@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
@@ -40,10 +40,13 @@ const shader = `#include<__decl__defaultFragment>
40
40
  #extension GL_EXT_frag_depth : enable
41
41
  #endif
42
42
  #define RECIPROCAL_PI2 0.15915494
43
- varying vec3 vPositionW;
44
- varying vec3 vNormalW;
43
+ varying vec3 vPositionW;
44
+ #ifdef NORMAL
45
+ varying vec3 vNormalW;
46
+ #endif
45
47
  #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
46
- varying vec4 vColor;
48
+ varying vec4 vColor;
49
+ #endif
47
50
  #include<mainUVVaryingDeclaration>[1..7]
48
51
  #include<helperFunctions>
49
52
  #include<__decl__lightFragment>[0..maxSimultaneousLights]
@@ -57,8 +60,10 @@ varying vec4 vColor;
57
60
  #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
58
61
  #ifdef REFRACTION
59
62
  #ifdef REFRACTIONMAP_3D
60
- uniform samplerCube refractionCubeSampler;
61
- uniform sampler2D refraction2DSampler;
63
+ uniform samplerCube refractionCubeSampler;
64
+ #else
65
+ uniform sampler2D refraction2DSampler;
66
+ #endif
62
67
  #endif
63
68
  #if defined(SPECULARTERM)
64
69
  #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
@@ -66,12 +71,16 @@ uniform sampler2D refraction2DSampler;
66
71
  #include<fresnelFunction>
67
72
  #ifdef REFLECTION
68
73
  #ifdef REFLECTIONMAP_3D
69
- uniform samplerCube reflectionCubeSampler;
70
- uniform sampler2D reflection2DSampler;
74
+ uniform samplerCube reflectionCubeSampler;
75
+ #else
76
+ uniform sampler2D reflection2DSampler;
77
+ #endif
71
78
  #ifdef REFLECTIONMAP_SKYBOX
72
- varying vec3 vPositionUVW;
79
+ varying vec3 vPositionUVW;
80
+ #else
73
81
  #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
74
- varying vec3 vDirectionW;
82
+ varying vec3 vDirectionW;
83
+ #endif
75
84
  #endif
76
85
  #include<reflectionFunction>
77
86
  #endif
@@ -83,177 +92,270 @@ varying vec3 vDirectionW;
83
92
  #include<logDepthDeclaration>
84
93
  #include<fogFragmentDeclaration>
85
94
  #define CUSTOM_FRAGMENT_DEFINITIONS
86
- void main(void) {
95
+ void main(void) {
96
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
87
97
  #include<clipPlaneFragment>
88
- vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
89
- vec3 normalW=normalize(vNormalW);
90
- vec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));
98
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
99
+ #ifdef NORMAL
100
+ vec3 normalW=normalize(vNormalW);
101
+ #else
102
+ vec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));
103
+ #endif
91
104
  #include<bumpFragment>
92
105
  #ifdef TWOSIDEDLIGHTING
93
- normalW=gl_FrontFacing ? normalW : -normalW;
106
+ normalW=gl_FrontFacing ? normalW : -normalW;
107
+ #endif
94
108
  #ifdef DIFFUSE
95
- baseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);
96
- if (baseColor.a<alphaCutOff)
109
+ baseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);
110
+ #if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
111
+ if (baseColor.a<alphaCutOff)
112
+ discard;
113
+ #endif
97
114
  #ifdef ALPHAFROMDIFFUSE
98
- alpha*=baseColor.a;
115
+ alpha*=baseColor.a;
116
+ #endif
99
117
  #define CUSTOM_FRAGMENT_UPDATE_ALPHA
100
- baseColor.rgb*=vDiffuseInfos.y;
118
+ baseColor.rgb*=vDiffuseInfos.y;
119
+ #endif
101
120
  #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
102
- vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
121
+ vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
122
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
103
123
  #endif
104
124
  #include<depthPrePass>
105
125
  #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
106
- baseColor.rgb*=vColor.rgb;
126
+ baseColor.rgb*=vColor.rgb;
127
+ #endif
107
128
  #ifdef DETAIL
108
- baseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);
129
+ baseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);
130
+ #endif
109
131
  #if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
110
- vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
132
+ vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
133
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
111
134
  #endif
112
135
  #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
113
- vec3 baseAmbientColor=vec3(1.,1.,1.);
114
- baseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;
136
+ vec3 baseAmbientColor=vec3(1.,1.,1.);
137
+ #ifdef AMBIENT
138
+ baseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;
139
+ #endif
115
140
  #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
116
141
  #ifdef SPECULARTERM
117
- float glossiness=vSpecularColor.a;
