@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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  1006. package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
  1007. package/Shaders/subSurfaceScattering.fragment.js +58 -12
  1008. package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
  1009. package/Shaders/tonemap.fragment.js +21 -9
  1010. package/Shaders/tonemap.fragment.js.map +1 -1
  1011. package/Shaders/velocity.fragment.js +8 -4
  1012. package/Shaders/velocity.fragment.js.map +1 -1
  1013. package/Shaders/velocity.vertex.js +18 -9
  1014. package/Shaders/velocity.vertex.js.map +1 -1
  1015. package/Shaders/volumetricLightScattering.fragment.js +9 -4
  1016. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  1017. package/Shaders/volumetricLightScatteringPass.fragment.js +12 -5
  1018. package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
  1019. package/Shaders/volumetricLightScatteringPass.vertex.js +23 -11
  1020. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  1021. package/Shaders/vrDistortionCorrection.fragment.js +6 -2
  1022. package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
  1023. package/Shaders/vrMultiviewToSingleview.fragment.js +4 -2
  1024. package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
  1025. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +24 -12
  1026. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  1027. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -3
  1028. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  1029. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +14 -6
  1030. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  1031. package/ShadersWGSL/ShadersInclude/bonesVertex.js +36 -18
  1032. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  1033. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +20 -7
  1034. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  1035. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +12 -6
  1036. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  1037. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +12 -6
  1038. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  1039. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +12 -6
  1040. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  1041. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +14 -7
  1042. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  1043. package/ShadersWGSL/ShadersInclude/instancesVertex.js +16 -8
  1044. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  1045. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +3 -1
  1046. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  1047. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +16 -8
  1048. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  1049. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +8 -4
  1050. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  1051. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +2 -1
  1052. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  1053. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +6 -2
  1054. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  1055. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +8 -3
  1056. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  1057. package/ShadersWGSL/gpuUpdateParticles.compute.js +229 -90
  1058. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1059. package/ShadersWGSL/postprocess.vertex.js +9 -4
  1060. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  1061. package/assetContainer.d.ts +7 -0
  1062. package/assetContainer.js +46 -0
  1063. package/assetContainer.js.map +1 -1
  1064. package/index.d.ts +1 -0
  1065. package/index.js +1 -0
  1066. package/index.js.map +1 -1
  1067. package/package.json +1 -1
  1068. package/scene.js +5 -0
  1069. package/scene.js.map +1 -1
  1070. package/Materials/Node/nodeMaterialDecorator.js.map +0 -1
@@ -2,26 +2,36 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bakedVertexAnimation";
4
4
  const shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
5
- {
5
+ {
6
+ #ifdef INSTANCES
6
7
  #define BVASNAME bakedVertexAnimationSettingsInstanced
7
8
  #else
8
9
  #define BVASNAME bakedVertexAnimationSettings
9
10
  #endif
10
- float VATStartFrame=BVASNAME.x;
11
- VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];
11
+ float VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];
12
+ #if NUM_BONE_INFLUENCERS>1
13
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];
14
+ #endif
12
15
  #if NUM_BONE_INFLUENCERS>2
13
- VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];
16
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];
17
+ #endif
14
18
  #if NUM_BONE_INFLUENCERS>3
15
- VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];
19
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];
20
+ #endif
16
21
  #if NUM_BONE_INFLUENCERS>4
17
- VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];
22
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];
23
+ #endif
18
24
