@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
@@ -7,7 +7,15 @@ const shader = `#ifdef FOG
7
7
  #define FOGMODE_EXP2 2.
8
8
  #define FOGMODE_LINEAR 3.
9
9
  #define E 2.71828
10
- uniform vec4 vFogInfos;
10
+ uniform vec4 vFogInfos;uniform vec3 vFogColor;varying vec3 vFogDistance;float CalcFogFactor()
11
+ {float fogCoeff=1.0;float fogStart=vFogInfos.y;float fogEnd=vFogInfos.z;float fogDensity=vFogInfos.w;float fogDistance=length(vFogDistance);if (FOGMODE_LINEAR==vFogInfos.x)
12
+ {fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);}
13
+ else if (FOGMODE_EXP==vFogInfos.x)
14
+ {fogCoeff=1.0/pow(E,fogDistance*fogDensity);}
15
+ else if (FOGMODE_EXP2==vFogInfos.x)
16
+ {fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);}
17
+ return clamp(fogCoeff,0.0,1.0);}
18
+ #endif
11
19
  `;
12
20
  // Sideeffect
13
21
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"fogFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/fogFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"fogFragmentDeclaration\";\nconst shader = `#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\runiform vec3 vFogColor;\rvarying vec3 vFogDistance;\rfloat CalcFogFactor()\r{\rfloat fogCoeff=1.0;\rfloat fogStart=vFogInfos.y;\rfloat fogEnd=vFogInfos.z;\rfloat fogDensity=vFogInfos.w;\rfloat fogDistance=length(vFogDistance);\rif (FOGMODE_LINEAR==vFogInfos.x)\r{\rfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\r}\relse if (FOGMODE_EXP==vFogInfos.x)\r{\rfogCoeff=1.0/pow(E,fogDistance*fogDensity);\r}\relse if (FOGMODE_EXP2==vFogInfos.x)\r{\rfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\r}\rreturn clamp(fogCoeff,0.0,1.0);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fogFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"fogFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/fogFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"fogFragmentDeclaration\";\nconst shader = `#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;uniform vec3 vFogColor;varying vec3 vFogDistance;float CalcFogFactor()\n{float fogCoeff=1.0;float fogStart=vFogInfos.y;float fogEnd=vFogInfos.z;float fogDensity=vFogInfos.w;float fogDistance=length(vFogDistance);if (FOGMODE_LINEAR==vFogInfos.x)\n{fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);}\nelse if (FOGMODE_EXP==vFogInfos.x)\n{fogCoeff=1.0/pow(E,fogDistance*fogDensity);}\nelse if (FOGMODE_EXP2==vFogInfos.x)\n{fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);}\nreturn clamp(fogCoeff,0.0,1.0);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fogFragmentDeclaration = { name, shader };\n"]}
@@ -2,7 +2,8 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "fogVertex";
4
4
  const shader = `#ifdef FOG
5
- vFogDistance=(view*worldPos).xyz;
5
+ vFogDistance=(view*worldPos).xyz;
6
+ #endif
6
7
  `;
7
8
  // Sideeffect
8
9
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"fogVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/fogVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,WAAW,CAAC;AACzB,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,SAAS,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"fogVertex\";\nconst shader = `#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fogVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"fogVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/fogVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,WAAW,CAAC;AACzB,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,SAAS,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"fogVertex\";\nconst shader = `#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fogVertex = { name, shader };\n"]}
@@ -2,7 +2,8 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "fogVertexDeclaration";
4
4
  const shader = `#ifdef FOG
5
- varying vec3 vFogDistance;
5
+ varying vec3 vFogDistance;
6
+ #endif
6
7
  `;
7
8
  // Sideeffect
8
9
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"fogVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/fogVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;CAGd,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 = \"fogVertexDeclaration\";\nconst shader = `#ifdef FOG\nvarying vec3 vFogDistance;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fogVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"fogVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/fogVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;CAGd,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 = \"fogVertexDeclaration\";\nconst shader = `#ifdef FOG\nvarying vec3 vFogDistance;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fogVertexDeclaration = { name, shader };\n"]}
@@ -2,7 +2,9 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "fresnelFunction";
4
4
  const shader = `#ifdef FRESNEL
5
- float computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)
5
+ float computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)
6
+ {float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}
7
+ #endif
6
8
  `;
7
9
  // Sideeffect
8
10