118
- vec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);
119
- glossiness=glossiness*specularMapColor.a;
142
+ float glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;
143
+ #ifdef SPECULAR
144
+ vec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
145
+ #ifdef GLOSSINESS
146
+ glossiness=glossiness*specularMapColor.a;
147
+ #endif
120
148
  #endif
121
149
  #else
122
- float glossiness=0.;
123
- vec3 diffuseBase=vec3(0.,0.,0.);
124
- vec3 specularBase=vec3(0.,0.,0.);
125
- float shadow=1.;
126
- vec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);
127
- lightmapColor.rgb=fromRGBD(lightmapColor);
128
- lightmapColor.rgb*=vLightmapInfos.y;
150
+ float glossiness=0.;
151
+ #endif
152
+ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;
153
+ #ifdef SPECULARTERM
154
+ vec3 specularBase=vec3(0.,0.,0.);
155
+ #endif
156
+ float shadow=1.;
157
+ #ifdef LIGHTMAP
158
+ vec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);
159
+ #ifdef RGBDLIGHTMAP
160
+ lightmapColor.rgb=fromRGBD(lightmapColor);
161
+ #endif
162
+ lightmapColor.rgb*=vLightmapInfos.y;
163
+ #endif
129
164
  #include<lightFragment>[0..maxSimultaneousLights]
130
- vec4 refractionColor=vec4(0.,0.,0.,1.);
131
- vec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));
165
+ vec4 refractionColor=vec4(0.,0.,0.,1.);
166
+ #ifdef REFRACTION
167
+ vec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));
168
+ #ifdef REFRACTIONMAP_3D
132
169
  #ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
133
- refractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);
134
- refractionVector.y=refractionVector.y*vRefractionInfos.w;
135
- vec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));
170
+ refractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);
171
+ #endif
172
+ refractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
173
+ #else
174
+ vec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);
175
+ #endif
136
176
  #ifdef RGBDREFRACTION
137
- refractionColor.rgb=fromRGBD(refractionColor);
177
+ refractionColor.rgb=fromRGBD(refractionColor);
178
+ #endif
138
179
  #ifdef IS_REFRACTION_LINEAR
139
- refractionColor.rgb=toGammaSpace(refractionColor.rgb);
140
- refractionColor.rgb*=vRefractionInfos.x;
141
- vec4 reflectionColor=vec4(0.,0.,0.,1.);
142
- vec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
143
- vReflectionUVW.z*=-1.0;
180
+ refractionColor.rgb=toGammaSpace(refractionColor.rgb);
181
+ #endif
182
+ refractionColor.rgb*=vRefractionInfos.x;
183
+ #endif
184
+ vec4 reflectionColor=vec4(0.,0.,0.,1.);
185
+ #ifdef REFLECTION
186
+ vec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
187
+ #ifdef REFLECTIONMAP_OPPOSITEZ
188
+ vReflectionUVW.z*=-1.0;
189
+ #endif
144
190
  #ifdef REFLECTIONMAP_3D
145
191
  #ifdef ROUGHNESS
146
- float bias=vReflectionInfos.y;
192
+ float bias=vReflectionInfos.y;
193
+ #ifdef SPECULARTERM
147
194
  #ifdef SPECULAR
148
195
  #ifdef GLOSSINESS
149
- bias*=(1.0-specularMapColor.a);
196
+ bias*=(1.0-specularMapColor.a);
197
+ #endif
150
198
  #endif
151
199
  #endif
152
- reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);
153
- reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);
200
+ reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);
154
201
  #else
155
- vec2 coords=vReflectionUVW.xy;
156
- coords/=vReflectionUVW.z;
157
- coords.y=1.0-coords.y;
202
+ reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);
203
+ #endif
204
+ #else
205
+ vec2 coords=vReflectionUVW.xy;
206
+ #ifdef REFLECTIONMAP_PROJECTION
207
+ coords/=vReflectionUVW.z;
208
+ #endif
209
+ coords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);
210
+ #endif
158
211
  #ifdef RGBDREFLECTION
159
- reflectionColor.rgb=fromRGBD(reflectionColor);
212
+ reflectionColor.rgb=fromRGBD(reflectionColor);
213
+ #endif
160
214
  #ifdef IS_REFLECTION_LINEAR
161
- reflectionColor.rgb=toGammaSpace(reflectionColor.rgb);
162
- reflectionColor.rgb*=vReflectionInfos.x;
163
- float reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);
215
+ reflectionColor.rgb=toGammaSpace(reflectionColor.rgb);
216
+ #endif
217
+ reflectionColor.rgb*=vReflectionInfos.x;
218
+ #ifdef REFLECTIONFRESNEL
219
+ float reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);
220
+ #ifdef REFLECTIONFRESNELFROMSPECULAR
164
221
  #ifdef SPECULARTERM
165
- reflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
166
- reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
222
+ reflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