  #if NUM_BONE_INFLUENCERS>5
19
- VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];
25
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];
26
+ #endif
20
27
  #if NUM_BONE_INFLUENCERS>6
21
- VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];
28
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];
29
+ #endif
22
30
  #if NUM_BONE_INFLUENCERS>7
23
- VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];
24
- finalWorld=finalWorld*VATInfluence;
31
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];
32
+ #endif
33
+ finalWorld=finalWorld*VATInfluence;}
34
+ #endif
25
35
  `;
26
36
  // Sideeffect
27
37
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"bakedVertexAnimation.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bakedVertexAnimation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\r#ifdef INSTANCES\n#define BVASNAME bakedVertexAnimationSettingsInstanced\n#else\n#define BVASNAME bakedVertexAnimationSettings\n#endif\nfloat VATStartFrame=BVASNAME.x;\rfloat VATEndFrame=BVASNAME.y;\rfloat VATOffsetFrame=BVASNAME.z;\rfloat VATSpeed=BVASNAME.w;\rfloat totalFrames=VATEndFrame-VATStartFrame+1.0;\rfloat time=bakedVertexAnimationTime*VATSpeed/totalFrames;\rfloat frameCorrection=time<1.0 ? 0.0 : 1.0;\rfloat numOfFrames=totalFrames-frameCorrection;\rfloat VATFrameNum=fract(time)*numOfFrames;\rVATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);\rVATFrameNum=floor(VATFrameNum);\rVATFrameNum+=VATStartFrame+frameCorrection;\rmat4 VATInfluence;\rVATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\r#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\r#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\r#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\r#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\r#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\r#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\r#endif\nfinalWorld=finalWorld*VATInfluence;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimation = { name, shader };\n"]}
1
+ {"version":3,"file":"bakedVertexAnimation.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bakedVertexAnimation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\n#define BVASNAME bakedVertexAnimationSettingsInstanced\n#else\n#define BVASNAME bakedVertexAnimationSettings\n#endif\nfloat VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimation = { name, shader };\n"]}
@@ -2,10 +2,14 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bakedVertexAnimationDeclaration";
4
4
  const shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
5
- uniform float bakedVertexAnimationTime;
6
- attribute vec4 bakedVertexAnimationSettingsInstanced;
5
+ uniform float bakedVertexAnimationTime;uniform vec2 bakedVertexAnimationTextureSizeInverted;uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;
6
+ #ifdef INSTANCES
7
+ attribute vec4 bakedVertexAnimationSettingsInstanced;
8
+ #endif
7
9
  #define inline
8
- mat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)
10
+ mat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)
11
+ {float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);}
12
+ #endif
9
13
  `;
10
14
  // Sideeffect
11
15
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"bakedVertexAnimationDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform float bakedVertexAnimationTime;\runiform vec2 bakedVertexAnimationTextureSizeInverted;\runiform vec4 bakedVertexAnimationSettings;\runiform sampler2D bakedVertexAnimationTexture;\r#ifdef INSTANCES\nattribute vec4 bakedVertexAnimationSettingsInstanced;\r#endif\n#define inline\nmat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)\r{\rfloat offset=index*4.0;\rfloat frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;\rfloat dx=bakedVertexAnimationTextureSizeInverted.x;\rvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));\rvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));\rvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));\rvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));\rreturn mat4(m0,m1,m2,m3);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bakedVertexAnimationDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform float bakedVertexAnimationTime;uniform vec2 bakedVertexAnimationTextureSizeInverted;uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;\n#ifdef INSTANCES\nattribute vec4 bakedVertexAnimationSettingsInstanced;\n#endif\n#define inline\nmat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)\n{float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n"]}
@@ -1,7 +1,15 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bayerDitherFunctions";
4
- const shader = `float bayerDither2(vec2 _P) {
4
+ const shader = `float bayerDither2(vec2 _P) {return mod(2.0*_P.y+_P.x+1.0,4.0);}
5
+ float bayerDither4(vec2 _P) {vec2 P1=mod(_P,2.0);
6
+ vec2 P2=floor(0.5*mod(_P,4.0));
7
+ return 4.0*bayerDither2(P1)+bayerDither2(P2);}
8
+ float bayerDither8(vec2 _P) {vec2 P1=mod(_P,2.0);
9
+ vec2 P2=floor(0.5 *mod(_P,4.0));
10
+ vec2 P4=floor(0.25*mod(_P,8.0));
11