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"fresnelFunction.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/fresnelFunction.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;CAOd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"fresnelFunction\";\nconst shader = `#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\r{\rfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\rreturn clamp(fresnelTerm,0.,1.);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fresnelFunction = { name, shader };\n"]}
1
+ {"version":3,"file":"fresnelFunction.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/fresnelFunction.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"fresnelFunction\";\nconst shader = `#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fresnelFunction = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "geometryVertexDeclaration";
4
- const shader = `uniform mat4 viewProjection;
4
+ const shader = `uniform mat4 viewProjection;uniform mat4 view;`;
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
7
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"geometryVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/geometryVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;mBACI,CAAC;AACpB,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 = \"geometryVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;\runiform mat4 view;`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const geometryVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"geometryVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/geometryVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG,gDAAgD,CAAC;AAChE,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 = \"geometryVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;uniform mat4 view;`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const geometryVertexDeclaration = { name, shader };\n"]}
@@ -3,8 +3,18 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "harmonicsFunctions";
4
4
  const shader = `#ifdef USESPHERICALFROMREFLECTIONMAP
5
5
  #ifdef SPHERICAL_HARMONICS
6
- vec3 computeEnvironmentIrradiance(vec3 normal) {
6
+ vSphericalL1_1*(normal.y)
7
+ vSphericalL10*(normal.z)
8
+ vSphericalL11*(normal.x)
9
+ vSphericalL2_2*(normal.y*normal.x)
10
+ vSphericalL2_1*(normal.y*normal.z)
11
+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)
12
+ vSphericalL21*(normal.z*normal.x)
13
+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));
7
- vec3 computeEnvironmentIrradiance(vec3 normal) {
14
+ vec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00
15
+ + vSphericalL1_1*(normal.y)
16
+ + vSphericalL10*(normal.z)
17
+ + vSphericalL11*(normal.x)
18
+ + vSphericalL2_2*(normal.y*normal.x)
19
+ + vSphericalL2_1*(normal.y*normal.z)
20
+ + vSphericalL20*((3.0*normal.z*normal.z)-1.0)
21
+ + vSphericalL21*(normal.z*normal.x)
22
+ + vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}
23
+ #else
24
+ vec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}
25
+ #endif
8
26
  #endif
9
27
  `;
10
28
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"harmonicsFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/harmonicsFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nvec3 computeEnvironmentIrradiance(vec3 normal) {\rreturn vSphericalL00\r+ vSphericalL1_1*(normal.y)\r+ vSphericalL10*(normal.z)\r+ vSphericalL11*(normal.x)\r+ vSphericalL2_2*(normal.y*normal.x)\r+ vSphericalL2_1*(normal.y*normal.z)\r+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)\r+ vSphericalL21*(normal.z*normal.x)\r+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));\r}\r#else\nvec3 computeEnvironmentIrradiance(vec3 normal) {\rfloat Nx=normal.x;\rfloat Ny=normal.y;\rfloat Nz=normal.z;\rvec3 C1=vSphericalZZ.rgb;\rvec3 Cx=vSphericalX.rgb;\rvec3 Cy=vSphericalY.rgb;\rvec3 Cz=vSphericalZ.rgb;\rvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\rvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\rvec3 Cxy=vSphericalXY.rgb;\rvec3 Cyz=vSphericalYZ.rgb;\rvec3 Czx=vSphericalZX.rgb;\rvec3 a1=Cyy_zz*Ny+Cy;\rvec3 a2=Cyz*Nz+a1;\rvec3 b1=Czx*Nz+Cx;\rvec3 b2=Cxy*Ny+b1;\rvec3 b3=Cxx_zz*Nx+b2;\rvec3 t1=Cz *Nz+C1;\rvec3 t2=a2 *Ny+t1;\rvec3 t3=b3 *Nx+t2;\rreturn t3;\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const harmonicsFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"harmonicsFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/harmonicsFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nvec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00\n+ vSphericalL1_1*(normal.y)\n+ vSphericalL10*(normal.z)\n+ vSphericalL11*(normal.x)\n+ vSphericalL2_2*(normal.y*normal.x)\n+ vSphericalL2_1*(normal.y*normal.z)\n+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ vSphericalL21*(normal.z*normal.x)\n+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nvec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const harmonicsFunctions = { name, shader };\n"]}
@@ -4,23 +4,54 @@ const name = "hdrFilteringFunctions";
4
4
  const shader = `#ifdef NUM_SAMPLES
5
5
  #if NUM_SAMPLES>0
6
6
  #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
7
- float radicalInverse_VdC(uint bits)
8
- float vanDerCorpus(int n,int base)
9
- float log4(float x) {
10
- vec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
11
- for(uint i=0u; i<NUM_SAMPLES; ++i)
12
- for(int i=0; i<NUM_SAMPLES; ++i)
13
- {
14
- c=toLinearSpace(c);
15
- result+=c;
