@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
@@ -1 +1 @@
1
- {"version":3,"file":"uvVariableDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/uvVariableDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;CAMd,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 = \"uvVariableDeclaration\";\nconst shader = `#if !defined(UV{X}) && defined(MAINUV{X})\nvec2 uv{X}=vec2(0.,0.);\r#endif\n#ifdef MAINUV{X}\nvMainUV{X}=uv{X};\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const uvVariableDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"uvVariableDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/uvVariableDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;CAMd,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 = \"uvVariableDeclaration\";\nconst shader = `#if !defined(UV{X}) && defined(MAINUV{X})\nvec2 uv{X}=vec2(0.,0.);\n#endif\n#ifdef MAINUV{X}\nvMainUV{X}=uv{X};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const uvVariableDeclaration = { name, shader };\n"]}
@@ -2,13 +2,17 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "vertexColorMixing";
4
4
  const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
5
- vColor=vec4(1.0);
5
+ vColor=vec4(1.0);
6
+ #ifdef VERTEXCOLOR
6
7
  #ifdef VERTEXALPHA
7
- vColor*=color;
8
- vColor.rgb*=color.rgb;
8
+ vColor*=color;
9
+ #else
10
+ vColor.rgb*=color.rgb;
11
+ #endif
9
12
  #endif
10
13
  #ifdef INSTANCESCOLOR
11
- vColor*=instanceColor;
14
+ vColor*=instanceColor;
15
+ #endif
12
16
  #endif
13
17
  `;
14
18
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvColor=vec4(1.0);\r#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\r#else\nvColor.rgb*=color.rgb;\r#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const vertexColorMixing = { name, shader };\n"]}
1
+ {"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvColor=vec4(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\n#else\nvColor.rgb*=color.rgb;\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const vertexColorMixing = { name, shader };\n"]}
@@ -1,8 +1,10 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "anaglyphPixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void)
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D leftSampler;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {vec4 leftFrag=texture2D(leftSampler,vUV);leftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);vec4 rightFrag=texture2D(textureSampler,vUV);rightFrag=vec4(rightFrag.r,1.0,1.0,1.0);gl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);}`;
6
8
  // Sideeffect
7
9
  ShaderStore.ShadersStore[name] = shader;
8
10
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"anaglyph.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/anaglyph.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"anaglyphPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D leftSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec4 leftFrag=texture2D(leftSampler,vUV);\rleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\rvec4 rightFrag=texture2D(textureSampler,vUV);\rrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\rgl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const anaglyphPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"anaglyph.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/anaglyph.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;gOAGiN,CAAC;AACjO,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"anaglyphPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D leftSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 leftFrag=texture2D(leftSampler,vUV);leftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);vec4 rightFrag=texture2D(textureSampler,vUV);rightFrag=vec4(rightFrag.r,1.0,1.0,1.0);gl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const anaglyphPixelShader = { name, shader };\n"]}
@@ -19,41 +19,54 @@ const name = "backgroundPixelShader";
19
19
  const shader = `#ifdef TEXTURELODSUPPORT
20
20
  #extension GL_EXT_shader_texture_lod : enable
21
21
  #endif
22
- precision highp float;
22
+ precision highp float;