+ return 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);}
12
+ `;
5
13
  // Sideeffect
6
14
  ShaderStore.IncludesShadersStore[name] = shader;
7
15
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"bayerDitherFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bayerDitherFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bayerDitherFunctions\";\nconst shader = `float bayerDither2(vec2 _P) {\rreturn mod(2.0*_P.y+_P.x+1.0,4.0);\r}\rfloat bayerDither4(vec2 _P) {\rvec2 P1=mod(_P,2.0); \rvec2 P2=floor(0.5*mod(_P,4.0)); \rreturn 4.0*bayerDither2(P1)+bayerDither2(P2);\r}\rfloat bayerDither8(vec2 _P) {\rvec2 P1=mod(_P,2.0); \rvec2 P2=floor(0.5 *mod(_P,4.0)); \rvec2 P4=floor(0.25*mod(_P,8.0)); \rreturn 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bayerDitherFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"bayerDitherFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bayerDitherFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bayerDitherFunctions\";\nconst shader = `float bayerDither2(vec2 _P) {return mod(2.0*_P.y+_P.x+1.0,4.0);}\nfloat bayerDither4(vec2 _P) {vec2 P1=mod(_P,2.0); \nvec2 P2=floor(0.5*mod(_P,4.0)); \nreturn 4.0*bayerDither2(P1)+bayerDither2(P2);}\nfloat bayerDither8(vec2 _P) {vec2 P1=mod(_P,2.0); \nvec2 P2=floor(0.5 *mod(_P,4.0)); \nvec2 P4=floor(0.25*mod(_P,8.0)); \nreturn 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bayerDitherFunctions = { name, shader };\n"]}
@@ -2,17 +2,24 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bonesDeclaration";
4
4
  const shader = `#if NUM_BONE_INFLUENCERS>0
5
- attribute vec4 matricesIndices;
6
- attribute vec4 matricesIndicesExtra;
5
+ attribute vec4 matricesIndices;attribute vec4 matricesWeights;
6
+ #if NUM_BONE_INFLUENCERS>4
7
+ attribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;
8
+ #endif
7
9
  #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
8
10
  #ifdef BONETEXTURE
9
- uniform sampler2D boneSampler;
10
- uniform mat4 mBones[BonesPerMesh];
11
- uniform mat4 mPreviousBones[BonesPerMesh];
11
+ uniform sampler2D boneSampler;uniform float boneTextureWidth;
12
+ #else
13
+ uniform mat4 mBones[BonesPerMesh];
14
+ #ifdef BONES_VELOCITY_ENABLED
15
+ uniform mat4 mPreviousBones[BonesPerMesh];
16
+ #endif
12
17
  #endif
13
18
  #ifdef BONETEXTURE
14
19
  #define inline
15
- mat4 readMatrixFromRawSampler(sampler2D smp,float index)
20
+ mat4 readMatrixFromRawSampler(sampler2D smp,float index)
21
+ {float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}
22
+ #endif
16
23
  #endif
17
24
  #endif
18
25
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;\rattribute vec4 matricesWeights;\r#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\rattribute vec4 matricesWeightsExtra;\r#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\runiform float boneTextureWidth;\r#else\nuniform mat4 mBones[BonesPerMesh];\r#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\r#endif\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\r{\rfloat offset=index *4.0;\rfloat dx=1.0/boneTextureWidth;\rvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\rvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\rvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\rvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\rreturn mat4(m0,m1,m2,m3);\r}\r#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;attribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;uniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n"]}
@@ -3,38 +3,56 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bonesVertex";
4
4
  const shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
5
5
  #if NUM_BONE_INFLUENCERS>0
6
- mat4 influence;
7
- influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];
8
- influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];
6
+ mat4 influence;
7
+ #ifdef BONETEXTURE
8
+ influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];
9
+ #if NUM_BONE_INFLUENCERS>1
10
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];
11
+ #endif
9
12
  #if NUM_BONE_INFLUENCERS>2
10
- influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];
13
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];
14
+ #endif
11
15
  #if NUM_BONE_INFLUENCERS>3
12
- influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];
16
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];
17
+ #endif
13
18
  #if NUM_BONE_INFLUENCERS>4
14
- influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];
19
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];
20
+ #endif
15
21
  #if NUM_BONE_INFLUENCERS>5
16
- influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];
22
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];
23
+ #endif
17
24
  #if NUM_BONE_INFLUENCERS>6
18
- influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];
25
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];
26
+ #endif
19
27
  #if NUM_BONE_INFLUENCERS>7
20
- influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];
28
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];
29
+ #endif
21
30
  #else
22