16
- vec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
17
- c=toLinearSpace(c);
18
- return c;
19
- for(uint i=0u; i<NUM_SAMPLES; ++i)
20
- for(int i=0; i<NUM_SAMPLES; ++i)
21
- {
22
- c=toLinearSpace(c);
23
- result+=c*NoL;
7
+ float radicalInverse_VdC(uint bits)
8
+ {bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }
9
+ vec2 hammersley(uint i,uint N)
10
+ {return vec2(float(i)/float(N),radicalInverse_VdC(i));}
11
+ #else
12
+ float vanDerCorpus(int n,int base)
13
+ {float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)
14
+ {if(n>0)
15
+ {denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}
16
+ return result;}
17
+ vec2 hammersley(int i,int N)
18
+ {return vec2(float(i)/float(N),vanDerCorpus(i,2));}
19
+ #endif
20
+ float log4(float x) {return log2(x)/2.;}
21
+ const float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;
22
+ #define inline
23
+ vec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
24
+ {vec3 n=normalize(inputN);vec3 result=vec3(0.0);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);
25
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
26
+ for(uint i=0u; i<NUM_SAMPLES; ++i)
27
+ #else
28
+ for(int i=0; i<NUM_SAMPLES; ++i)
29
+ #endif
30
+ {vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);vec3 Ns=vec3(0.,0.,1.);float NoL=dot(Ns,Ls);if (NoL>0.) {float pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.0,maxLevel);vec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;
31
+ #ifdef GAMMA_INPUT
32
+ c=toLinearSpace(c);
33
+ #endif
34
+ result+=c;}}
35
+ result=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}
36
+ #define inline
37
+ vec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
38
+ {vec3 n=normalize(inputN);if (alphaG==0.) {vec3 c=textureCube(inputTexture,n).rgb;
39
+ #ifdef GAMMA_INPUT
40
+ c=toLinearSpace(c);
41
+ #endif
42
+ return c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;
43
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
44
+ for(uint i=0u; i<NUM_SAMPLES; ++i)
45
+ #else
46
+ for(int i=0; i<NUM_SAMPLES; ++i)
47
+ #endif
48
+ {vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;
49
+ #ifdef GAMMA_INPUT
50
+ c=toLinearSpace(c);
51
+ #endif
52
+ result+=c*NoL;}}
53
+ result=result/weight;return result;}}
54
+ #endif
24
55
  #endif
25
56
  `;
26
57
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \r{\rbits=(bits<<16u) | (bits>>16u);\rbits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);\rbits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);\rbits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);\rbits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);\rreturn float(bits)*2.3283064365386963e-10; \r}\rvec2 hammersley(uint i,uint N)\r{\rreturn vec2(float(i)/float(N),radicalInverse_VdC(i));\r}\r#else\nfloat vanDerCorpus(int n,int base)\r{\rfloat invBase=1.0/float(base);\rfloat denom =1.0;\rfloat result =0.0;\rfor(int i=0; i<32; ++i)\r{\rif(n>0)\r{\rdenom =mod(float(n),2.0);\rresult+=denom*invBase;\rinvBase=invBase/2.0;\rn =int(float(n)/2.0);\r}\r}\rreturn result;\r}\rvec2 hammersley(int i,int N)\r{\rreturn vec2(float(i)/float(N),vanDerCorpus(i,2));\r}\r#endif\nfloat log4(float x) {\rreturn log2(x)/2.;\r}\rconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);\rconst float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;\rconst float K=4.;\r#define inline\nvec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rvec3 result=vec3(0.0);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\r#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 Ls=hemisphereCosSample(Xi);\rLs=normalize(Ls);\rvec3 Ns=vec3(0.,0.,1.);\rfloat NoL=dot(Ns,Ls);\rif (NoL>0.) {\rfloat pdf_inversed=PI/NoL;\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(l,0.0,maxLevel);\rvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c;\r}\r}\rresult=result*NUM_SAMPLES_FLOAT_INVERSED;\rreturn result;\r}\r#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\r{\rvec3 n=normalize(inputN);\rif (alphaG==0.) {\rvec3 c=textureCube(inputTexture,n).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nreturn c;\r} else {\rvec3 result=vec3(0.);\rvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\rtangent=normalize(cross(tangent,n));\rvec3 bitangent=cross(n,tangent);\rmat3 tbn=mat3(tangent,bitangent,n);\rfloat maxLevel=filteringInfo.y;\rfloat dim0=filteringInfo.x;\rfloat omegaP=(4.*PI)/(6.*dim0*dim0);\rfloat weight=0.;\r#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\r#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\r#endif\n{\rvec2 Xi=hammersley(i,NUM_SAMPLES);\rvec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);\rfloat NoV=1.;\rfloat NoH=H.z;\rfloat NoH2=H.z*H.z;\rfloat NoL=2.*NoH2-1.;\rvec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);\rL=normalize(L);\rif (NoL>0.) {\rfloat pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);\rfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\rfloat l=log4(omegaS)-log4(omegaP)+log4(K);\rfloat mipLevel=clamp(float(l),0.0,maxLevel);\rweight+=NoL;\rvec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\r#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\r#endif\nresult+=c*NoL;\r}\r}\rresult=result/weight;\rreturn result;\r}\r}\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.0);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);vec3 Ns=vec3(0.,0.,1.);float NoL=dot(Ns,Ls);if (NoL>0.) {float pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.0,maxLevel);vec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c;}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);if (alphaG==0.) {vec3 c=textureCube(inputTexture,n).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