23
+ #include<__decl__backgroundFragment>
23
24
  #include<helperFunctions>
24
25
  #define RECIPROCAL_PI2 0.15915494
25
- varying vec3 vPositionW;
26
- varying vec2 vMainUV1;
26
+ varying vec3 vPositionW;
27
+ #ifdef MAINUV1
28
+ varying vec2 vMainUV1;
29
+ #endif
27
30
  #ifdef MAINUV2
28
- varying vec2 vMainUV2;
31
+ varying vec2 vMainUV2;
32
+ #endif
29
33
  #ifdef NORMAL
30
- varying vec3 vNormalW;
34
+ varying vec3 vNormalW;
35
+ #endif
31
36
  #ifdef DIFFUSE
32
37
  #if DIFFUSEDIRECTUV==1
33
38
  #define vDiffuseUV vMainUV1
34
39
  #elif DIFFUSEDIRECTUV==2
35
40
  #define vDiffuseUV vMainUV2
36
41
  #else
37
- varying vec2 vDiffuseUV;
38
- uniform sampler2D diffuseSampler;
42
+ varying vec2 vDiffuseUV;
43
+ #endif
44
+ uniform sampler2D diffuseSampler;
45
+ #endif
39
46
  #ifdef REFLECTION
40
47
  #ifdef REFLECTIONMAP_3D
41
48
  #define sampleReflection(s,c) textureCube(s,c)
42
- uniform samplerCube reflectionSampler;
49
+ uniform samplerCube reflectionSampler;
50
+ #ifdef TEXTURELODSUPPORT
43
51
  #define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)
44
52
  #else
45
- uniform samplerCube reflectionSamplerLow;
53
+ uniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh;
54
+ #endif
46
55
  #else
47
56
  #define sampleReflection(s,c) texture2D(s,c)
48
- uniform sampler2D reflectionSampler;
57
+ uniform sampler2D reflectionSampler;
58
+ #ifdef TEXTURELODSUPPORT
49
59
  #define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)
50
60
  #else
51
- uniform samplerCube reflectionSamplerLow;
61
+ uniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh;
62
+ #endif
52
63
  #endif
53
64
  #ifdef REFLECTIONMAP_SKYBOX
54
- varying vec3 vPositionUVW;
65
+ varying vec3 vPositionUVW;
66
+ #else
55
67
  #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
56
- varying vec3 vDirectionW;
68
+ varying vec3 vDirectionW;
69
+ #endif
57
70
  #endif
58
71
  #include<reflectionFunction>
59
72
  #endif
@@ -72,76 +85,134 @@ varying vec3 vDirectionW;
72
85
  #include<fogFragmentDeclaration>
73
86
  #ifdef REFLECTIONFRESNEL
74
87
  #define FRESNEL_MAXIMUM_ON_ROUGH 0.25
75
- vec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)
88
+ vec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)
89
+ {float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}
90
+ #endif
76
91
  #define CUSTOM_FRAGMENT_DEFINITIONS
77
- void main(void) {
92
+ void main(void) {
93
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
78
94
  #include<clipPlaneFragment>
79
- vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
80
- vec3 normalW=normalize(vNormalW);
81
- vec3 normalW=vec3(0.0,1.0,0.0);
82
- float shadow=1.;
95
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
96
+ #ifdef NORMAL
97
+ vec3 normalW=normalize(vNormalW);
98
+ #else
99
+ vec3 normalW=vec3(0.0,1.0,0.0);
100
+ #endif
101
+ float shadow=1.;float globalShadow=0.;float shadowLightCount=0.;
102
+ #include<lightFragment>[0..maxSimultaneousLights]
83
103
  #ifdef SHADOWINUSE
84
- globalShadow/=shadowLightCount;
85
- globalShadow=1.0;
104
+ globalShadow/=shadowLightCount;
105
+ #else
106
+ globalShadow=1.0;
107
+ #endif
86
108
  #ifndef BACKMAT_SHADOWONLY
87
- vec4 reflectionColor=vec4(1.,1.,1.,1.);
88
- vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
89
- reflectionVector.z*=-1.0;
109
+ vec4 reflectionColor=vec4(1.,1.,1.,1.);
110
+ #ifdef REFLECTION
111
+ vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
112
+ #ifdef REFLECTIONMAP_OPPOSITEZ
113
+ reflectionVector.z*=-1.0;
114
+ #endif
90
115
  #ifdef REFLECTIONMAP_3D
91
- vec3 reflectionCoords=reflectionVector;
92
- vec2 reflectionCoords=reflectionVector.xy;
93
- reflectionCoords/=reflectionVector.z;
94
- reflectionCoords.y=1.0-reflectionCoords.y;
116
+ vec3 reflectionCoords=reflectionVector;
117
+ #else
118
+ vec2 reflectionCoords=reflectionVector.xy;
119
+ #ifdef REFLECTIONMAP_PROJECTION
120
+ reflectionCoords/=reflectionVector.z;
121
+ #endif
122
+ reflectionCoords.y=1.0-reflectionCoords.y;
123
+ #endif
95
124
  #ifdef REFLECTIONBLUR
96
- float reflectionLOD=vReflectionInfos.y;
97
- reflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;
98
- float lodReflectionNormalized=saturate(reflectionLOD);
125
+ float reflectionLOD=vReflectionInfos.y;
126
+ #ifdef TEXTURELODSUPPORT
127
+ reflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;reflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);
99
128
  #else
100
- vec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);
129
+ float lodReflectionNormalized=saturate(reflectionLOD);float lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;vec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);if(lodReflectionNormalizedDoubled<1.0){reflectionColor=mix(
130
+ sampleReflection(reflectionSamplerHigh,reflectionCoords),
131
+ reflectionSpecularMid,
132
+ lodReflectionNormalizedDoubled
133
+ );} else {reflectionColor=mix(
134
+ reflectionSpecularMid,
135
+ sampleReflection(reflectionSamplerLow,reflectionCoords),
136
+ lodReflectionNormalizedDoubled-1.0
137
+ );}
138
+ #endif
139
+ #else
140
+ vec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);reflectionColor=reflectionSample;
141
+ #endif
101
142
  #ifdef RGBDREFLECTION
102
- reflectionColor.rgb=fromRGBD(reflectionColor);
143
+ reflectionColor.rgb=fromRGBD(reflectionColor);
144
+ #endif
103
145
  #ifdef GAMMAREFLECTION
104
- reflectionColor.rgb=toLinearSpace(reflectionColor.rgb);
146
+ reflectionColor.rgb=toLinearSpace(reflectionColor.rgb);
147
+ #endif
105
148
  #ifdef REFLECTIONBGR
106
- reflectionColor.rgb=reflectionColor.bgr;
107
- reflectionColor.rgb*=vReflectionInfos.x;
108
- vec3 diffuseColor=vec3(1.,1.,1.);
109
- vec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);
110
- diffuseMap.rgb=toLinearSpace(diffuseMap.rgb);
111
- diffuseMap.rgb*=vDiffuseInfos.y;
112
- finalAlpha*=diffuseMap.a;
113
- diffuseColor=diffuseMap.rgb;
149
+ reflectionColor.rgb=reflectionColor.bgr;
150
+ #endif
151
+ reflectionColor.rgb*=vReflectionInfos.x;
152
+ #endif
153
+ vec3 diffuseColor=vec3(1.,1.,1.);float finalAlpha=alpha;
154
+ #ifdef DIFFUSE
155
+ vec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);
156
+ #ifdef GAMMADIFFUSE
157
+ diffuseMap.rgb=toLinearSpace(diffuseMap.rgb);
158
+ #endif
159
+ diffuseMap.rgb*=vDiffuseInfos.y;
160
+ #ifdef DIFFUSEHASALPHA
161
+ finalAlpha*=diffuseMap.a;
162
+ #endif
163
+ diffuseColor=diffuseMap.rgb;
164
+ #endif
114
165
  #ifdef REFLECTIONFRESNEL
115
- vec3 colorBase=diffuseColor;
116
- vec3 colorBase=reflectionColor.rgb*diffuseColor;
117
- colorBase=max(colorBase,0.0);
118
- vec3 finalColor=colorBase;
166
+ vec3 colorBase=diffuseColor;
167
+ #else
168
+ vec3 colorBase=reflectionColor.rgb*diffuseColor;
169
+ #endif
170
+ colorBase=max(colorBase,0.0);
171
+ #ifdef USERGBCOLOR
172
+ vec3 finalColor=colorBase;
173
+ #else
119
174
  #ifdef USEHIGHLIGHTANDSHADOWCOLORS
120
- vec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);
121
- vec3 mainColor=vPrimaryColor.rgb;
122
- vec3 finalColor=colorBase*mainColor;
175
+ vec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);
176
+ #else
177
+ vec3 mainColor=vPrimaryColor.rgb;
178
+ #endif
179
+ vec3 finalColor=colorBase*mainColor;
180
+ #endif
123
181
  #ifdef REFLECTIONFRESNEL
124
- vec3 reflectionAmount=vReflectionControl.xxx;
125
- float reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);
126
- finalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));
182
+ vec3 reflectionAmount=vReflectionControl.xxx;vec3 reflectionReflectance0=vReflectionControl.yyy;vec3 reflectionReflectance90=vReflectionControl.zzz;float VdotN=dot(normalize(vEyePosition.xyz),normalW);vec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);reflectionAmount*=planarReflectionFresnel;
183
+ #ifdef REFLECTIONFALLOFF
184
+ float reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);reflectionDistanceFalloff*=reflectionDistanceFalloff;reflectionAmount*=reflectionDistanceFalloff;
185
+ #endif
186
+ finalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));
187
+ #endif
127
188
  #ifdef OPACITYFRESNEL
128
- float viewAngleToFloor=dot(normalW,normalize(vEyePosition.xyz-vBackgroundCenter));
189