- influence=mBones[int(matricesIndices[0])]*matricesWeights[0];
23
- influence+=mBones[int(matricesIndices[1])]*matricesWeights[1];
31
+ influence=mBones[int(matricesIndices[0])]*matricesWeights[0];
32
+ #if NUM_BONE_INFLUENCERS>1
33
+ influence+=mBones[int(matricesIndices[1])]*matricesWeights[1];
34
+ #endif
24
35
  #if NUM_BONE_INFLUENCERS>2
25
- influence+=mBones[int(matricesIndices[2])]*matricesWeights[2];
36
+ influence+=mBones[int(matricesIndices[2])]*matricesWeights[2];
37
+ #endif
26
38
  #if NUM_BONE_INFLUENCERS>3
27
- influence+=mBones[int(matricesIndices[3])]*matricesWeights[3];
39
+ influence+=mBones[int(matricesIndices[3])]*matricesWeights[3];
40
+ #endif
28
41
  #if NUM_BONE_INFLUENCERS>4
29
- influence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
42
+ influence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
43
+ #endif
30
44
  #if NUM_BONE_INFLUENCERS>5
31
- influence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
45
+ influence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
46
+ #endif
32
47
  #if NUM_BONE_INFLUENCERS>6
33
- influence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
48
+ influence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
49
+ #endif
34
50
  #if NUM_BONE_INFLUENCERS>7
35
- influence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
51
+ influence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
52
+ #endif
53
+ #endif
54
+ finalWorld=finalWorld*influence;
36
55
  #endif
37
- finalWorld=finalWorld*influence;
38
56
  #endif
39
57
  `;
40
58
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\r#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\r#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\r#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\r#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\r#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\r#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\r#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\r#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\r#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\r#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\r#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\r#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\r#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\r#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\r#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\r#endif\n#endif\nfinalWorld=finalWorld*influence;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesVertex = { name, shader };\n"]}
@@ -1,7 +1,8 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "boundingBoxRendererFragmentDeclaration";
4
- const shader = `uniform vec4 color;
4
+ const shader = `uniform vec4 color;
5
+ `;
5
6
  // Sideeffect
6
7
  ShaderStore.IncludesShadersStore[name] = shader;
7
8
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRendererFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererFragmentDeclaration\";\nconst shader = `uniform vec4 color;\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRendererFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererFragmentDeclaration\";\nconst shader = `uniform vec4 color;\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererFragmentDeclaration = { name, shader };\n"]}
@@ -2,10 +2,13 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "boundingBoxRendererUboDeclaration";
4
4
  const shader = `#ifdef WEBGL2
5
- uniform vec4 color;
6
- uniform mat4 viewProjectionR;
5
+ uniform vec4 color;uniform mat4 world;uniform mat4 viewProjection;
6
+ #ifdef MULTIVIEW
7
+ uniform mat4 viewProjectionR;
8
+ #endif
7
9
  #else
8
- layout(std140,column_major) uniform;
10
+ layout(std140,column_major) uniform;uniform BoundingBoxRenderer {vec4 color;mat4 world;mat4 viewProjection;mat4 viewProjectionR;};
11
+ #endif
9
12
  `;
10
13
  // Sideeffect
11
14
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRendererUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererUboDeclaration\";\nconst shader = `#ifdef WEBGL2\nuniform vec4 color;\runiform mat4 world;\runiform mat4 viewProjection;\r#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\r#endif\n#else\nlayout(std140,column_major) uniform;\runiform BoundingBoxRenderer {\rvec4 color;\rmat4 world;\rmat4 viewProjection;\rmat4 viewProjectionR;\r};\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRendererUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererUboDeclaration\";\nconst shader = `#ifdef WEBGL2\nuniform vec4 color;uniform mat4 world;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n#else\nlayout(std140,column_major) uniform;uniform BoundingBoxRenderer {vec4 color;mat4 world;mat4 viewProjection;mat4 viewProjectionR;};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererUboDeclaration = { name, shader };\n"]}
@@ -1,8 +1,10 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "boundingBoxRendererVertexDeclaration";
4
- const shader = `uniform mat4 world;
5
- uniform mat4 viewProjectionR;
4
+ const shader = `uniform mat4 world;uniform mat4 viewProjection;