@@ -1,37 +1,107 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "helperFunctions";
4
- const shader = `const float PI=3.1415926535897932384626433832795;
4
+ const shader = `const float PI=3.1415926535897932384626433832795;const float HALF_MIN=5.96046448e-08;
5
+ const float LinearEncodePowerApprox=2.2;const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);const float Epsilon=0.0000001;
6
+ #define saturate(x) clamp(x,0.0,1.0)
5
7
  #define absEps(x) abs(x)+Epsilon
6
8
  #define maxEps(x) max(x,Epsilon)
7
9
  #define saturateEps(x) clamp(x,Epsilon,1.0)
8
- mat3 transposeMat3(mat3 inMatrix) {
9
- vec3 toLinearSpaceExact(vec3 color)
10
- return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));
11
- return
12
- }
13
- return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));
14
- return
15
- }
16
- float toLinearSpace(float color)
17
- float nearZeroSection=0.0773993808*color;
18
- return pow(color,LinearEncodePowerApprox);
19
- }
20
- return toLinearSpaceExact(color);
21
- return pow(color,vec3(LinearEncodePowerApprox));
22
- }
23
- return vec4(toLinearSpaceExact(color.rgb),color.a);
24
- return vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);
25
- }
26
- float nearZeroSection=12.92*color;
27
- return pow(color,GammaEncodePowerApprox);
28
- }
29
- return toGammaSpaceExact(color);
30
- return pow(color,vec3(GammaEncodePowerApprox));
31
- }
32
- return vec4(toGammaSpaceExact(color.rgb),color.a);
33
- return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
34
- }
10
+ mat3 transposeMat3(mat3 inMatrix) {vec3 i0=inMatrix[0];vec3 i1=inMatrix[1];vec3 i2=inMatrix[2];mat3 outMatrix=mat3(
11
+ vec3(i0.x,i1.x,i2.x),
12
+ vec3(i0.y,i1.y,i2.y),
13
+ vec3(i0.z,i1.z,i2.z)
14
+ );return outMatrix;}
15
+ mat3 inverseMat3(mat3 inMatrix) {float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),
16
+ b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),
17
+ b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}
18
+ #if USE_EXACT_SRGB_CONVERSIONS
19
+ vec3 toLinearSpaceExact(vec3 color)
20
+ {vec3 nearZeroSection=0.0773993808*color;vec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));
21
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
22
+ return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));
23
+ #else
24
+ return
25
+ vec3(
26
+ color.r<=0.04045 ? nearZeroSection.r : remainingSection.r,
27
+ color.g<=0.04045 ? nearZeroSection.g : remainingSection.g,
28
+ color.b<=0.04045 ? nearZeroSection.b : remainingSection.b);
29
+ #endif
30
+ }
31
+ vec3 toGammaSpaceExact(vec3 color)
32
+ {vec3 nearZeroSection=12.92*color;vec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);
33
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
34
+ return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));
35
+ #else
36
+ return
37
+ vec3(
38
+ color.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,
39
+ color.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,
40
+ color.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);
41
+ #endif
42
+ }
43
+ #endif
44
+ float toLinearSpace(float color)
45
+ {
46
+ #if USE_EXACT_SRGB_CONVERSIONS
47
+ float nearZeroSection=0.0773993808*color;float remainingSection=pow(0.947867299*(color+0.055),2.4);return color<=0.04045 ? nearZeroSection : remainingSection;
48
+ #else
49
+ return pow(color,LinearEncodePowerApprox);
50
+ #endif
51
+ }
52
+ vec3 toLinearSpace(vec3 color)
53
+ {
54
+ #if USE_EXACT_SRGB_CONVERSIONS
55
+ return toLinearSpaceExact(color);
56
+ #else
57
+ return pow(color,vec3(LinearEncodePowerApprox));
58
+ #endif
59
+ }
60
+ vec4 toLinearSpace(vec4 color)
61
+ {
62
+ #if USE_EXACT_SRGB_CONVERSIONS
63
+ return vec4(toLinearSpaceExact(color.rgb),color.a);
64
+ #else
65
+ return vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);
66
+ #endif
67
+ }
68
+ float toGammaSpace(float color)
69
+ {
70
+ #if USE_EXACT_SRGB_CONVERSIONS
71
+ float nearZeroSection=12.92*color;float remainingSection=1.055*pow(color,0.41666)-0.055;return color<=0.0031308 ? nearZeroSection : remainingSection;
72
+ #else
73
+ return pow(color,GammaEncodePowerApprox);
74
+ #endif
75
+ }
76
+ vec3 toGammaSpace(vec3 color)
77
+ {
78
+ #if USE_EXACT_SRGB_CONVERSIONS
79
+ return toGammaSpaceExact(color);
80
+ #else
81
+ return pow(color,vec3(GammaEncodePowerApprox));
82
+ #endif
83
+ }
84
+ vec4 toGammaSpace(vec4 color)
85
+ {
86
+ #if USE_EXACT_SRGB_CONVERSIONS
87
+ return vec4(toGammaSpaceExact(color.rgb),color.a);
88
+ #else
89
+ return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
90
+ #endif
91
+ }
92
+ float square(float value)
93
+ {return value*value;}
94
+ vec3 square(vec3 value)
95
+ {return value*value;}
96
+ float pow5(float value) {float sq=value*value;return sq*sq*value;}
97
