@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
@@ -13,42 +13,60 @@ import "./ShadersInclude/bonesVertex.js";
13
13
  import "./ShadersInclude/bakedVertexAnimation.js";
14
14
  import "./ShadersInclude/clipPlaneVertex.js";
15
15
  const name = "depthVertexShader";
16
- const shader = `attribute vec3 position;
16
+ const shader = `attribute vec3 position;
17
+ #include<bonesDeclaration>
17
18
  #include<bakedVertexAnimationDeclaration>
18
19
  #include<morphTargetsVertexGlobalDeclaration>
19
20
  #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
20
21
  #include<clipPlaneVertexDeclaration>
21
22
  #include<instancesDeclaration>
22
- uniform mat4 viewProjection;
23
- varying vec2 vUV;
24
- attribute vec2 uv;
23
+ uniform mat4 viewProjection;uniform vec2 depthValues;
24
+ #if defined(ALPHATEST) || defined(NEED_UV)
25
+ varying vec2 vUV;uniform mat4 diffuseMatrix;
26
+ #ifdef UV1
27
+ attribute vec2 uv;
28
+ #endif
25
29
  #ifdef UV2
26
- attribute vec2 uv2;
30
+ attribute vec2 uv2;
31
+ #endif
27
32
  #endif
28
33
  #ifdef STORE_CAMERASPACE_Z
29
- uniform mat4 view;
30
- varying float vDepthMetric;
31
- void main(void)
32
- vec2 uvUpdated=uv;
34
+ uniform mat4 view;varying vec4 vViewPos;
35
+ #endif
36
+ varying float vDepthMetric;
37
+ #define CUSTOM_VERTEX_DEFINITIONS
38
+ void main(void)
39
+ {vec3 positionUpdated=position;
40
+ #ifdef UV1
41
+ vec2 uvUpdated=uv;
42
+ #endif
33
43
  #include<morphTargetsVertexGlobal>
34
44
  #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
35
45
  #include<instancesVertex>
36
46
  #include<bonesVertex>
37
47
  #include<bakedVertexAnimation>
38
- vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
39
- gl_Position=viewProjection*worldPos;
40
- vViewPos=view*worldPos;
48
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
49
+ #include<clipPlaneVertex>
50
+ gl_Position=viewProjection*worldPos;
51
+ #ifdef STORE_CAMERASPACE_Z
52
+ vViewPos=view*worldPos;
53
+ #else
41
54
  #ifdef USE_REVERSE_DEPTHBUFFER
42
- vDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));
43
- vDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));
55
+ vDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));
56
+ #else
57
+ vDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));
58
+ #endif
44
59
  #endif
45
60
  #if defined(ALPHATEST) || defined(BASIC_RENDER)
46
61
  #ifdef UV1
47
- vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
62
+ vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
63
+ #endif
48
64
  #ifdef UV2
49
- vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
65
+ vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
66
+ #endif
50
67
  #endif
51
- }
68
+ }
69
+ `;
52
70
  // Sideeffect
53
71
  ShaderStore.ShadersStore[name] = shader;
54
72
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"depth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"depthVertexShader\";\nconst shader = `attribute vec3 position;\r#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\runiform vec2 depthValues;\r#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\runiform mat4 diffuseMatrix;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nuniform mat4 view;\rvarying vec4 vViewPos;\r#endif\nvarying float vDepthMetric;\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\r#include<clipPlaneVertex>\ngl_Position=viewProjection*worldPos;\r#ifdef STORE_CAMERASPACE_Z\nvViewPos=view*worldPos;\r#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));\r#else\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\r#endif\n#endif\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"depthVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;uniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;uniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nuniform mat4 view;varying vec4 vViewPos;\n#endif\nvarying float vDepthMetric;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#include<clipPlaneVertex>\ngl_Position=viewProjection*worldPos;\n#ifdef STORE_CAMERASPACE_Z\nvViewPos=view*worldPos;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));\n#else\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#endif\n#endif\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthVertexShader = { name, shader };\n"]}
@@ -1,8 +1,12 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "depthBoxBlurPixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void)
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {vec4 colorDepth=vec4(0.0);for (int x=-OFFSET; x<=OFFSET; x++)
8
+ for (int y=-OFFSET; y<=OFFSET; y++)
9
+ colorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);gl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));}`;
6
10
  // Sideeffect
7
11
  ShaderStore.ShadersStore[name] = shader;
8
12
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"depthBoxBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthBoxBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthBoxBlurPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec4 colorDepth=vec4(0.0);\rfor (int x=-OFFSET; x<=OFFSET; x++)\rfor (int y=-OFFSET; y<=OFFSET; y++)\rcolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\rgl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthBoxBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depthBoxBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthBoxBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;4HAK6G,CAAC;AAC7H,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthBoxBlurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 colorDepth=vec4(0.0);for (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);gl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthBoxBlurPixelShader = { name, shader };\n"]}