5
+ #ifdef MULTIVIEW
6
+ uniform mat4 viewProjectionR;
7
+ #endif
6
8
  `;
7
9
  // Sideeffect
8
10
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRendererVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererVertexDeclaration\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\r#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRendererVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererVertexDeclaration\";\nconst shader = `uniform mat4 world;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererVertexDeclaration = { name, shader };\n"]}
@@ -1,38 +1,58 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bumpFragment";
4
- const shader = `vec2 uvOffset=vec2(0.0,0.0);
4
+ const shader = `vec2 uvOffset=vec2(0.0,0.0);
5
+ #if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)
5
6
  #ifdef NORMALXYSCALE
6
- float normalScale=1.0;
7
- float normalScale=vBumpInfos.y;
8
- float normalScale=1.0;
7
+ float normalScale=1.0;
8
+ #elif defined(BUMP)
9
+ float normalScale=vBumpInfos.y;
10
+ #else
11
+ float normalScale=1.0;
12
+ #endif
9
13
  #if defined(TANGENT) && defined(NORMAL)
10
- mat3 TBN=vTBN;
11
- vec2 TBNUV=gl_FrontFacing ? vBumpUV : -vBumpUV;
12
- vec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;
14
+ mat3 TBN=vTBN;
15
+ #elif defined(BUMP)
16
+ vec2 TBNUV=gl_FrontFacing ? vBumpUV : -vBumpUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);
17
+ #else
18
+ vec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));
19
+ #endif
13
20
  #elif defined(ANISOTROPIC)
14
21
  #if defined(TANGENT) && defined(NORMAL)
15
- mat3 TBN=vTBN;
16
- vec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;
22
+ mat3 TBN=vTBN;
23
+ #else
24
+ vec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));
25
+ #endif
17
26
  #endif
18
27
  #ifdef PARALLAX
19
- mat3 invTBN=transposeMat3(TBN);
20
- uvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);
21
- uvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);
28
+ mat3 invTBN=transposeMat3(TBN);
29
+ #ifdef PARALLAXOCCLUSION
30
+ uvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);
31
+ #else
32
+ uvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);
33
+ #endif
22
34
  #endif
23
35
  #ifdef DETAIL
24
- vec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);
36
+ vec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB);
37
+ #endif
25
38
  #ifdef BUMP
26
39
  #ifdef OBJECTSPACE_NORMALMAP
27
40
  #define CUSTOM_FRAGMENT_BUMP_FRAGMENT
28
- normalW=normalize(texture2D(bumpSampler,vBumpUV).xyz *2.0-1.0);
29
- normalW=perturbNormal(TBN,texture2D(bumpSampler,vBumpUV+uvOffset).xyz,vBumpInfos.y);
30
- vec3 bumpNormal=texture2D(bumpSampler,vBumpUV+uvOffset).xyz*2.0-1.0;
31
- detailNormal.xy*=vDetailInfos.z;
32
- detailNormal.xy*=vDetailInfos.z;
33
- normalW=perturbNormalBase(TBN,blendedNormal,vBumpInfos.y);
41
+ normalW=normalize(texture2D(bumpSampler,vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);
42
+ #elif !defined(DETAIL)
43
+ normalW=perturbNormal(TBN,texture2D(bumpSampler,vBumpUV+uvOffset).xyz,vBumpInfos.y);
44
+ #else
45
+ vec3 bumpNormal=texture2D(bumpSampler,vBumpUV+uvOffset).xyz*2.0-1.0;
46
+ #if DETAIL_NORMALBLENDMETHOD==0
47
+ detailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));
48
+ #elif DETAIL_NORMALBLENDMETHOD==1
49
+ detailNormal.xy*=vDetailInfos.z;bumpNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;
50
+ #endif
51
+ normalW=perturbNormalBase(TBN,blendedNormal,vBumpInfos.y);
52
+ #endif
34
53
  #elif defined(DETAIL)
35
- detailNormal.xy*=vDetailInfos.z;
54
+ detailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);
55
+ #endif
36
56
  `;
37
57
  // Sideeffect
38
58
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"bumpFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,cAAc,CAAC;AAC5B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragment\";\nconst shader = `vec2 uvOffset=vec2(0.0,0.0);\r#if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\r#elif defined(BUMP)\nfloat normalScale=vBumpInfos.y;\r#else\nfloat normalScale=1.0;\r#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\r#elif defined(BUMP)\nvec2 TBNUV=gl_FrontFacing ? vBumpUV : -vBumpUV;\rmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);\r#else\nvec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;\rmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));\r#endif\n#elif defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\r#else\nvec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;\rmat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));\r#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\r#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\r#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\r#endif\n#endif\n#ifdef DETAIL\nvec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);\rvec2 detailNormalRG=detailColor.wy*2.0-1.0;\rfloat detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));\rvec3 detailNormal=vec3(detailNormalRG,detailNormalB);\r#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz *2.0-1.0);\rnormalW=normalize(mat3(normalMatrix)*normalW);\r#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,texture2D(bumpSampler,vBumpUV+uvOffset).xyz,vBumpInfos.y);\r#else\nvec3 bumpNormal=texture2D(bumpSampler,vBumpUV+uvOffset).xyz*2.0-1.0;\r#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal.xy*=vDetailInfos.z;\rvec3 blendedNormal=normalize(vec3(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));\r#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal.xy*=vDetailInfos.z;\rbumpNormal+=vec3(0.0,0.0,1.0);\rdetailNormal*=vec3(-1.0,-1.0,1.0);\rvec3 blendedNormal=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;\r#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,vBumpInfos.y);\r#endif\n#elif defined(DETAIL)\ndetailNormal.xy*=vDetailInfos.z;\rnormalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,cAAc,CAAC;AAC5B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragment\";\nconst shader = `vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#elif defined(BUMP)\nfloat normalScale=vBumpInfos.y;\n#else\nfloat normalScale=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#elif defined(BUMP)\nvec2 TBNUV=gl_FrontFacing ? vBumpUV : -vBumpUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);\n#else\nvec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#elif defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nvec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef DETAIL\nvec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB);\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,texture2D(bumpSampler,vBumpUV+uvOffset).xyz,vBumpInfos.y);\n#else\nvec3 bumpNormal=texture2D(bumpSampler,vBumpUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal.xy*=vDetailInfos.z;bumpNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,vBumpInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragment = { name, shader };\n"]}
@@ -9,7 +9,17 @@ const shader = `#if defined(BUMP)
9
9
  #include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)
10
10
  #endif
11
11
  #if defined(BUMP) && defined(PARALLAX)
12
- const float minSamples=4.;
12
+ const float minSamples=4.;const float maxSamples=15.;const int iMaxSamples=15;vec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {float parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;vec2 vOffsetDir=normalize(vViewDirCoT.xy);vec2 vMaxOffset=vOffsetDir*parallaxLimit;float numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));float stepSize=1.0/numSamples;float currRayHeight=1.0;vec2 vCurrOffset=vec2(0,0);vec2 vLastOffset=vec2(0,0);float lastSampledHeight=1.0;float currSampledHeight=1.0;bool keepWorking=true;for (int i=0; i<iMaxSamples; i++)
13
+ {currSampledHeight=texture2D(bumpSampler,texCoord+vCurrOffset).w;if (!keepWorking)
14
+ {}
15
+ else if (currSampledHeight>currRayHeight)
16
+ {float delta1=currSampledHeight-currRayHeight;float delta2=(currRayHeight+stepSize)-lastSampledHeight;float ratio=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}
17
+ else
18
+ {currRayHeight-=stepSize;vLastOffset=vCurrOffset;vCurrOffset+=stepSize*vMaxOffset;lastSampledHeight=currSampledHeight;}}
19
+ return vCurrOffset;}
20
+ vec2 parallaxOffset(vec3 viewDir,float heightScale)
21
+ {float height=texture2D(bumpSampler,vBumpUV).w;vec2 texCoordOffset=heightScale*viewDir.xy*height;return -texCoordOffset;}
22
+ #endif
13
23
  `;
14
24
  // Sideeffect
15
25
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"bumpFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDd,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 \"./samplerFragmentDeclaration\";\n\nconst name = \"bumpFragmentFunctions\";\nconst shader = `#if defined(BUMP)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump)\n#endif\n#if defined(DETAIL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)\n#endif\n#if defined(BUMP) && defined(PARALLAX)\nconst float minSamples=4.;\rconst float maxSamples=15.;\rconst int iMaxSamples=15;\rvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\rfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\rparallaxLimit*=parallaxScale;\rvec2 vOffsetDir=normalize(vViewDirCoT.xy);\rvec2 vMaxOffset=vOffsetDir*parallaxLimit;\rfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\rfloat stepSize=1.0/numSamples;\rfloat currRayHeight=1.0;\rvec2 vCurrOffset=vec2(0,0);\rvec2 vLastOffset=vec2(0,0);\rfloat lastSampledHeight=1.0;\rfloat currSampledHeight=1.0;\rbool keepWorking=true;\rfor (int i=0; i<iMaxSamples; i++)\r{\rcurrSampledHeight=texture2D(bumpSampler,texCoord+vCurrOffset).w;\rif (!keepWorking)\r{\r}\relse if (currSampledHeight>currRayHeight)\r{\rfloat delta1=currSampledHeight-currRayHeight;\rfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\rfloat ratio=delta1/(delta1+delta2);\rvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\rkeepWorking=false;\r}\relse\r{\rcurrRayHeight-=stepSize;\rvLastOffset=vCurrOffset;\rvCurrOffset+=stepSize*vMaxOffset;\rlastSampledHeight=currSampledHeight;\r}\r}\rreturn vCurrOffset;\r}\rvec2 parallaxOffset(vec3 viewDir,float heightScale)\r{\rfloat height=texture2D(bumpSampler,vBumpUV).w;\rvec2 