+ float getLuminance(vec3 color)
98
+ {return clamp(dot(color,LuminanceEncodeApprox),0.,1.);}
99
+ float getRand(vec2 seed) {return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);}
100
+ float dither(vec2 seed,float varianceAmount) {float rand=getRand(seed);float normVariance=varianceAmount/255.0;float dither=mix(-normVariance,normVariance,rand);return dither;}
101
+ const float rgbdMaxRange=255.0;vec4 toRGBD(vec3 color) {float maxRGB=maxEps(max(color.r,max(color.g,color.b)));float D =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);vec3 rgb=color.rgb*D;rgb=toGammaSpace(rgb);return vec4(clamp(rgb,0.,1.),D); }
102
+ vec3 fromRGBD(vec4 rgbd) {rgbd.rgb=toLinearSpace(rgbd.rgb);return rgbd.rgb/rgbd.a;}
103
+ vec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {vec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;vec3 halfSize=cubeSize*0.5;vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);vec3 intersectPositionWS=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}
104
+ `;
35
105
  // Sideeffect
36
106
  ShaderStore.IncludesShadersStore[name] = shader;
37
107
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;\rconst float HALF_MIN=5.96046448e-08; \rconst float LinearEncodePowerApprox=2.2;\rconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\rconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\rconst float Epsilon=0.0000001;\r#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\rvec3 i0=inMatrix[0];\rvec3 i1=inMatrix[1];\rvec3 i2=inMatrix[2];\rmat3 outMatrix=mat3(\rvec3(i0.x,i1.x,i2.x),\rvec3(i0.y,i1.y,i2.y),\rvec3(i0.z,i1.z,i2.z)\r);\rreturn outMatrix;\r}\rmat3 inverseMat3(mat3 inMatrix) {\rfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\rfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\rfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\rfloat b01=a22*a11-a12*a21;\rfloat b11=-a22*a10+a12*a20;\rfloat b21=a21*a10-a11*a20;\rfloat det=a00*b01+a01*b11+a02*b21;\rreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\rb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\rb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\r}\r#if USE_EXACT_SRGB_CONVERSIONS\nvec3 toLinearSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=0.0773993808*color;\rvec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\r#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\r#else\nreturn\rvec3(\rcolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\rvec3 toGammaSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=12.92*color;\rvec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\r#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\r#else\nreturn\rvec3(\rcolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\r#endif\nfloat toLinearSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=0.0773993808*color;\rfloat remainingSection=pow(0.947867299*(color+0.055),2.4);\rreturn color<=0.04045 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,LinearEncodePowerApprox);\r#endif\n}\rvec3 toLinearSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\r#else\nreturn pow(color,vec3(LinearEncodePowerApprox));\r#endif\n}\rvec4 toLinearSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\r#endif\n}\rfloat toGammaSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=12.92*color;\rfloat remainingSection=1.055*pow(color,0.41666)-0.055;\rreturn color<=0.0031308 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,GammaEncodePowerApprox);\r#endif\n}\rvec3 toGammaSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\r#else\nreturn pow(color,vec3(GammaEncodePowerApprox));\r#endif\n}\rvec4 toGammaSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\r#endif\n}\rfloat square(float value)\r{\rreturn value*value;\r}\rvec3 square(vec3 value)\r{\rreturn value*value;\r}\rfloat pow5(float value) {\rfloat sq=value*value;\rreturn sq*sq*value;\r}\rfloat getLuminance(vec3 color)\r{\rreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\r}\rfloat getRand(vec2 seed) {\rreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\r}\rfloat dither(vec2 seed,float varianceAmount) {\rfloat rand=getRand(seed);\rfloat normVariance=varianceAmount/255.0;\rfloat dither=mix(-normVariance,normVariance,rand);\rreturn dither;\r}\rconst float rgbdMaxRange=255.0;\rvec4 toRGBD(vec3 color) {\rfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\rfloat D =max(rgbdMaxRange/maxRGB,1.);\rD =clamp(floor(D)/255.0,0.,1.);\rvec3 rgb=color.rgb*D;\rrgb=toGammaSpace(rgb);\rreturn vec4(clamp(rgb,0.,1.),D); \r}\rvec3 fromRGBD(vec4 rgbd) {\rrgbd.rgb=toLinearSpace(rgbd.rgb);\rreturn rgbd.rgb/rgbd.a;\r}\rvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\rvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\rvec3 halfSize=cubeSize*0.5;\rvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\rvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\rvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\rfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\rvec3 intersectPositionWS=vertexPos+origVec*distance;\rreturn intersectPositionWS-cubePos;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const helperFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;const float HALF_MIN=5.96046448e-08; \nconst float