@@ -1,11 +1,36 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "depthOfFieldPixelShader";
4
- const shader = `uniform sampler2D textureSampler;
4
+ const shader = `uniform sampler2D textureSampler;uniform sampler2D highlightsSampler;uniform sampler2D depthSampler;uniform sampler2D grainSampler;uniform float grain_amount;uniform bool blur_noise;uniform float screen_width;uniform float screen_height;uniform float distortion;uniform bool dof_enabled;uniform float screen_distance;
5
+ uniform float aperture;uniform float darken;uniform float edge_blur;uniform bool highlights;uniform float near;uniform float far;varying vec2 vUV;
6
+ #define PI 3.14159265
5
7
  #define TWOPI 6.28318530
6
8
  #define inverse_focal_length 0.1
7
- vec2 centered_screen_pos;
8
- void main(void)
9
+ vec2 centered_screen_pos;vec2 distorted_coords;float radius2;float radius;vec2 rand(vec2 co)
10
+ {float noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));float noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));return clamp(vec2(noise1,noise2),0.0,1.0);}
11
+ vec2 getDistortedCoords(vec2 coords) {if (distortion==0.0) { return coords; }
12
+ vec2 direction=1.0*normalize(centered_screen_pos);vec2 dist_coords=vec2(0.5,0.5);dist_coords.x=0.5+direction.x*radius2*1.0;dist_coords.y=0.5+direction.y*radius2*1.0;float dist_amount=clamp(distortion*0.23,0.0,1.0);dist_coords=mix(coords,dist_coords,dist_amount);return dist_coords;}
13
+ float sampleScreen(inout vec4 color,in vec2 offset,in float weight) {vec2 coords=distorted_coords;float angle=rand(coords*100.0).x*TWOPI;coords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));color+=texture2D(textureSampler,coords)*weight;return weight;}
14
+ float getBlurLevel(float size) {return min(3.0,ceil(size/1.0));}
15
+ vec4 getBlurColor(float size) {vec4 col=texture2D(textureSampler,distorted_coords);float blur_level=getBlurLevel(size);float w=(size/screen_width);float h=(size/screen_height);float total_weight=1.0;vec2 sample_coords;total_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);total_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);total_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);total_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);total_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);total_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);total_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);total_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);total_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);total_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);if (blur_level>1.0) {total_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);total_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);total_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);total_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);total_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);total_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);total_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);total_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);total_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);total_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);}
16
+ if (blur_level>2.0) {total_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);total_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);total_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);total_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);total_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);total_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);total_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);total_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);total_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);}
17
+ col/=total_weight;
18
+ if (darken>0.0) {col.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);}
19
+ return col;}
20
+ #define CUSTOM_FRAGMENT_DEFINITIONS
21
+ void main(void)
22
+ {centered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);radius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;radius=sqrt(radius2);distorted_coords=getDistortedCoords(vUV);
23
+ vec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height);
24
+ float depth=texture2D(depthSampler,distorted_coords).r;
25
+ float distance=near+(far-near)*depth;
26
+ vec4 color=texture2D(textureSampler,vUV);
27
+ float coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));if (dof_enabled==false || coc<0.07) { coc=0.0; }
28
+ float edge_blur_amount=0.0;if (edge_blur>0.0) {edge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;}
29
+ float blur_amount=max(edge_blur_amount,coc);if (blur_amount==0.0) {gl_FragColor=texture2D(textureSampler,distorted_coords);}
30
+ else {gl_FragColor=getBlurColor(blur_amount*1.7);if (highlights) {gl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;}
31
+ if (blur_noise) {vec2 noise=rand(distorted_coords)*0.01*blur_amount;vec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);gl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;}}
32
+ if (grain_amount>0.0) {vec4 grain_color=texture2D(grainSampler,texels_coords*0.003);gl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;}}
33
+ `;
9
34
  // Sideeffect
10
35
  ShaderStore.ShadersStore[name] = shader;