texCoordOffset=heightScale*viewDir.xy*height;\rreturn -texCoordOffset;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragmentFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,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 \"./samplerFragmentDeclaration\";\n\nconst name = \"bumpFragmentFunctions\";\nconst shader = `#if defined(BUMP)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump)\n#endif\n#if defined(DETAIL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)\n#endif\n#if defined(BUMP) && defined(PARALLAX)\nconst float minSamples=4.;const float maxSamples=15.;const int iMaxSamples=15;vec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {float parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;vec2 vOffsetDir=normalize(vViewDirCoT.xy);vec2 vMaxOffset=vOffsetDir*parallaxLimit;float numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));float stepSize=1.0/numSamples;float currRayHeight=1.0;vec2 vCurrOffset=vec2(0,0);vec2 vLastOffset=vec2(0,0);float lastSampledHeight=1.0;float currSampledHeight=1.0;bool keepWorking=true;for (int i=0; i<iMaxSamples; i++)\n{currSampledHeight=texture2D(bumpSampler,texCoord+vCurrOffset).w;if (!keepWorking)\n{}\nelse if (currSampledHeight>currRayHeight)\n{float delta1=currSampledHeight-currRayHeight;float delta2=(currRayHeight+stepSize)-lastSampledHeight;float ratio=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}\nelse\n{currRayHeight-=stepSize;vLastOffset=vCurrOffset;vCurrOffset+=stepSize*vMaxOffset;lastSampledHeight=currSampledHeight;}}\nreturn vCurrOffset;}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{float height=texture2D(bumpSampler,vBumpUV).w;vec2 texCoordOffset=heightScale*viewDir.xy*height;return -texCoordOffset;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragmentFunctions = { name, shader };\n"]}
@@ -3,15 +3,65 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bumpFragmentMainFunctions";
4
4
  const shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)
5
5
  #if defined(TANGENT) && defined(NORMAL)
6
- varying mat3 vTBN;
6
+ varying mat3 vTBN;
7
+ #endif
7
8
  #ifdef OBJECTSPACE_NORMALMAP
8
- uniform mat4 normalMatrix;
9
- mat4 toNormalMatrix(mat4 wMatrix)
10
- mat4 toNormalMatrix(mat4 m)
9
+ uniform mat4 normalMatrix;
10
+ #if defined(WEBGL2) || defined(WEBGPU)
11
+ mat4 toNormalMatrix(mat4 wMatrix)
12
+ {mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}
13
+ #else
14
+ mat4 toNormalMatrix(mat4 m)
15
+ {float
16
+ a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],
17
+ a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],
18
+ a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],
19
+ a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],
20
+ b00=a00*a11-a01*a10,
21
+ b01=a00*a12-a02*a10,
22
+ b02=a00*a13-a03*a10,
23
+ b03=a01*a12-a02*a11,
24
+ b04=a01*a13-a03*a11,
25
+ b05=a02*a13-a03*a12,
26
+ b06=a20*a31-a21*a30,
27
+ b07=a20*a32-a22*a30,
28
+ b08=a20*a33-a23*a30,
29
+ b09=a21*a32-a22*a31,
30
+ b10=a21*a33-a23*a31,
31
+ b11=a22*a33-a23*a32,
32
+ det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(
33
+ a11*b11-a12*b10+a13*b09,
34
+ a02*b10-a01*b11-a03*b09,
35
+ a31*b05-a32*b04+a33*b03,
36
+ a22*b04-a21*b05-a23*b03,
37
+ a12*b08-a10*b11-a13*b07,
38
+ a00*b11-a02*b08+a03*b07,
39
+ a32*b02-a30*b05-a33*b01,
40
+ a20*b05-a22*b02+a23*b01,
41
+ a10*b10-a11*b08+a13*b06,
42
+ a01*b08-a00*b10-a03*b06,
43
+ a30*b04-a31*b02+a33*b00,
44
+ a21*b02-a20*b04-a23*b00,
45
+ a11*b07-a10*b09-a12*b06,
46
+ a00*b09-a01*b07+a02*b06,
47
+ a31*b01-a30*b03-a32*b00,
48
+ a20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],
49
+ mi[0][1],mi[1][1],mi[2][1],mi[3][1],
50
+ mi[0][2],mi[1][2],mi[2][2],mi[3][2],
51
+ mi[0][3],mi[1][3],mi[2][3],mi[3][3]);}
52
+ #endif
53
+ #endif
54
+ vec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)
55
+ {
56
+ #ifdef NORMALXYSCALE
57
+ normal=normalize(normal*vec3(scale,scale,1.0));
58
+ #endif
59
+ return normalize(cotangentFrame*normal);}
60
+ vec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)
61
+ {return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}
62
+ mat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)
63
+ {vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}
11
64
  #endif
12
- vec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)
13
- normal=normalize(normal*vec3(scale,scale,1.0));
14
- return normalize(cotangentFrame*normal);
15
65
  `;
16
66
  // Sideeffect
17
67