223
+ #else
224
+ reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
225
+ #endif
167
226
  #else
168
- reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
227
+ reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
228
+ #endif
169
229
  #endif
170
230
  #endif
171
231
  #ifdef REFRACTIONFRESNEL
172
- float refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);
232
+ float refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;
233
+ #endif
173
234
  #ifdef OPACITY
174
- vec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);
175
- opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);
176
- alpha*=opacityMap.a*vOpacityInfos.y;
235
+ vec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);
236
+ #ifdef OPACITYRGB
237
+ opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;
238
+ #else
239
+ alpha*=opacityMap.a*vOpacityInfos.y;
240
+ #endif
177
241
  #endif
178
242
  #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
179
- alpha*=vColor.a;
243
+ alpha*=vColor.a;
244
+ #endif
180
245
  #ifdef OPACITYFRESNEL
181
- float opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);
246
+ float opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;
247
+ #endif
182
248
  #ifdef ALPHATEST
183
249
  #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
184
- if (alpha<alphaCutOff)
250
+ if (alpha<alphaCutOff)
251
+ discard;
252
+ #endif
185
253
  #ifndef ALPHABLEND
186
- alpha=1.0;
254
+ alpha=1.0;
255
+ #endif
256
+ #endif
257
+ vec3 emissiveColor=vEmissiveColor;
258
+ #ifdef EMISSIVE
259
+ emissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;
187
260
  #endif
188
- vec3 emissiveColor=vEmissiveColor;
189
- emissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;
190
261
  #ifdef EMISSIVEFRESNEL
191
- float emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);
262
+ float emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;
263
+ #endif
192
264
  #ifdef DIFFUSEFRESNEL
193
- float diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);
@@ -1 +1 @@
1
- {"version":3,"file":"default.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/default.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AACvC,OAAO,gCAAgC,CAAC;AACxC,OAAO,+BAA+B,CAAC;AACvC,OAAO,gCAAgC,CAAC;AACxC,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\r#else\nuniform sampler2D refraction2DSampler;\r#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\r#else\nuniform sampler2D reflection2DSampler;\r#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\r#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\r#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\r#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\rdiscard;\r#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\r#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\r#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\r#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\r#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\r#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\r#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularColor=vSpecularColor.rgb;\r#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\rspecularColor=specularMapColor.rgb;\r#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\r#endif\n#endif\n#else\nfloat glossiness=0.;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\r#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\r#endif\nfloat shadow=1.;\r#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\r#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\r#endif\nlightmapColor.rgb*=vLightmapInfos.y;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec4 refractionColor=vec4(0.,0.,0.,1.);\r#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\r#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\r#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\rvec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);\rif (dot(refractionVector,viewDirectionW)<1.0) {\rrefractionColor=refractionLookup;\r}\r#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\rvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\rrefractionCoords.y=1.0-refractionCoords.y;\rrefractionColor=texture2D(refraction2DSampler,refractionCoords);\r#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\r#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\r#endif\nrefractionColor.rgb*=vRefractionInfos.x;\r#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\r#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\r#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\r#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\r#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\r#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\r#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\r#endif\n#else\nvec2 