11
36
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"depthOfField.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthOfField.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D highlightsSampler;\runiform sampler2D depthSampler;\runiform sampler2D grainSampler;\runiform float grain_amount;\runiform bool blur_noise;\runiform float screen_width;\runiform float screen_height;\runiform float distortion;\runiform bool dof_enabled;\runiform float screen_distance; \runiform float aperture;\runiform float darken;\runiform float edge_blur;\runiform bool highlights;\runiform float near;\runiform float far;\rvarying vec2 vUV;\r#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \nvec2 centered_screen_pos;\rvec2 distorted_coords;\rfloat radius2;\rfloat radius;\rvec2 rand(vec2 co)\r{\rfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\rfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\rreturn clamp(vec2(noise1,noise2),0.0,1.0);\r}\rvec2 getDistortedCoords(vec2 coords) {\rif (distortion==0.0) { return coords; }\rvec2 direction=1.0*normalize(centered_screen_pos);\rvec2 dist_coords=vec2(0.5,0.5);\rdist_coords.x=0.5+direction.x*radius2*1.0;\rdist_coords.y=0.5+direction.y*radius2*1.0;\rfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\rdist_coords=mix(coords,dist_coords,dist_amount);\rreturn dist_coords;\r}\rfloat sampleScreen(inout vec4 color,in vec2 offset,in float weight) {\rvec2 coords=distorted_coords;\rfloat angle=rand(coords*100.0).x*TWOPI;\rcoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\rcolor+=texture2D(textureSampler,coords)*weight;\rreturn weight;\r}\rfloat getBlurLevel(float size) {\rreturn min(3.0,ceil(size/1.0));\r}\rvec4 getBlurColor(float size) {\rvec4 col=texture2D(textureSampler,distorted_coords);\rfloat blur_level=getBlurLevel(size);\rfloat w=(size/screen_width);\rfloat h=(size/screen_height);\rfloat total_weight=1.0;\rvec2 sample_coords;\rtotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\rtotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\rtotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\rtotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\rtotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\rtotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\rtotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\rtotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\rtotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\rtotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\rif (blur_level>1.0) {\rtotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\rtotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\rtotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\rtotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\rtotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\rtotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\rtotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\rtotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\rtotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\rtotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\r}\rif (blur_level>2.0) {\rtotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\rtotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\rtotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\rtotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\rtotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\rtotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\rtotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\rtotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\rtotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\r}\rcol/=total_weight; \rif (darken>0.0) {\rcol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\r}\rreturn col;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rcentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\rradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\rradius=sqrt(radius2);\rdistorted_coords=getDistortedCoords(vUV); \rvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \rfloat depth=texture2D(depthSampler,distorted_coords).r; \rfloat distance=near+(far-near)*depth; \rvec4 color=texture2D(textureSampler,vUV); \rfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\rif (dof_enabled==false || coc<0.07) { coc=0.0; }\rfloat edge_blur_amount=0.0;\rif (edge_blur>0.0) {\redge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\r}\rfloat blur_amount=max(edge_blur_amount,coc);\rif (blur_amount==0.0) {\rgl_FragColor=texture2D(textureSampler,distorted_coords);\r}\relse {\rgl_FragColor=getBlurColor(blur_amount*1.7);\rif (highlights) {\rgl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\r}\rif (blur_noise) {\rvec2 noise=rand(distorted_coords)*0.01*blur_amount;\rvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\rgl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\r}\r}\rif (grain_amount>0.0) {\rvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\rgl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\r}\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthOfFieldPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depthOfField.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthOfField.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform sampler2D highlightsSampler;uniform sampler2D depthSampler;uniform sampler2D grainSampler;uniform float grain_amount;uniform bool blur_noise;uniform float screen_width;uniform float screen_height;uniform float distortion;uniform bool dof_enabled;uniform float screen_distance; \nuniform float aperture;uniform float darken;uniform float edge_blur;uniform bool highlights;uniform float near;uniform float far;varying vec2 vUV;\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \nvec2 centered_screen_pos;vec2 distorted_coords;float radius2;float radius;vec2 rand(vec2 co)\n{float noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));float noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));return clamp(vec2(noise1,noise2),0.0,1.0);}\nvec2 getDistortedCoords(vec2 coords) {if (distortion==0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);vec2 dist_coords=vec2(0.5,0.5);dist_coords.x=0.5+direction.x*radius2*1.0;dist_coords.y=0.5+direction.y*radius2*1.0;float dist_amount=clamp(distortion*0.23,0.0,1.0);dist_coords=mix(coords,dist_coords,dist_amount);return dist_coords;}\nfloat sampleScreen(inout vec4 color,in vec2 offset,in float weight) {vec2 coords=distorted_coords;float angle=rand(coords*100.0).x*TWOPI;coords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));color+=texture2D(textureSampler,coords)*weight;return weight;}\nfloat getBlurLevel(float size) {return min(3.0,ceil(size/1.0));}\nvec4 getBlurColor(float size) {vec4 col=texture2D(textureSampler,distorted_coords);float blur_level=getBlurLevel(size);float w=(size/screen_width);float h=(size/screen_height);float total_weight=1.0;vec2 sample_coords;total_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);total_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);total_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);total_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);total_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);total_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);total_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);total_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);total_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);total_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);if (blur_level>1.0) {total_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);total_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);total_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);total_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);total_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);total_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);total_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);total_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);total_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);total_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);}\nif (blur_level>2.0) {total_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);total_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);total_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);total_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);total_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);total_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);total_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);total_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);total_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);}\ncol/=total_weight; \nif (darken>0.0) {col.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);}\nreturn col;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{centered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);radius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;radius=sqrt(radius2);distorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));if (dof_enabled==false || coc<0.07) { coc=0.0; }\nfloat edge_blur_amount=0.0;if (edge_blur>0.0) {edge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;}\nfloat blur_amount=max(edge_blur_amount,coc);if (blur_amount==0.0) {gl_FragColor=texture2D(textureSampler,distorted_coords);}\nelse {gl_FragColor=getBlurColor(blur_amount*1.7);if (highlights) {gl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;}\nif (blur_noise) {vec2 noise=rand(distorted_coords)*0.01*blur_amount;vec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);gl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;}}\nif (grain_amount>0.0) {vec4 grain_color=texture2D(grainSampler,texels_coords*0.003);gl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthOfFieldPixelShader = { name, shader };\n"]}
@@ -6,18 +6,27 @@ const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
6
6
  #else
7
7
  #define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)
8
8
  #endif
9
- uniform sampler2D textureSampler;
10
- uniform sampler2D blurStep1;
9
+ uniform sampler2D textureSampler;varying vec2 vUV;uniform sampler2D circleOfConfusionSampler;uniform sampler2D blurStep0;
10
+ #if BLUR_LEVEL>0
11
+ uniform sampler2D blurStep1;
12
+ #endif
11
13
  #if BLUR_LEVEL>1
12
- uniform sampler2D blurStep2;
14
+ uniform sampler2D blurStep2;
15
+ #endif
13
16
  #define CUSTOM_FRAGMENT_DEFINITIONS
14
- void main(void)
15
- vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);
17
+ void main(void)
18
+ {float coc=TEXTUREFUNC(circleOfConfusionSampler,vUV,0.0).r;
19
+ #if BLUR_LEVEL==0
20
+ vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);gl_FragColor=mix(original,blurred0,coc);
21
+ #endif
16
22
  #if BLUR_LEVEL==1
17
- if(coc<0.5){
23
+ if(coc<0.5){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(original,blurred1,coc/0.5);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);}
24
+ #endif
18
25