LinearEncodePowerApprox=2.2;const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);const float Epsilon=0.0000001;\n#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {vec3 i0=inMatrix[0];vec3 i1=inMatrix[1];vec3 i2=inMatrix[2];mat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nmat3 inverseMat3(mat3 inMatrix) {float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}\n#if USE_EXACT_SRGB_CONVERSIONS\nvec3 toLinearSpaceExact(vec3 color)\n{vec3 nearZeroSection=0.0773993808*color;vec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\n#else\nreturn\nvec3(\ncolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\ncolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\ncolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\n#endif\n}\nvec3 toGammaSpaceExact(vec3 color)\n{vec3 nearZeroSection=12.92*color;vec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\n#else\nreturn\nvec3(\ncolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\ncolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\ncolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\n#endif\n}\n#endif\nfloat toLinearSpace(float color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=0.0773993808*color;float remainingSection=pow(0.947867299*(color+0.055),2.4);return color<=0.04045 ? nearZeroSection : remainingSection;\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nvec3 toLinearSpace(vec3 color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3(LinearEncodePowerApprox));\n#endif\n}\nvec4 toLinearSpace(vec4 color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfloat toGammaSpace(float color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=12.92*color;float remainingSection=1.055*pow(color,0.41666)-0.055;return color<=0.0031308 ? nearZeroSection : remainingSection;\n#else\nreturn pow(color,GammaEncodePowerApprox);\n#endif\n}\nvec3 toGammaSpace(vec3 color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3(GammaEncodePowerApprox));\n#endif\n}\nvec4 toGammaSpace(vec4 color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfloat square(float value)\n{return value*value;}\nvec3 square(vec3 value)\n{return value*value;}\nfloat pow5(float value) {float sq=value*value;return sq*sq*value;}\nfloat getLuminance(vec3 color)\n{return clamp(dot(color,LuminanceEncodeApprox),0.,1.);}\nfloat getRand(vec2 seed) {return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);}\nfloat dither(vec2 seed,float varianceAmount) {float rand=getRand(seed);float normVariance=varianceAmount/255.0;float dither=mix(-normVariance,normVariance,rand);return dither;}\nconst float rgbdMaxRange=255.0;vec4 toRGBD(vec3 color) {float maxRGB=maxEps(max(color.r,max(color.g,color.b)));float D =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);vec3 rgb=color.rgb*D;rgb=toGammaSpace(rgb);return vec4(clamp(rgb,0.,1.),D); }\nvec3 fromRGBD(vec4 rgbd) {rgbd.rgb=toLinearSpace(rgbd.rgb);return rgbd.rgb/rgbd.a;}\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {vec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;vec3 halfSize=cubeSize*0.5;vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);vec3 intersectPositionWS=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const helperFunctions = { name, shader };\n"]}
@@ -2,7 +2,8 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "imageProcessingCompatibility";
4
4
  const shader = `#ifdef IMAGEPROCESSINGPOSTPROCESS
5
- gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(2.2));
5
+ gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(2.2));
6
+ #endif
6
7
  `;
7
8
  // Sideeffect
8
9
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingCompatibility.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/imageProcessingCompatibility.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingCompatibility\";\nconst shader = `#ifdef IMAGEPROCESSINGPOSTPROCESS\ngl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(2.2));\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingCompatibility = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingCompatibility.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/imageProcessingCompatibility.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingCompatibility\";\nconst shader = `#ifdef IMAGEPROCESSINGPOSTPROCESS\ngl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(2.2));\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingCompatibility = { name, shader };\n"]}
@@ -2,22 +2,31 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "imageProcessingDeclaration";
4
4
  const shader = `#ifdef EXPOSURE
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- uniform float exposureLinear;
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+ uniform float exposureLinear;
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+ #endif
6
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  #ifdef CONTRAST
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- uniform float contrast;
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+ uniform float contrast;
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+ #endif
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  #if defined(VIGNETTE) || defined(DITHER)