coords=vReflectionUVW.xy;\r#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\r#endif\ncoords.y=1.0-coords.y;\rreflectionColor=texture2D(reflection2DSampler,coords);\r#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\r#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\r#endif\nreflectionColor.rgb*=vReflectionInfos.x;\r#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\r#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\r#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\r#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\r#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\rrefractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\r#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\r#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\ralpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\r#else\nalpha*=opacityMap.a*vOpacityInfos.y;\r#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\ralpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\r#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\rdiscard;\r#endif\n#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\r#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\r#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\remissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\r#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\rdiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\r#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\r#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\r#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\r#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\r#endif\n#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\r#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\r#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\r#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\r#else\ncolor.rgb+=lightmapColor.rgb;\r#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\r#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\r#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\rcolor=applyImageProcessing(color);\r#endif\n#endif\ncolor.a*=visibility;\r#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\r#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\rgl_FragData[0]=color; \r#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\r#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\r#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo); \r#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \r#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\r#endif\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,1.0)*writeGeometryInfo;\r#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\r#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\rfrontColor.rgb+=color.rgb*color.a*alphaMultiplier;\rfrontColor.a=1.0-alphaMultiplier*(1.0-color.a);\r} else {\rbackColor+=color;\r}\r#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\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#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;gl_FragData[0]=color; \n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\n#endif\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultPixelShader = { name, shader };\n"]}
@@ -36,15 +36,20 @@ import "./ShadersInclude/logDepthVertex.js";
36
36
  const name = "defaultVertexShader";
37
37
  const shader = `#include<__decl__defaultVertex>
38
38
  #define CUSTOM_VERTEX_BEGIN
39
- attribute vec3 position;
40
- attribute vec3 normal;
39
+ attribute vec3 position;
40
+ #ifdef NORMAL
41
+ attribute vec3 normal;
42
+ #endif
41
43
  #ifdef TANGENT
42
- attribute vec4 tangent;
44
+ attribute vec4 tangent;
45
+ #endif
43
46
  #ifdef UV1
44
- attribute vec2 uv;
47
+ attribute vec2 uv;
48
+ #endif
45
49
  #include<uvAttributeDeclaration>[2..7]
46
50
  #ifdef VERTEXCOLOR
47
- attribute vec4 color;
51
+ attribute vec4 color;
52
+ #endif
48
53
  #include<helperFunctions>
49
54
  #include<bonesDeclaration>
50
55
  #include<bakedVertexAnimationDeclaration>
@@ -62,10 +67,13 @@ attribute vec4 color;
62
67
  #endif
63
68
  #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
64
69
  #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
65
- varying vec3 vPositionW;