+ float viewAngleToFloor=dot(normalW,normalize(vEyePosition.xyz-vBackgroundCenter));const float startAngle=0.1;float fadeFactor=saturate(viewAngleToFloor/startAngle);finalAlpha*=fadeFactor*fadeFactor;
190
+ #endif
129
191
  #ifdef SHADOWINUSE
130
- finalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);
131
- vec4 color=vec4(finalColor,finalAlpha);
132
- vec4 color=vec4(vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*alpha);
192
+ finalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);
193
+ #endif
194
+ vec4 color=vec4(finalColor,finalAlpha);
195
+ #else
196
+ vec4 color=vec4(vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*alpha);
197
+ #endif
133
198
  #include<fogFragment>
134
199
  #ifdef IMAGEPROCESSINGPOSTPROCESS
135
200
  #if !defined(SKIPFINALCOLORCLAMP)
136
- color.rgb=clamp(color.rgb,0.,30.0);
201
+ color.rgb=clamp(color.rgb,0.,30.0);
202
+ #endif
137
203
  #else
138
- color=applyImageProcessing(color);
204
+ color=applyImageProcessing(color);
205
+ #endif
139
206
  #ifdef PREMULTIPLYALPHA
140
- color.rgb*=color.a;
207
+ color.rgb*=color.a;
208
+ #endif
141
209
  #ifdef NOISE
142
- color.rgb+=dither(vPositionW.xy,0.5);
143
- gl_FragColor=color;
144
- }
210
+ color.rgb+=dither(vPositionW.xy,0.5);color=max(color,0.0);
211
+ #endif
212
+ gl_FragColor=color;
213
+ #define CUSTOM_FRAGMENT_MAIN_END
214
+ }
215
+ `;
145
216
  // Sideeffect
146
217
  ShaderStore.ShadersStore[name] = shader;
147
218
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"background.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/background.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,gCAAgC,CAAC;AACxC,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgOd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundFragmentDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"backgroundPixelShader\";\nconst shader = `#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\r#include<__decl__backgroundFragment>\n#include<helperFunctions>\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\r#ifdef MAINUV1\nvarying vec2 vMainUV1;\r#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \r#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\r#endif\nuniform sampler2D diffuseSampler;\r#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\r#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\runiform samplerCube reflectionSamplerHigh;\r#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\r#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\runiform samplerCube reflectionSamplerHigh;\r#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\r{\rfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\rreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\r}\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\r#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(0.0,1.0,0.0);\r#endif\nfloat shadow=1.;\rfloat globalShadow=0.;\rfloat shadowLightCount=0.;\r#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\r#else\nglobalShadow=1.0;\r#endif\n#ifndef BACKMAT_SHADOWONLY\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\r#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\r#else\nvec2 reflectionCoords=reflectionVector.xy;\r#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\r#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\r#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\r#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\rreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\r#else\nfloat lodReflectionNormalized=saturate(reflectionLOD);\rfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\rvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\rif(lodReflectionNormalizedDoubled<1.0){\rreflectionColor=mix(\rsampleReflection(reflectionSamplerHigh,reflectionCoords),\rreflectionSpecularMid,\rlodReflectionNormalizedDoubled\r);\r} else {\rreflectionColor=mix(\rreflectionSpecularMid,\rsampleReflection(reflectionSamplerLow,reflectionCoords),\rlodReflectionNormalizedDoubled-1.0\r);\r}\r#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\rreflectionColor=reflectionSample;\r#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\r#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\r#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\r#endif\nreflectionColor.rgb*=vReflectionInfos.x;\r#endif\nvec3 