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- uniform vec2 vInverseScreenSize;
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+ uniform vec2 vInverseScreenSize;
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+ #endif
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  #ifdef VIGNETTE
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- uniform vec4 vignetteSettings1;
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+ uniform vec4 vignetteSettings1;uniform vec4 vignetteSettings2;
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+ #endif
12
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  #ifdef COLORCURVES
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- uniform vec4 vCameraColorCurveNegative;
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+ uniform vec4 vCameraColorCurveNegative;uniform vec4 vCameraColorCurveNeutral;uniform vec4 vCameraColorCurvePositive;
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+ #endif
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  #ifdef COLORGRADING
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  #ifdef COLORGRADING3D
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- uniform highp sampler3D txColorTransform;
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- uniform sampler2D txColorTransform;
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- uniform vec4 colorTransformSettings;
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+ uniform highp sampler3D txColorTransform;
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+ #else
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+ uniform sampler2D txColorTransform;
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+ #endif
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+ uniform vec4 colorTransformSettings;
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+ #endif
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  #ifdef DITHER
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- uniform float ditherIntensity;
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+ uniform float ditherIntensity;
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+ #endif
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  `;
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  // Sideeffect
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  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/imageProcessingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingDeclaration\";\nconst shader = `#ifdef EXPOSURE\nuniform float exposureLinear;\r#endif\n#ifdef CONTRAST\nuniform float contrast;\r#endif\n#if defined(VIGNETTE) || defined(DITHER)\nuniform vec2 vInverseScreenSize;\r#endif\n#ifdef VIGNETTE\nuniform vec4 vignetteSettings1;\runiform vec4 vignetteSettings2;\r#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\runiform vec4 vCameraColorCurveNeutral;\runiform vec4 vCameraColorCurvePositive;\r#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\r#else\nuniform sampler2D txColorTransform;\r#endif\nuniform vec4 colorTransformSettings;\r#endif\n#ifdef DITHER\nuniform float ditherIntensity;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/imageProcessingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingDeclaration\";\nconst shader = `#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#if defined(VIGNETTE) || defined(DITHER)\nuniform vec2 vInverseScreenSize;\n#endif\n#ifdef VIGNETTE\nuniform vec4 vignetteSettings1;uniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;uniform vec4 vCameraColorCurveNeutral;uniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif\n#ifdef DITHER\nuniform float ditherIntensity;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingDeclaration = { name, shader };\n"]}
@@ -2,47 +2,90 @@
2
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  import { ShaderStore } from "../../Engines/shaderStore.js";
3
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  const name = "imageProcessingFunctions";
4
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  const shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D)
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- /**
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- vec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)
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- float sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;
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- float sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;
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- float sliceInteger=floor(sliceContinuous);
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- vec2 sliceUV=color.rb;
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- vec2 sliceUV=color.rg;
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- sliceUV.x*=sliceSize;
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- color.rgb=result.rgb;
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- color.rgb=result.bgr;
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- return color;
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+ /**
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+ * Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.