66
- varying vec3 vNormalW;
70
+ varying vec3 vPositionW;
71
+ #ifdef NORMAL
72
+ varying vec3 vNormalW;
73
+ #endif
67
74
  #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
68
- varying vec4 vColor;
75
+ varying vec4 vColor;
76
+ #endif
69
77
  #include<bumpVertexDeclaration>
70
78
  #include<clipPlaneVertexDeclaration>
71
79
  #include<fogVertexDeclaration>
@@ -73,47 +81,67 @@ varying vec4 vColor;
73
81
  #include<morphTargetsVertexGlobalDeclaration>
74
82
  #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
75
83
  #ifdef REFLECTIONMAP_SKYBOX
76
- varying vec3 vPositionUVW;
84
+ varying vec3 vPositionUVW;
85
+ #endif
77
86
  #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
78
- varying vec3 vDirectionW;
87
+ varying vec3 vDirectionW;
88
+ #endif
79
89
  #include<logDepthDeclaration>
80
90
  #define CUSTOM_VERTEX_DEFINITIONS
81
- void main(void) {
82
- vec3 positionUpdated=position;
83
- vec3 normalUpdated=normal;
91
+ void main(void) {
92
+ #define CUSTOM_VERTEX_MAIN_BEGIN
93
+ vec3 positionUpdated=position;
94
+ #ifdef NORMAL
95
+ vec3 normalUpdated=normal;
96
+ #endif
84
97
  #ifdef TANGENT
85
- vec4 tangentUpdated=tangent;
98
+ vec4 tangentUpdated=tangent;
99
+ #endif
86
100
  #ifdef UV1
87
- vec2 uvUpdated=uv;
101
+ vec2 uvUpdated=uv;
102
+ #endif
88
103
  #include<morphTargetsVertexGlobal>
89
104
  #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
90
105
  #ifdef REFLECTIONMAP_SKYBOX
91
- vPositionUVW=positionUpdated;
106
+ vPositionUVW=positionUpdated;
107
+ #endif
92
108
  #define CUSTOM_VERTEX_UPDATE_POSITION
93
109
  #define CUSTOM_VERTEX_UPDATE_NORMAL
94
110
  #include<instancesVertex>
95
111
  #if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)
96
- vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);
112
+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
113
+ #endif
97
114
  #include<bonesVertex>
98
115
  #include<bakedVertexAnimation>
99
- vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
100
- mat3 normalWorld=mat3(finalWorld);
101
- vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));
116
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
117
+ #ifdef NORMAL
118
+ mat3 normalWorld=mat3(finalWorld);
119
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
120
+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
121
+ #else
102
122
  #ifdef NONUNIFORMSCALING
103
- normalWorld=transposeMat3(inverseMat3(normalWorld));
104
- vNormalW=normalize(normalWorld*normalUpdated);
123
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
124
+ #endif
125
+ vNormalW=normalize(normalWorld*normalUpdated);
126
+ #endif
105
127
  #endif
106
128
  #define CUSTOM_VERTEX_UPDATE_WORLDPOS
107
129
  #ifdef MULTIVIEW
108
- if (gl_ViewID_OVR==0u) {
109
- gl_Position=viewProjection*worldPos;
110
- vPositionW=vec3(worldPos);
130
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
131
+ #else
132
+ gl_Position=viewProjection*worldPos;
133
+ #endif
134
+ vPositionW=vec3(worldPos);
135
+ #include<prePassVertex>
111
136
  #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
112
- vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
137
+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
138
+ #endif
113
139
  #ifndef UV1
114
- vec2 uvUpdated=vec2(0.,0.);
140
+ vec2 uvUpdated=vec2(0.,0.);
141
+ #endif
115
142
  #ifdef MAINUV1
116
- vMainUV1=uvUpdated;
143
+ vMainUV1=uvUpdated;
144
+ #endif
117
145
  #include<uvVariableDeclaration>[2..7]
118
146
  #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
119
147
  #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
@@ -134,7 +162,8 @@ vMainUV1=uvUpdated;
134
162
  #include<pointCloudVertex>
135
163
  #include<logDepthVertex>
136
164
  #define CUSTOM_VERTEX_MAIN_END
137
- }
165
+ }
166
+ `;
138
167
  // Sideeffect
139
168
  ShaderStore.ShadersStore[name] = shader;
140
169
  /** @internal */