diffuseColor=vec3(1.,1.,1.);\rfloat finalAlpha=alpha;\r#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\r#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\r#endif\ndiffuseMap.rgb*=vDiffuseInfos.y;\r#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\r#endif\ndiffuseColor=diffuseMap.rgb;\r#endif\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\r#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\r#endif\ncolorBase=max(colorBase,0.0);\r#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\r#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\r#else\nvec3 mainColor=vPrimaryColor.rgb;\r#endif\nvec3 finalColor=colorBase*mainColor;\r#endif\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\rvec3 reflectionReflectance0=vReflectionControl.yyy;\rvec3 reflectionReflectance90=vReflectionControl.zzz;\rfloat VdotN=dot(normalize(vEyePosition.xyz),normalW);\rvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);\rreflectionAmount*=planarReflectionFresnel;\r#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);\rreflectionDistanceFalloff*=reflectionDistanceFalloff;\rreflectionAmount*=reflectionDistanceFalloff;\r#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));\r#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition.xyz-vBackgroundCenter));\rconst float startAngle=0.1;\rfloat fadeFactor=saturate(viewAngleToFloor/startAngle);\rfinalAlpha*=fadeFactor*fadeFactor;\r#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\r#endif\nvec4 color=vec4(finalColor,finalAlpha);\r#else\nvec4 color=vec4(vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*alpha);\r#endif\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor.rgb=clamp(color.rgb,0.,30.0);\r#endif\n#else\ncolor=applyImageProcessing(color);\r#endif\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\r#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\rcolor=max(color,0.0);\r#endif\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const backgroundPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"background.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/background.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,gCAAgC,CAAC;AACxC,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoMd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundFragmentDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"backgroundPixelShader\";\nconst shader = `#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#include<helperFunctions>\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\nfloat shadow=1.;float globalShadow=0.;float shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n#ifndef BACKMAT_SHADOWONLY\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;reflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD);float lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;vec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);if(lodReflectionNormalizedDoubled<1.0){reflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);} else {reflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);reflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\nvec3 diffuseColor=vec3(1.,1.,1.);float finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;vec3 reflectionReflectance0=vReflectionControl.yyy;vec3 reflectionReflectance90=vReflectionControl.zzz;float VdotN=dot(normalize(vEyePosition.xyz),normalW);vec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);reflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);reflectionDistanceFalloff*=reflectionDistanceFalloff;reflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition.xyz-vBackgroundCenter));const float startAngle=0.1;float fadeFactor=saturate(viewAngleToFloor/startAngle);finalAlpha*=fadeFactor*fadeFactor;\n#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\nvec4 color=vec4(finalColor,finalAlpha);\n#else\nvec4 color=vec4(vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*alpha);\n#endif\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#endif\n#else\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);color=max(color,0.0);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const backgroundPixelShader = { name, shader };\n"]}