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+ * sampler3dSetting.x=textureOffset (0.5/textureSize).
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+ * sampler3dSetting.y=textureSize.
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+ */
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+ #define inline
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+ vec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)
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+ {float sliceSize=2.0*sampler3dSetting.x;
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+ #ifdef SAMPLER3DGREENDEPTH
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+ float sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;
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+ #else
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+ float sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;
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+ #endif
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+ float sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;
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+ #ifdef SAMPLER3DGREENDEPTH
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+ vec2 sliceUV=color.rb;
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+ #else
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+ vec2 sliceUV=color.rg;
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+ #endif
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+ sliceUV.x*=sliceSize;sliceUV.x+=sliceInteger*sliceSize;sliceUV=saturate(sliceUV);vec4 slice0Color=texture2D(colorTransform,sliceUV);sliceUV.x+=sliceSize;sliceUV=saturate(sliceUV);vec4 slice1Color=texture2D(colorTransform,sliceUV);vec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);
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+ #ifdef SAMPLER3DBGRMAP
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+ color.rgb=result.rgb;
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+ #else
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+ color.rgb=result.bgr;
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+ #endif
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+ return color;}
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+ #endif
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  #ifdef TONEMAPPING_ACES
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- const mat3 ACESInputMat=mat3(
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+ const mat3 ACESInputMat=mat3(
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+ vec3(0.59719,0.07600,0.02840),
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+ vec3(0.35458,0.90834,0.13383),
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+ vec3(0.04823,0.01566,0.83777)
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+ );const mat3 ACESOutputMat=mat3(
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+ vec3( 1.60475,-0.10208,-0.00327),
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+ vec3(-0.53108, 1.10813,-0.07276),
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+ vec3(-0.07367,-0.00605, 1.07602)
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+ );vec3 RRTAndODTFit(vec3 v)
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+ {vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}
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+ vec3 ACESFitted(vec3 color)
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+ {color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}
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+ #endif
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  #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS
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- vec4 applyImageProcessing(vec4 result) {
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+ vec4 applyImageProcessing(vec4 result) {
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+ #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART
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  #ifdef EXPOSURE
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- result.rgb*=exposureLinear;
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+ result.rgb*=exposureLinear;
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+ #endif
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  #ifdef VIGNETTE
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- vec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;
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- vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);
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+ vec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;vec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);float vignetteTerm=dot(vignetteXY1,vignetteXY1);float vignette=pow(vignetteTerm,vignetteSettings2.w);vec3 vignetteColor=vignetteSettings2.rgb;
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+ #ifdef VIGNETTEBLENDMODEMULTIPLY
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+ vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;
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+ #endif
25
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  #ifdef VIGNETTEBLENDMODEOPAQUE
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- result.rgb=mix(vignetteColor,result.rgb,vignette);
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+ result.rgb=mix(vignetteColor,result.rgb,vignette);
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+ #endif
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  #endif
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  #ifdef TONEMAPPING
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  #ifdef TONEMAPPING_ACES
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- result.rgb=ACESFitted(result.rgb);
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- const float tonemappingCalibration=1.590579;
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+ result.rgb=ACESFitted(result.rgb);
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+ #else
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+ const float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);
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+ #endif
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+ #endif
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+ result.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);
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+ #ifdef CONTRAST
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+ vec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);}
32
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  #endif
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- result.rgb=toGammaSpace(result.rgb);
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- vec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);
35
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  #ifdef COLORGRADING
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- vec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;
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- vec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;
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- vec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;
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- result.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);
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+ vec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;
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+ #ifdef COLORGRADING3D
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+ vec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;
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+ #else
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+ vec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;
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+ #endif
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+ result.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);
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+ #endif
40
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  #ifdef COLORCURVES
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- float luma=getLuminance(result.rgb);
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+ float luma=getLuminance(result.rgb);vec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));vec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;result.rgb*=colorCurve.rgb;result.rgb=mix(vec3(luma),result.rgb,colorCurve.a);
83
+ #endif
42
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  #ifdef DITHER
43
- float rand=getRand(gl_FragCoord.xy*vInverseScreenSize);
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+ float rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither));
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+ #endif
44
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  #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
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- return result;
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+ return result;}`;
46
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  // Sideeffect
47
90
  ShaderStore.IncludesShadersStore[name] = shader;
48
91
  /** @internal */