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"bumpFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Fd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragmentMainFunctions\";\nconst shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\r#if defined(WEBGL2) || defined(WEBGPU)\nmat4 toNormalMatrix(mat4 wMatrix)\r{\rmat4 ret=inverse(wMatrix);\rret=transpose(ret);\rret[0][3]=0.;\rret[1][3]=0.;\rret[2][3]=0.;\rret[3]=vec4(0.,0.,0.,1.);\rreturn ret;\r}\r#else\nmat4 toNormalMatrix(mat4 m)\r{\rfloat\ra00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],\ra10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],\ra20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],\ra30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],\rb00=a00*a11-a01*a10,\rb01=a00*a12-a02*a10,\rb02=a00*a13-a03*a10,\rb03=a01*a12-a02*a11,\rb04=a01*a13-a03*a11,\rb05=a02*a13-a03*a12,\rb06=a20*a31-a21*a30,\rb07=a20*a32-a22*a30,\rb08=a20*a33-a23*a30,\rb09=a21*a32-a22*a31,\rb10=a21*a33-a23*a31,\rb11=a22*a33-a23*a32,\rdet=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;\rmat4 mi=mat4(\ra11*b11-a12*b10+a13*b09,\ra02*b10-a01*b11-a03*b09,\ra31*b05-a32*b04+a33*b03,\ra22*b04-a21*b05-a23*b03,\ra12*b08-a10*b11-a13*b07,\ra00*b11-a02*b08+a03*b07,\ra32*b02-a30*b05-a33*b01,\ra20*b05-a22*b02+a23*b01,\ra10*b10-a11*b08+a13*b06,\ra01*b08-a00*b10-a03*b06,\ra30*b04-a31*b02+a33*b00,\ra21*b02-a20*b04-a23*b00,\ra11*b07-a10*b09-a12*b06,\ra00*b09-a01*b07+a02*b06,\ra31*b01-a30*b03-a32*b00,\ra20*b03-a21*b01+a22*b00)/det;\rreturn mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\rmi[0][1],mi[1][1],mi[2][1],mi[3][1],\rmi[0][2],mi[1][2],mi[2][2],mi[3][2],\rmi[0][3],mi[1][3],mi[2][3],mi[3][3]);\r}\r#endif\n#endif\nvec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)\r{\r#ifdef NORMALXYSCALE\nnormal=normalize(normal*vec3(scale,scale,1.0));\r#endif\nreturn normalize(cotangentFrame*normal);\r}\rvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\r{\rreturn perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);\r}\rmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\r{\rvec3 dp1=dFdx(p);\rvec3 dp2=dFdy(p);\rvec2 duv1=dFdx(uv);\rvec2 duv2=dFdy(uv);\rvec3 dp2perp=cross(dp2,normal);\rvec3 dp1perp=cross(normal,dp1);\rvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\rvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\rtangent*=tangentSpaceParams.x;\rbitangent*=tangentSpaceParams.y;\rfloat det=max(dot(tangent,tangent),dot(bitangent,bitangent));\rfloat invmax=det==0.0 ? 0.0 : inversesqrt(det);\rreturn mat3(tangent*invmax,bitangent*invmax,normal);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragmentMainFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragmentMainFunctions\";\nconst shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#if defined(WEBGL2) || defined(WEBGPU)\nmat4 toNormalMatrix(mat4 wMatrix)\n{mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}\n#else\nmat4 toNormalMatrix(mat4 m)\n{float\na00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],\na10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],\na20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],\na30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],\nb00=a00*a11-a01*a10,\nb01=a00*a12-a02*a10,\nb02=a00*a13-a03*a10,\nb03=a01*a12-a02*a11,\nb04=a01*a13-a03*a11,\nb05=a02*a13-a03*a12,\nb06=a20*a31-a21*a30,\nb07=a20*a32-a22*a30,\nb08=a20*a33-a23*a30,\nb09=a21*a32-a22*a31,\nb10=a21*a33-a23*a31,\nb11=a22*a33-a23*a32,\ndet=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(\na11*b11-a12*b10+a13*b09,\na02*b10-a01*b11-a03*b09,\na31*b05-a32*b04+a33*b03,\na22*b04-a21*b05-a23*b03,\na12*b08-a10*b11-a13*b07,\na00*b11-a02*b08+a03*b07,\na32*b02-a30*b05-a33*b01,\na20*b05-a22*b02+a23*b01,\na10*b10-a11*b08+a13*b06,\na01*b08-a00*b10-a03*b06,\na30*b04-a31*b02+a33*b00,\na21*b02-a20*b04-a23*b00,\na11*b07-a10*b09-a12*b06,\na00*b09-a01*b07+a02*b06,\na31*b01-a30*b03-a32*b00,\na20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\n#endif\nvec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)\n{\n#ifdef NORMALXYSCALE\nnormal=normalize(normal*vec3(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*normal);}\nvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragmentMainFunctions = { name, shader };\n"]}
@@ -3,7 +3,8 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bumpVertex";
4
4
  const shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
5
5
  #if defined(TANGENT) && defined(NORMAL)
6
- vec3 tbnNormal=normalize(normalUpdated);
6
+ vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
7
+ #endif
7
8
  #endif
8
9
  `;
9
10
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"bumpVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,YAAY,CAAC;AAC1B,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,UAAU,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpVertex\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\rvec3 tbnTangent=normalize(tangentUpdated.xyz);\rvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\rvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,YAAY,CAAC;AAC1B,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,UAAU,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpVertex\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertex = { name, shader };\n"]}
@@ -3,7 +3,8 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bumpVertexDeclaration";
4
4
  const shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
5
5
  #if defined(TANGENT) && defined(NORMAL)
6
- varying mat3 vTBN;
6
+ varying mat3 vTBN;
7
+ #endif
7
8
  #endif
8
9
  `;
9
10
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"bumpVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertexDeclaration = { name, shader };\n"]}