  #if BLUR_LEVEL==2
19
- if(coc<0.33){
20
- }
26
+ if(coc<0.33){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(original,blurred2,coc/0.33);}else if(coc<0.66){vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);}
27
+ #endif
28
+ }
29
+ `;
21
30
  // Sideeffect
22
31
  ShaderStore.ShadersStore[name] = shader;
23
32
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"depthOfFieldMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthOfFieldMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldMergePixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)\n#else\n#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)\n#endif\nuniform sampler2D textureSampler;\rvarying vec2 vUV;\runiform sampler2D circleOfConfusionSampler;\runiform sampler2D blurStep0;\r#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\r#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rfloat coc=TEXTUREFUNC(circleOfConfusionSampler,vUV,0.0).r;\r#if BLUR_LEVEL==0\nvec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);\rvec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);\rgl_FragColor=mix(original,blurred0,coc);\r#endif\n#if BLUR_LEVEL==1\nif(coc<0.5){\rvec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);\rvec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);\rgl_FragColor=mix(original,blurred1,coc/0.5);\r}else{\rvec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);\rvec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);\rgl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\r}\r#endif\n#if BLUR_LEVEL==2\nif(coc<0.33){\rvec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);\rvec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);\rgl_FragColor=mix(original,blurred2,coc/0.33);\r}else if(coc<0.66){\rvec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);\rvec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);\rgl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\r}else{\rvec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);\rvec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);\rgl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\r}\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthOfFieldMergePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depthOfFieldMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthOfFieldMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldMergePixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)\n#else\n#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)\n#endif\nuniform sampler2D textureSampler;varying vec2 vUV;uniform sampler2D circleOfConfusionSampler;uniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float coc=TEXTUREFUNC(circleOfConfusionSampler,vUV,0.0).r;\n#if BLUR_LEVEL==0\nvec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);gl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL==1\nif(coc<0.5){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(original,blurred1,coc/0.5);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);}\n#endif\n#if BLUR_LEVEL==2\nif(coc<0.33){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(original,blurred2,coc/0.33);}else if(coc<0.66){vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);}\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthOfFieldMergePixelShader = { name, shader };\n"]}
@@ -1,8 +1,10 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "displayPassPixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void)
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D passSampler;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {gl_FragColor=texture2D(passSampler,vUV);}`;
6
8
  // Sideeffect
7
9
  ShaderStore.ShadersStore[name] = shader;
8
10
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"displayPass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/displayPass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"displayPassPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform sampler2D passSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(passSampler,vUV);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const displayPassPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"displayPass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/displayPass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;2CAG4B,CAAC;AAC5C,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"displayPassPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D passSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{gl_FragColor=texture2D(passSampler,vUV);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const displayPassPixelShader = { name, shader };\n"]}
@@ -3,8 +3,10 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  import "./ShadersInclude/helperFunctions.js";
4
4
  const name = "extractHighlightsPixelShader";
5
5
  const shader = `#include<helperFunctions>
6
- varying vec2 vUV;
7
- void main(void)
6
+ varying vec2 vUV;uniform sampler2D textureSampler;uniform float threshold;uniform float exposure;
7
+ #define CUSTOM_FRAGMENT_DEFINITIONS
8
+ void main(void)
9
+ {gl_FragColor=texture2D(textureSampler,vUV);float luma=dot(LuminanceEncodeApprox,gl_FragColor.rgb*exposure);gl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;}`;
8
10
  // Sideeffect
9
11
  ShaderStore.ShadersStore[name] = shader;
10
12