@@ -17,69 +17,102 @@ import "./ShadersInclude/clipPlaneVertex.js";
17
17
  import "./ShadersInclude/fogVertex.js";
18
18
  import "./ShadersInclude/shadowsVertex.js";
19
19
  const name = "backgroundVertexShader";
20
- const shader = `precision highp float;
20
+ const shader = `precision highp float;
21
+ #include<__decl__backgroundVertex>
21
22
  #include<helperFunctions>
22
- attribute vec3 position;
23
- attribute vec3 normal;
23
+ attribute vec3 position;
24
+ #ifdef NORMAL
25
+ attribute vec3 normal;
26
+ #endif
24
27
  #include<bonesDeclaration>
25
28
  #include<bakedVertexAnimationDeclaration>
26
29
  #include<instancesDeclaration>
27
- varying vec3 vPositionW;
28
- varying vec3 vNormalW;
30
+ varying vec3 vPositionW;
31
+ #ifdef NORMAL
32
+ varying vec3 vNormalW;
33
+ #endif
29
34
  #ifdef UV1
30
- attribute vec2 uv;
35
+ attribute vec2 uv;
36
+ #endif
31
37
  #ifdef UV2
32
- attribute vec2 uv2;
38
+ attribute vec2 uv2;
39
+ #endif
33
40
  #ifdef MAINUV1
34
- varying vec2 vMainUV1;
41
+ varying vec2 vMainUV1;
42
+ #endif
35
43
  #ifdef MAINUV2
36
- varying vec2 vMainUV2;
44
+ varying vec2 vMainUV2;
45
+ #endif
37
46
  #if defined(DIFFUSE) && DIFFUSEDIRECTUV==0
38
- varying vec2 vDiffuseUV;
47
+ varying vec2 vDiffuseUV;
48
+ #endif
39
49
  #include<clipPlaneVertexDeclaration>
40
50
  #include<fogVertexDeclaration>
41
51
  #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
42
52
  #ifdef REFLECTIONMAP_SKYBOX
43
- varying vec3 vPositionUVW;
53
+ varying vec3 vPositionUVW;
54
+ #endif
44
55
  #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
45
- varying vec3 vDirectionW;
56
+ varying vec3 vDirectionW;
57
+ #endif
46
58
  #define CUSTOM_VERTEX_DEFINITIONS
47
- void main(void) {
59
+ void main(void) {
60
+ #define CUSTOM_VERTEX_MAIN_BEGIN
48
61
  #ifdef REFLECTIONMAP_SKYBOX
49
- vPositionUVW=position;
62
+ vPositionUVW=position;
63
+ #endif
50
64
  #include<instancesVertex>
51
65
  #include<bonesVertex>
52
66
  #include<bakedVertexAnimation>
53
67
  #ifdef MULTIVIEW
54
- if (gl_ViewID_OVR==0u) {
55
- gl_Position=viewProjection*finalWorld*vec4(position,1.0);
56
- vec4 worldPos=finalWorld*vec4(position,1.0);
57
- mat3 normalWorld=mat3(finalWorld);
58
- normalWorld=transposeMat3(inverseMat3(normalWorld));
59
- vNormalW=normalize(normalWorld*normal);
68
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*finalWorld*vec4(position,1.0);} else {gl_Position=viewProjectionR*finalWorld*vec4(position,1.0);}
69
+ #else
70
+ gl_Position=viewProjection*finalWorld*vec4(position,1.0);
71
+ #endif
72
+ vec4 worldPos=finalWorld*vec4(position,1.0);vPositionW=vec3(worldPos);
73
+ #ifdef NORMAL
74
+ mat3 normalWorld=mat3(finalWorld);
75
+ #ifdef NONUNIFORMSCALING
76
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
77
+ #endif
78
+ vNormalW=normalize(normalWorld*normal);
79
+ #endif
60
80
  #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
61
- vDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));
62
- mat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));
81
+ vDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));
82
+ #ifdef EQUIRECTANGULAR_RELFECTION_FOV
83
+ mat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));vec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vDirectionW=normalize(segment);} else {vDirectionW=normalize(vDirectionW+(vDirectionW-segment));}
84
+ #endif
63
85
  #endif
64
86
  #ifndef UV1
65
- vec2 uv=vec2(0.,0.);
87
+ vec2 uv=vec2(0.,0.);
88
+ #endif
66
89
  #ifndef UV2
67
- vec2 uv2=vec2(0.,0.);
90
+ vec2 uv2=vec2(0.,0.);
91
+ #endif
68
92
  #ifdef MAINUV1
69
- vMainUV1=uv;
93
+ vMainUV1=uv;
94
+ #endif
70
95
  #ifdef MAINUV2
71
- vMainUV2=uv2;
96
+ vMainUV2=uv2;
97
+ #endif
72
98
  #if defined(DIFFUSE) && DIFFUSEDIRECTUV==0
73
- if (vDiffuseInfos.x==0.)