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultVertexDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/pointCloudVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"defaultVertexShader\";\nconst shader = `#include<__decl__defaultVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef TANGENT\nattribute vec4 tangent;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\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#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\r#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\r#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\r#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\r#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\rvNormalW=normalize(normalWorld*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normalUpdated);\r#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\nvPositionW=vec3(worldPos);\r#include<prePassVertex>\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\r#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\r#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"default.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/default.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,wCAAwC,CAAC;AAChD,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiId,CAAC;AACF,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\";\nimport \"./ShadersInclude/defaultVertexDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/pointCloudVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"defaultVertexShader\";\nconst shader = `#include<__decl__defaultVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\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#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultVertexShader = { name, shader };\n"]}
@@ -5,30 +5,43 @@ import "./ShadersInclude/packingFunctions.js";
5
5
  import "./ShadersInclude/clipPlaneFragment.js";
6
6
  const name = "depthPixelShader";
7
7
  const shader = `#ifdef ALPHATEST
8
- varying vec2 vUV;
8
+ varying vec2 vUV;uniform sampler2D diffuseSampler;
9
+ #endif
9
10
  #include<clipPlaneFragmentDeclaration>
10
- varying float vDepthMetric;
11
+ varying float vDepthMetric;
12
+ #ifdef PACKED
11
13
  #include<packingFunctions>
12
14
  #endif
13
15
  #ifdef STORE_CAMERASPACE_Z
14
- varying vec4 vViewPos;
16
+ varying vec4 vViewPos;
17
+ #endif
15
18
  #define CUSTOM_FRAGMENT_DEFINITIONS
16
- void main(void)
19
+ void main(void)
20
+ {
21
+ #include<clipPlaneFragment>
17
22
  #ifdef ALPHATEST
18
- if (texture2D(diffuseSampler,vUV).a<0.4)
23
+ if (texture2D(diffuseSampler,vUV).a<0.4)
24
+ discard;
25
+ #endif
19
26
  #ifdef STORE_CAMERASPACE_Z
20
27
  #ifdef PACKED
21
- gl_FragColor=pack(vViewPos.z);
22
- gl_FragColor=vec4(vViewPos.z,0.0,0.0,1.0);
28
+ gl_FragColor=pack(vViewPos.z);
29
+ #else
30
+ gl_FragColor=vec4(vViewPos.z,0.0,0.0,1.0);
31
+ #endif
23
32
  #else
24
33
  #ifdef NONLINEARDEPTH
25
34
  #ifdef PACKED
26
- gl_FragColor=pack(gl_FragCoord.z);
27
- gl_FragColor=vec4(gl_FragCoord.z,0.0,0.0,0.0);
35
+ gl_FragColor=pack(gl_FragCoord.z);
36
+ #else
37
+ gl_FragColor=vec4(gl_FragCoord.z,0.0,0.0,0.0);
38
+ #endif
28
39
  #else
29
40
  #ifdef PACKED
30
- gl_FragColor=pack(vDepthMetric);
31
- gl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);
41
+ gl_FragColor=pack(vDepthMetric);
42
+ #else
43
+ gl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);
44
+ #endif
32
45
  #endif
33
46
  #endif
34
47
  }`;
@@ -1 +1 @@
1
- {"version":3,"file":"depth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"depthPixelShader\";\nconst shader = `#ifdef ALPHATEST\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\nvarying float vDepthMetric;\r#ifdef PACKED\n#include<packingFunctions>\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvarying vec4 vViewPos;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\rdiscard;\r#endif\n#ifdef STORE_CAMERASPACE_Z\n#ifdef PACKED\ngl_FragColor=pack(vViewPos.z);\r#else\ngl_FragColor=vec4(vViewPos.z,0.0,0.0,1.0);\r#endif\n#else\n#ifdef NONLINEARDEPTH\n#ifdef PACKED\ngl_FragColor=pack(gl_FragCoord.z);\r#else\ngl_FragColor=vec4(gl_FragCoord.z,0.0,0.0,0.0);\r#endif\n#else\n#ifdef PACKED\ngl_FragColor=pack(vDepthMetric);\r#else\ngl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);\r#endif\n#endif\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"depthPixelShader\";\nconst shader = `#ifdef ALPHATEST\nvarying vec2 vUV;uniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\nvarying float vDepthMetric;\n#ifdef PACKED\n#include<packingFunctions>\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvarying vec4 vViewPos;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#ifdef STORE_CAMERASPACE_Z\n#ifdef PACKED\ngl_FragColor=pack(vViewPos.z);\n#else\ngl_FragColor=vec4(vViewPos.z,0.0,0.0,1.0);\n#endif\n#else\n#ifdef NONLINEARDEPTH\n#ifdef PACKED\ngl_FragColor=pack(gl_FragCoord.z);\n#else\ngl_FragColor=vec4(gl_FragCoord.z,0.0,0.0,0.0);\n#endif\n#else\n#ifdef PACKED\ngl_FragColor=pack(vDepthMetric);\n#else\ngl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);\n#endif\n#endif\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthPixelShader = { name, shader };\n"]}