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"extractHighlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/extractHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"extractHighlightsPixelShader\";\nconst shader = `#include<helperFunctions>\nvarying vec2 vUV;\runiform sampler2D textureSampler;\runiform float threshold;\runiform float exposure;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=texture2D(textureSampler,vUV);\rfloat luma=dot(LuminanceEncodeApprox,gl_FragColor.rgb*exposure);\rgl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const extractHighlightsPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"extractHighlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/extractHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;qKAIsJ,CAAC;AACtK,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"extractHighlightsPixelShader\";\nconst shader = `#include<helperFunctions>\nvarying vec2 vUV;uniform sampler2D textureSampler;uniform float threshold;uniform float exposure;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=texture2D(textureSampler,vUV);float luma=dot(LuminanceEncodeApprox,gl_FragColor.rgb*exposure);gl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const extractHighlightsPixelShader = { name, shader };\n"]}
@@ -1,8 +1,10 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "filterPixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void)
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform mat4 kernelMatrix;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {vec3 baseColor=texture2D(textureSampler,vUV).rgb;vec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;gl_FragColor=vec4(updatedColor,1.0);}`;
6
8
  // Sideeffect
7
9
  ShaderStore.ShadersStore[name] = shader;
8
10
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"filter.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/filter.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;EASb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"filterPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform mat4 kernelMatrix;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec3 baseColor=texture2D(textureSampler,vUV).rgb;\rvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\rgl_FragColor=vec4(updatedColor,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const filterPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"filter.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/filter.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;iJAGkI,CAAC;AAClJ,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"filterPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform mat4 kernelMatrix;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec3 baseColor=texture2D(textureSampler,vUV).rgb;vec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;gl_FragColor=vec4(updatedColor,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const filterPixelShader = { name, shader };\n"]}
@@ -1,7 +1,10 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingBilateralBlurPixelShader";
4
- const shader = `uniform sampler2D textureSampler;
4
+ const shader = `uniform sampler2D textureSampler;uniform int maxFilterSize;uniform vec2 blurDir;uniform float projectedParticleConstant;uniform float depthThreshold;varying vec2 vUV;void main(void) {float depth=textureLod(textureSampler,vUV,0.).x;if (depth>=1e6 || depth<=0.) {glFragColor=vec4(vec3(depth),1.);return;}
5
+ int filterSize=min(maxFilterSize,int(ceil(projectedParticleConstant/depth)));float sigma=float(filterSize)/3.0;float two_sigma2=2.0*sigma*sigma;float sigmaDepth=depthThreshold/3.0;float two_sigmaDepth2=2.0*sigmaDepth*sigmaDepth;float sum=0.;float wsum=0.;float sumVel=0.;for (int x=-filterSize; x<=filterSize; ++x) {vec2 coords=vec2(x);vec2 sampleDepthVel=textureLod(textureSampler,vUV+coords*blurDir,0.).rg;float r=dot(coords,coords);float w=exp(-r/two_sigma2);float rDepth=sampleDepthVel.r-depth;float wd=exp(-rDepth*rDepth/two_sigmaDepth2);sum+=sampleDepthVel.r*w*wd;sumVel+=sampleDepthVel.g*w*wd;wsum+=w*wd;}
6
+ glFragColor=vec4(sum/wsum,sumVel/wsum,0.,1.);}
7
+ `;
5
8
  // Sideeffect
6
9
  ShaderStore.ShadersStore[name] = shader;
7
10
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingBilateralBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingBilateralBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingBilateralBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform int maxFilterSize;\runiform vec2 blurDir;\runiform float projectedParticleConstant;\runiform float depthThreshold;\rvarying vec2 vUV;\rvoid main(void) {\rfloat depth=textureLod(textureSampler,vUV,0.).x;\rif (depth>=1e6 || depth<=0.) {\rglFragColor=vec4(vec3(depth),1.);\rreturn;\r}\rint filterSize=min(maxFilterSize,int(ceil(projectedParticleConstant/depth)));\rfloat sigma=float(filterSize)/3.0;\rfloat two_sigma2=2.0*sigma*sigma;\rfloat sigmaDepth=depthThreshold/3.0;\rfloat two_sigmaDepth2=2.0*sigmaDepth*sigmaDepth;\rfloat sum=0.;\rfloat wsum=0.;\rfloat sumVel=0.;\rfor (int x=-filterSize; x<=filterSize; ++x) {\rvec2 coords=vec2(x);\rvec2 sampleDepthVel=textureLod(textureSampler,vUV+coords*blurDir,0.).rg;\rfloat r=dot(coords,coords);\rfloat w=exp(-r/two_sigma2);\rfloat rDepth=sampleDepthVel.r-depth;\rfloat wd=exp(-rDepth*rDepth/two_sigmaDepth2);\rsum+=sampleDepthVel.r*w*wd;\rsumVel+=sampleDepthVel.g*w*wd;\rwsum+=w*wd;\r}\rglFragColor=vec4(sum/wsum,sumVel/wsum,0.,1.);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingBilateralBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingBilateralBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingBilateralBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingBilateralBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform int maxFilterSize;uniform vec2 blurDir;uniform float projectedParticleConstant;uniform float depthThreshold;varying vec2 vUV;void main(void) {float depth=textureLod(textureSampler,vUV,0.).x;if (depth>=1e6 || depth<=0.) {glFragColor=vec4(vec3(depth),1.);return;}\nint filterSize=min(maxFilterSize,int(ceil(projectedParticleConstant/depth)));float sigma=float(filterSize)/3.0;float two_sigma2=2.0*sigma*sigma;float sigmaDepth=depthThreshold/3.0;float two_sigmaDepth2=2.0*sigmaDepth*sigmaDepth;float sum=0.;float wsum=0.;float sumVel=0.;for (int x=-filterSize; x<=filterSize; ++x) {vec2 coords=vec2(x);vec2 sampleDepthVel=textureLod(textureSampler,vUV+coords*blurDir,0.).rg;float r=dot(coords,coords);float w=exp(-r/two_sigma2);float rDepth=sampleDepthVel.r-depth;float wd=exp(-rDepth*rDepth/two_sigmaDepth2);sum+=sampleDepthVel.r*w*wd;sumVel+=sampleDepthVel.g*w*wd;wsum+=w*wd;}\nglFragColor=vec4(sum/wsum,sumVel/wsum,0.,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingBilateralBlurPixelShader = { name, shader };\n"]}
@@ -1,19 +1,30 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleDepthPixelShader";
4
- const shader = `uniform mat4 projection;
5
- varying float velocityNorm;
6
- void main(void) {
7
- normal.z=-normal.z;
8
- vec4 realViewPos=vec4(viewPos+normal*sphereRadius,1.0);
9
- gl_FragDepth=clipSpacePos.z/clipSpacePos.w;
10
- gl_FragDepth=(clipSpacePos.z/clipSpacePos.w)*0.5+0.5;
4
+ const shader = `uniform mat4 projection;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;
5
+ #ifdef FLUIDRENDERING_VELOCITY
6
+ varying float velocityNorm;
7
+ #endif
8
+ void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;normal.z=sqrt(1.0-r2);
9
+ #ifndef FLUIDRENDERING_RHS
10
+ normal.z=-normal.z;
11
+ #endif
12
+ vec4 realViewPos=vec4(viewPos+normal*sphereRadius,1.0);vec4 clipSpacePos=projection*realViewPos;
13
+ #ifdef WEBGPU
14
+ gl_FragDepth=clipSpacePos.z/clipSpacePos.w;
15
+ #else
16
+ gl_FragDepth=(clipSpacePos.z/clipSpacePos.w)*0.5+0.5;
17
+ #endif
11
18
  #ifdef FLUIDRENDERING_RHS
12
- realViewPos.z=-realViewPos.z;
19
+ realViewPos.z=-realViewPos.z;
20
+ #endif
13
21
  #ifdef FLUIDRENDERING_VELOCITY
14
- glFragColor=vec4(realViewPos.z,velocityNorm,0.,1.);
15
- glFragColor=vec4(realViewPos.z,0.,0.,1.);
16
- }
22
+ glFragColor=vec4(realViewPos.z,velocityNorm,0.,1.);
23
+ #else
24
+ glFragColor=vec4(realViewPos.z,0.,0.,1.);
25
+ #endif
26
+ }
27
+ `;
17
28
  // Sideeffect
18
29
  ShaderStore.ShadersStore[name] = shader;
19
30
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthPixelShader\";\nconst shader = `uniform mat4 projection;\rvarying vec2 uv;\rvarying vec3 viewPos;\rvarying float sphereRadius;\r#ifdef FLUIDRENDERING_VELOCITY\nvarying float velocityNorm;\r#endif\nvoid main(void) {\rvec3 normal;\rnormal.xy=uv*2.0-1.0;\rfloat r2=dot(normal.xy,normal.xy);\rif (r2>1.0) discard;\rnormal.z=sqrt(1.0-r2);\r#ifndef FLUIDRENDERING_RHS\nnormal.z=-normal.z;\r#endif\nvec4 realViewPos=vec4(viewPos+normal*sphereRadius,1.0);\rvec4 clipSpacePos=projection*realViewPos;\r#ifdef WEBGPU\ngl_FragDepth=clipSpacePos.z/clipSpacePos.w;\r#else\ngl_FragDepth=(clipSpacePos.z/clipSpacePos.w)*0.5+0.5;\r#endif\n#ifdef FLUIDRENDERING_RHS\nrealViewPos.z=-realViewPos.z;\r#endif\n#ifdef FLUIDRENDERING_VELOCITY\nglFragColor=vec4(realViewPos.z,velocityNorm,0.,1.);\r#else\nglFragColor=vec4(realViewPos.z,0.,0.,1.);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthPixelShader\";\nconst shader = `uniform mat4 projection;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nvarying float velocityNorm;\n#endif\nvoid main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;normal.z=sqrt(1.0-r2);\n#ifndef FLUIDRENDERING_RHS\nnormal.z=-normal.z;\n#endif\nvec4 realViewPos=vec4(viewPos+normal*sphereRadius,1.0);vec4 clipSpacePos=projection*realViewPos;\n#ifdef WEBGPU\ngl_FragDepth=clipSpacePos.z/clipSpacePos.w;\n#else\ngl_FragDepth=(clipSpacePos.z/clipSpacePos.w)*0.5+0.5;\n#endif\n#ifdef FLUIDRENDERING_RHS\nrealViewPos.z=-realViewPos.z;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nglFragColor=vec4(realViewPos.z,velocityNorm,0.,1.);\n#else\nglFragColor=vec4(realViewPos.z,0.,0.,1.);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthPixelShader = { name, shader };\n"]}
@@ -1,11 +1,16 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleDepthVertexShader";
4
- const shader = `attribute vec3 position;
5
- attribute vec3 velocity;
6
- void main(void) {
7
- velocityNorm=length(velocity);
8
- }
4
+ const shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;
5
+ #ifdef FLUIDRENDERING_VELOCITY
6
+ attribute vec3 velocity;varying float velocityNorm;
7
+ #endif
8
+ void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;viewPos=(view*vec4(position,1.0)).xyz;gl_Position=projection*vec4(viewPos+cornerPos,1.0);uv=offset;sphereRadius=size.x/2.0;
9
+ #ifdef FLUIDRENDERING_VELOCITY
10
+ velocityNorm=length(velocity);
11
+ #endif
12
+ }
13
+ `;
9
14
  // Sideeffect
10
15
  ShaderStore.ShadersStore[name] = shader;
11
16