99
+ if (vDiffuseInfos.x==0.)
100
+ {vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}
101
+ else
102
+ {vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}
103
+ #endif
74
104
  #include<clipPlaneVertex>
75
105
  #include<fogVertex>
76
106
  #include<shadowsVertex>[0..maxSimultaneousLights]
77
107
  #ifdef VERTEXCOLOR
78
- vColor=color;
108
+ vColor=color;
109
+ #endif
79
110
  #if defined(POINTSIZE) && !defined(WEBGPU)
80
- gl_PointSize=pointSize;
111
+ gl_PointSize=pointSize;
112
+ #endif
81
113
  #define CUSTOM_VERTEX_MAIN_END
82
- }
114
+ }
115
+ `;
83
116
  // Sideeffect
84
117
  ShaderStore.ShadersStore[name] = shader;
85
118
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/background.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AAExC,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Gd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundVertexDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\n\nconst name = \"backgroundVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__backgroundVertex>\n#include<helperFunctions>\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\r#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\r#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vec2 vDiffuseUV;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=position;\r#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*finalWorld*vec4(position,1.0);\r} else {\rgl_Position=viewProjectionR*finalWorld*vec4(position,1.0);\r}\r#else\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\r#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normal);\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\r#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\rvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\rif (fFovMultiplier<=1.0) {\rvDirectionW=normalize(segment);\r} else {\rvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\r}\r#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uv;\r#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\r#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (vDiffuseInfos.x==0.)\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\r}\relse\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\r#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const backgroundVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/background.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AAExC,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Fd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundVertexDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\n\nconst name = \"backgroundVertexShader\";\nconst shader = `precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*finalWorld*vec4(position,1.0);} else {gl_Position=viewProjectionR*finalWorld*vec4(position,1.0);}\n#else\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);vPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));vec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vDirectionW=normalize(segment);} else {vDirectionW=normalize(vDirectionW+(vDirectionW-segment));}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const backgroundVertexShader = { name, shader };\n"]}
@@ -1,8 +1,11 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "blackAndWhitePixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void)
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float degree;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {vec3 color=texture2D(textureSampler,vUV).rgb;float luminance=dot(color,vec3(0.3,0.59,0.11));
8
+ vec3 blackAndWhite=vec3(luminance,luminance,luminance);gl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);}`;
6
9
  // Sideeffect
7
10
  ShaderStore.ShadersStore[name] = shader;
8
11
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"blackAndWhite.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/blackAndWhite.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"blackAndWhitePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float degree;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec3 color=texture2D(textureSampler,vUV).rgb;\rfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \rvec3 blackAndWhite=vec3(luminance,luminance,luminance);\rgl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const blackAndWhitePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"blackAndWhite.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/blackAndWhite.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;qHAIsG,CAAC;AACtH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"blackAndWhitePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float degree;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec3 color=texture2D(textureSampler,vUV).rgb;float luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);gl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const blackAndWhitePixelShader = { name, shader };\n"]}
@@ -1,8 +1,11 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "bloomMergePixelShader";
4
- const shader = `uniform sampler2D textureSampler;
5
- void main(void)
4
+ const shader = `uniform sampler2D textureSampler;uniform sampler2D bloomBlur;varying vec2 vUV;uniform float bloomWeight;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {gl_FragColor=texture2D(textureSampler,vUV);vec3 blurred=texture2D(bloomBlur,vUV).rgb;gl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); }
