;\r\n\r\n protected _addUniformToLeftOverUBO(name: string, uniformType: string, preProcessors: { [key: string]: string }): void {\r\n let length = 0;\r\n\r\n [name, uniformType, length] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.leftOverUniforms.length; i++) {\r\n if (this._webgpuProcessingContext.leftOverUniforms[i].name === name) {\r\n return;\r\n }\r\n }\r\n\r\n this._webgpuProcessingContext.leftOverUniforms.push({\r\n name,\r\n type: uniformType,\r\n length,\r\n });\r\n }\r\n\r\n protected _buildLeftOverUBO(): string {\r\n if (!this._webgpuProcessingContext.leftOverUniforms.length) {\r\n return \"\";\r\n }\r\n const name = WebGPUShaderProcessor.LeftOvertUBOName;\r\n let availableUBO = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!availableUBO) {\r\n availableUBO = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n };\r\n this._webgpuProcessingContext.availableBuffers[name] = availableUBO;\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, true);\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, false);\r\n }\r\n\r\n return this._generateLeftOverUBOCode(name, availableUBO);\r\n }\r\n\r\n protected _collectBindingNames(): void {\r\n // collect all the binding names for faster processing in WebGPUCacheBindGroup\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n if (setDefinition === undefined) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[i] = [];\r\n continue;\r\n }\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n const name = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const nameInArrayOfTexture = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].nameInArrayOfTexture;\r\n if (entry) {\r\n if (entry.texture || entry.externalTexture || entry.storageTexture) {\r\n this._webgpuProcessingContext.textureNames.push(nameInArrayOfTexture!);\r\n } else if (entry.sampler) {\r\n this._webgpuProcessingContext.samplerNames.push(name);\r\n } else if (entry.buffer) {\r\n this._webgpuProcessingContext.bufferNames.push(name);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _preCreateBindGroupEntries(): void {\r\n const bindGroupEntries = this._webgpuProcessingContext.bindGroupEntries;\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries: GPUBindGroupEntry[] = [];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.sampler || entry.texture || entry.storageTexture || entry.externalTexture) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: undefined as any,\r\n });\r\n } else if (entry.buffer) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: {\r\n buffer: undefined as any,\r\n offset: 0,\r\n size: 0,\r\n },\r\n });\r\n }\r\n }\r\n\r\n bindGroupEntries[i] = entries;\r\n }\r\n }\r\n\r\n protected _addTextureBindingDescription(\r\n name: string,\r\n textureInfo: WebGPUTextureDescription,\r\n textureIndex: number,\r\n dimension: Nullable<GPUTextureViewDimension>,\r\n format: Nullable<GPUTextureFormat>,\r\n isVertex: boolean\r\n ): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = textureInfo.textures[textureIndex];\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n let len;\r\n if (dimension === null) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n externalTexture: {},\r\n });\r\n } else if (format) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n storageTexture: {\r\n access: WebGPUConstants.StorageTextureAccess.WriteOnly,\r\n format,\r\n viewDimension: dimension,\r\n },\r\n });\r\n } else {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n texture: {\r\n sampleType: textureInfo.sampleType,\r\n viewDimension: dimension,\r\n multisampled: false,\r\n },\r\n });\r\n }\r\n const textureName = textureInfo.isTextureArray ? name + textureIndex : name;\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1, nameInArrayOfTexture: textureName };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addSamplerBindingDescription(name: string, samplerInfo: WebGPUSamplerDescription, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = samplerInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n sampler: {\r\n type: samplerInfo.type,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addBufferBindingDescription(name: string, uniformBufferInfo: WebGPUBufferDescription, bufferType: GPUBufferBindingType, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = uniformBufferInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n buffer: {\r\n type: bufferType,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _injectStartingAndEndingCode(code: string, mainFuncDecl: string, startingCode?: string, endingCode?: string): string {\r\n let idx = code.indexOf(mainFuncDecl);\r\n if (idx < 0) {\r\n console.error(`No \"main\" function found in shader code! Processing aborted.`);\r\n return code;\r\n }\r\n if (startingCode) {\r\n // eslint-disable-next-line no-empty\r\n while (idx++ < code.length && code.charAt(idx) != \"{\") {}\r\n if (idx < code.length) {\r\n const part1 = code.substring(0, idx + 1);\r\n const part2 = code.substring(idx + 1);\r\n code = part1 + startingCode + part2;\r\n }\r\n }\r\n\r\n if (endingCode) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += endingCode + \"\\n}\";\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -37,7 +37,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
37
37
  this.varyingFragmentKeywordName = undefined;
38
38
  }
39
39
  preProcessShaderCode(code, isFragment) {
40
- const ubDeclaration = `// Internals UBO\r\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\nfloat yFactor_;\nfloat textureOutputHeight_;\n};\n`;
40
+ const ubDeclaration = `// Internals UBO\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\nfloat yFactor_;\nfloat textureOutputHeight_;\n};\n`;
41
41
  const alreadyInjected = code.indexOf("// Internals UBO") !== -1;
42
42
  if (isFragment) {
43
43
  this._fragmentIsGLES3 = code.indexOf("#version 3") !== -1;
@@ -54,9 +54,9 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
54
54
  return alreadyInjected ? code : ubDeclaration + code;
55
55
  }
56
56
  varyingCheck(varying, isFragment) {
57
- const outRegex = /(flat\s)?\s*out/;
58
- const inRegex = /(flat\s)?\s*in/;
59
- const varyingRegex = /(flat\s)?\s*varying/;
57
+ const outRegex = /(flat\s)?\s*\bout\b/;
58
+ const inRegex = /(flat\s)?\s*\bin\b/;
59
+ const varyingRegex = /(flat\s)?\s*\bvarying\b/;
60
60
  const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;
61
61
  return regex.test(varying);
62
62
  }
@@ -161,21 +161,21 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
161
161
  // Manage textures and samplers.