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uCAAuC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute vec3 position;\rattribute vec2 offset;\runiform mat4 view;\runiform mat4 projection;\runiform vec2 size;\rvarying vec2 uv;\rvarying vec3 viewPos;\rvarying float sphereRadius;\r#ifdef FLUIDRENDERING_VELOCITY\nattribute vec3 velocity;\rvarying float velocityNorm;\r#endif\nvoid main(void) {\rvec3 cornerPos;\rcornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;\rcornerPos.z=0.0;\rviewPos=(view*vec4(position,1.0)).xyz;\rgl_Position=projection*vec4(viewPos+cornerPos,1.0);\ruv=offset;\rsphereRadius=size.x/2.0;\r#ifdef FLUIDRENDERING_VELOCITY\nvelocityNorm=length(velocity);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uCAAuC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute vec3 velocity;varying float velocityNorm;\n#endif\nvoid main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;viewPos=(view*vec4(position,1.0)).xyz;gl_Position=projection*vec4(viewPos+cornerPos,1.0);uv=offset;sphereRadius=size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvelocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShader = { name, shader };\n"]}
@@ -1,7 +1,8 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleDiffusePixelShader";
4
- const shader = `uniform float particleAlpha;
4
+ const shader = `uniform float particleAlpha;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;glFragColor=vec4(diffuseColor,1.0);}
5
+ `;
5
6
  // Sideeffect
6
7
  ShaderStore.ShadersStore[name] = shader;
7
8
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDiffuse.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffusePixelShader\";\nconst shader = `uniform float particleAlpha;\rvarying vec2 uv;\rvarying vec3 diffuseColor;\rvoid main(void) {\rvec3 normal;\rnormal.xy=uv*2.0-1.0;\rfloat r2=dot(normal.xy,normal.xy);\rif (r2>1.0) discard;\rglFragColor=vec4(diffuseColor,1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDiffusePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDiffuse.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffusePixelShader\";\nconst shader = `uniform float particleAlpha;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;glFragColor=vec4(diffuseColor,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDiffusePixelShader = { name, shader };\n"]}
@@ -1,7 +1,8 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleDiffuseVertexShader";
4
- const shader = `attribute vec3 position;
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDiffuse.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffuseVertexShader\";\nconst shader = `attribute vec3 position;\rattribute vec2 offset;\rattribute vec4 color;\runiform mat4 view;\runiform mat4 projection;\runiform vec2 size;\rvarying vec2 uv;\rvarying vec3 diffuseColor;\rvoid main(void) {\rvec3 cornerPos;\rcornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;\rcornerPos.z=0.0;\rvec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;\rgl_Position=projection*vec4(viewPos,1.0);\ruv=offset;\rdiffuseColor=color.rgb;\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDiffuseVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDiffuse.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffuseVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;attribute vec4 color;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;diffuseColor=color.rgb;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDiffuseVertexShader = { name, shader };\n"]}
@@ -1,7 +1,8 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleThicknessPixelShader";
4
- const shader = `uniform float particleAlpha;
4
+ const shader = `uniform float particleAlpha;varying vec2 uv;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;float thickness=sqrt(1.0-r2);glFragColor=vec4(vec3(particleAlpha*thickness),1.0);}
5
+ `;
5
6
  // Sideeffect
6
7
  ShaderStore.ShadersStore[name] = shader;
7
8
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleThickness.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,4CAA4C,CAAC;AAC1D,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,0CAA0C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessPixelShader\";\nconst shader = `uniform float particleAlpha;\rvarying vec2 uv;\rvoid main(void) {\rvec3 normal;\rnormal.xy=uv*2.0-1.0;\rfloat r2=dot(normal.xy,normal.xy);\rif (r2>1.0) discard;\rfloat thickness=sqrt(1.0-r2);\rglFragColor=vec4(vec3(particleAlpha*thickness),1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleThicknessPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleThickness.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,4CAA4C,CAAC;AAC1D,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,0CAA0C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessPixelShader\";\nconst shader = `uniform float particleAlpha;varying vec2 uv;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;float thickness=sqrt(1.0-r2);glFragColor=vec4(vec3(particleAlpha*thickness),1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleThicknessPixelShader = { name, shader };\n"]}
@@ -1,7 +1,8 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleThicknessVertexShader";
4
- const shader = `attribute vec3 position;
4
+ const shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;}
5
+ `;
5
6
  // Sideeffect
6
7
  ShaderStore.ShadersStore[name] = shader;
7
8
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6CAA6C,CAAC;AAC3D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute vec3 position;\rattribute vec2 offset;\runiform mat4 view;\runiform mat4 projection;\runiform vec2 size;\rvarying vec2 uv;\rvoid main(void) {\rvec3 cornerPos;\rcornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;\rcornerPos.z=0.0;\rvec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;\rgl_Position=projection*vec4(viewPos,1.0);\ruv=offset;\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6CAA6C,CAAC;AAC3D,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShader = { name, shader };\n"]}