8
+ `;
6
9
  // Sideeffect
7
10
  ShaderStore.ShadersStore[name] = shader;
8
11
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"bloomMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/bloomMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"bloomMergePixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D bloomBlur;\rvarying vec2 vUV;\runiform float bloomWeight;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(textureSampler,vUV);\rvec3 blurred=texture2D(bloomBlur,vUV).rgb;\rgl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const bloomMergePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"bloomMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/bloomMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"bloomMergePixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform sampler2D bloomBlur;varying vec2 vUV;uniform float bloomWeight;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{gl_FragColor=texture2D(textureSampler,vUV);vec3 blurred=texture2D(bloomBlur,vUV).rgb;gl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); }\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const bloomMergePixelShader = { name, shader };\n"]}
@@ -1,8 +1,12 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "blurPixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void)
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;uniform vec2 direction;uniform float blurWidth;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {float weights[7];weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;vec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);vec2 texelStep=texelSize*direction*blurWidth;vec2 start=vUV-3.0*texelStep;vec4 baseColor=vec4(0.,0.,0.,0.);vec2 texelOffset=vec2(0.,0.);for (int i=0; i<7; i++)
8
+ {baseColor+=texture2D(textureSampler,start+texelOffset)*weights[i];texelOffset+=texelStep;}
9
+ gl_FragColor=baseColor;}`;
6
10
  // Sideeffect
7
11
  ShaderStore.ShadersStore[name] = shader;
8
12
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"blur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/blur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Bb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"blurPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\runiform vec2 direction;\runiform float blurWidth;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rfloat weights[7];\rweights[0]=0.05;\rweights[1]=0.1;\rweights[2]=0.2;\rweights[3]=0.3;\rweights[4]=0.2;\rweights[5]=0.1;\rweights[6]=0.05;\rvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\rvec2 texelStep=texelSize*direction*blurWidth;\rvec2 start=vUV-3.0*texelStep;\rvec4 baseColor=vec4(0.,0.,0.,0.);\rvec2 texelOffset=vec2(0.,0.);\rfor (int i=0; i<7; i++)\r{\rbaseColor+=texture2D(textureSampler,start+texelOffset)*weights[i];\rtexelOffset+=texelStep;\r}\rgl_FragColor=baseColor;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const blurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"blur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/blur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;yBAKU,CAAC;AAC1B,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"blurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;uniform vec2 direction;uniform float blurWidth;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float weights[7];weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;vec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);vec2 texelStep=texelSize*direction*blurWidth;vec2 start=vUV-3.0*texelStep;vec4 baseColor=vec4(0.,0.,0.,0.);vec2 texelOffset=vec2(0.,0.);for (int i=0; i<7; i++)\n{baseColor+=texture2D(textureSampler,start+texelOffset)*weights[i];texelOffset+=texelStep;}\ngl_FragColor=baseColor;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const blurPixelShader = { name, shader };\n"]}
@@ -5,8 +5,10 @@ import "./ShadersInclude/boundingBoxRendererUboDeclaration.js";
5
5
  const name = "boundingBoxRendererPixelShader";
6
6
  const shader = `#include<__decl__boundingBoxRendererFragment>
7
7
  #define CUSTOM_FRAGMENT_DEFINITIONS
8
- void main(void) {
9
- gl_FragColor=color;
8
+ void main(void) {
9
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
10
+ gl_FragColor=color;
11
+ #define CUSTOM_FRAGMENT_MAIN_END
10
12
  }`;
11
13
  // Sideeffect
12
14
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRenderer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/boundingBoxRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAE5D,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/boundingBoxRendererFragmentDeclaration\";\nimport \"./ShadersInclude/boundingBoxRendererUboDeclaration\";\n\nconst name = \"boundingBoxRendererPixelShader\";\nconst shader = `#include<__decl__boundingBoxRendererFragment>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRenderer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/boundingBoxRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAE5D,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/boundingBoxRendererFragmentDeclaration\";\nimport \"./ShadersInclude/boundingBoxRendererUboDeclaration\";\n\nconst name = \"boundingBoxRendererPixelShader\";\nconst shader = `#include<__decl__boundingBoxRendererFragment>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererPixelShader = { name, shader };\n"]}