162
162
  if (!isTextureArray) {
163
163
  arraySize = 1;
164
- uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};
165
- layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${textureType} ${name}Texture;
164
+ uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};
165
+ layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;
166
166
  #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;
167
167
  }
168
168
  else {
169
169
  const layouts = [];
170
170
  layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);
171
- uniform = `\r\n`;
171
+ uniform = `\n`;
172
172
  for (let i = 0; i < arraySize; ++i) {
173
173
  const textureSetIndex = textureInfo.textures[i].groupIndex;
174
174
  const textureBindingIndex = textureInfo.textures[i].bindingIndex;
175
175
  layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);
176
- uniform += `${i > 0 ? "\r\n" : ""}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;
176
+ uniform += `${i > 0 ? "\n" : ""}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;
177
177
  }
178
- uniform = layouts.join("\r\n") + uniform;
178
+ uniform = layouts.join("\n") + uniform;
179
179
  this._textureArrayProcessing.push(name);
180
180
  }
181
181
  this._webgpuProcessingContext.availableTextures[name] = textureInfo;
@@ -231,6 +231,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
231
231
  }
232
232
  `;
233
233
  const injectCode = hasFragCoord ? "vec4 glFragCoord_;\n" : "";
234
+ const hasOutput = code.search(/layout *\(location *= *0\) *out/g) !== -1;
234
235
  code = code.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
235
236
  code = code.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
236
237
  code = code.replace(/textureCube\s*\(/g, "texture(");
@@ -239,7 +240,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
239
240
  code = code.replace(/gl_FragData/g, "glFragData");
240
241
  code = code.replace(/gl_FragCoord/g, "glFragCoord_");
241
242
  if (!this._fragmentIsGLES3) {
242
- code = code.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "layout(location = 0) out vec4 glFragColor;\n") + "void main(");
243
+ code = code.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension || hasOutput ? "" : "layout(location = 0) out vec4 glFragColor;\n") + "void main(");
243
244
  }
244
245
  else {
245
246
  const match = /^\s*out\s+\S+\s+\S+\s*;/gm.exec(code);
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substr(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\r\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*out/;\r\n const inRegex = /(flat\\s)?\\s*in/;\r\n const varyingRegex = /(flat\\s)?\\s*varying/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize = 0; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + WebGPUShaderProcessor.AutoSamplerSuffix;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substr(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\r\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\r\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\r\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = this._injectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n if (!engine.isNDCHalfZRange) {\r\n code += \"gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;\\n\";\r\n }\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substr(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*\\bout\\b/;\r\n const inRegex = /(flat\\s)?\\s*\\bin\\b/;\r\n const varyingRegex = /(flat\\s)?\\s*\\bvarying\\b/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize = 0; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + WebGPUShaderProcessor.AutoSamplerSuffix;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substr(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = this._injectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n if (!engine.isNDCHalfZRange) {\r\n code += \"gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;\\n\";\r\n }\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
@@ -298,13 +298,13 @@ export class WebGPUTextureHelper {
298
298
  }
299
299
  let pipelineAndBGL = this._pipelines[format][index];
300
300
  if (!pipelineAndBGL) {
301
- let defines = "#version 450\r\n";
301
+ let defines = "#version 450\n";
302
302
  if (type === PipelineType.InvertYPremultiplyAlpha || type === PipelineType.InvertYPremultiplyAlphaWithOfst) {
303
303
  if (params.invertY) {
304
- defines += "#define INVERTY\r\n";
304
+ defines += "#define INVERTY\n";
305
305
  }
306
306
  if (params.premultiplyAlpha) {
307
- defines += "#define PREMULTIPLYALPHA\r\n";
307
+ defines += "#define PREMULTIPLYALPHA\n";
308
308
  }
309
309
  }
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310
  let modules = this._compiledShaders[index];