@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
@@ -5,51 +5,89 @@ import "./ShadersInclude/logDepthDeclaration.js";
5
5
  import "./ShadersInclude/clipPlaneVertex.js";
6
6
  import "./ShadersInclude/logDepthVertex.js";
7
7
  const name = "gpuRenderParticlesVertexShader";
8
- const shader = `precision highp float;
9
- uniform mat4 emitterWM;
10
- attribute vec3 position;
11
- attribute vec3 initialDirection;
8
+ const shader = `precision highp float;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;uniform vec3 worldOffset;
9
+ #ifdef LOCAL
10
+ uniform mat4 emitterWM;
11
+ #endif
12
+ attribute vec3 position;attribute float age;attribute float life;attribute vec3 size;
13
+ #ifndef BILLBOARD
14
+ attribute vec3 initialDirection;
15
+ #endif
12
16
  #ifdef BILLBOARDSTRETCHED
13
- attribute vec3 direction;
14
- attribute float angle;
15
- attribute float cellIndex;
16
- attribute vec2 offset;
17
- uniform mat4 invView;
17
+ attribute vec3 direction;
18
+ #endif
19
+ attribute float angle;
20
+ #ifdef ANIMATESHEET
21
+ attribute float cellIndex;
22
+ #endif
23
+ attribute vec2 offset;attribute vec2 uv;varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;
24
+ #if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)
25
+ uniform mat4 invView;
26
+ #endif
18
27
  #include<clipPlaneVertexDeclaration2>
19
28
  #include<logDepthDeclaration>
20
29
  #ifdef COLORGRADIENTS
21
- uniform sampler2D colorGradientSampler;
22
- uniform vec4 colorDead;
30
+ uniform sampler2D colorGradientSampler;
31
+ #else
32
+ uniform vec4 colorDead;attribute vec4 color;
33
+ #endif
23
34
  #ifdef ANIMATESHEET
24
- uniform vec3 sheetInfos;
35
+ uniform vec3 sheetInfos;
36
+ #endif
25
37
  #ifdef BILLBOARD
26
- uniform vec3 eyePosition;
27
- vec3 rotate(vec3 yaxis,vec3 rotatedCorner) {
28
- return ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;
29
- return (position+worldOffset)+alignedCorner;
30
- }
31
- vec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {
32
- return ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;
33
- return (position+worldOffset)+alignedCorner;
34
- }
35
- void main() {
36
- float rowOffset=floor(cellIndex/sheetInfos.z);
37
- vUV=uv;
38
- float ratio=age/life;
39
- vColor=texture2D(colorGradientSampler,vec2(ratio,0));
40
- vColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);
41
- vec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;
42
- vec4 rotatedCorner;
43
- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);
44
- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);
45
- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);
46
- vec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;
47
- vec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;
48
- vPositionW=(invView*viewPosition).xyz;
49
- #else
50
- vec3 rotatedCorner;
51
- gl_Position=projection*viewPosition;
52
- vec4 worldPos=vec4(vPositionW,1.0);
38
+ uniform vec3 eyePosition;
39
+ #endif
40
+ vec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;
41
+ #ifdef LOCAL
42
+ return ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;
43
+ #else
44
+ return (position+worldOffset)+alignedCorner;
45
+ #endif
46
+ }
47
+ #ifdef BILLBOARDSTRETCHED
48
+ vec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;
49
+ #ifdef LOCAL
50
+ return ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;
51
+ #else
52
+ return (position+worldOffset)+alignedCorner;
53
+ #endif
54
+ }
55
+ #endif
56
+ void main() {
57
+ #ifdef ANIMATESHEET
58
+ float rowOffset=floor(cellIndex/sheetInfos.z);float columnOffset=cellIndex-rowOffset*sheetInfos.z;vec2 uvScale=sheetInfos.xy;vec2 uvOffset=vec2(uv.x ,1.0-uv.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;
59
+ #else
60
+ vUV=uv;
61
+ #endif
62
+ float ratio=age/life;
63
+ #ifdef COLORGRADIENTS
64
+ vColor=texture2D(colorGradientSampler,vec2(ratio,0));
65
+ #else
66
+ vColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);
67
+ #endif
68
+ vec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;
69
+ #ifdef BILLBOARD
70
+ vec4 rotatedCorner;rotatedCorner.w=0.;
71
+ #ifdef BILLBOARDY
72
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));
73
+ #elif defined(BILLBOARDSTRETCHED)
74
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));
75
+ #else
76
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;
77
+ #ifdef LOCAL
78
+ vec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;
79
+ #else
80
+ vec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;
81
+ #endif
82
+ vPositionW=(invView*viewPosition).xyz;
83
+ #endif
84
+ #else
85
+ vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);vec4 viewPosition=view*vec4(vPositionW,1.0);
86
+ #endif
87
+ gl_Position=projection*viewPosition;
88
+ #if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
89
+ vec4 worldPos=vec4(vPositionW,1.0);
90
+ #endif
53
91
  #include<clipPlaneVertex>
54
92
  #include<logDepthVertex>
55
93
  }`;
@@ -1 +1 @@
1
- {"version":3,"file":"gpuRenderParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuRenderParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwIb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration2\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gpuRenderParticlesVertexShader\";\nconst shader = `precision highp float;\runiform mat4 view;\runiform mat4 projection;\runiform vec2 translationPivot;\runiform vec3 worldOffset;\r#ifdef LOCAL\nuniform mat4 emitterWM;\r#endif\nattribute vec3 position;\rattribute float age;\rattribute float life;\rattribute vec3 size;\r#ifndef BILLBOARD\nattribute vec3 initialDirection;\r#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\r#endif\nattribute float angle;\r#ifdef ANIMATESHEET\nattribute float cellIndex;\r#endif\nattribute vec2 offset;\rattribute vec2 uv;\rvarying vec2 vUV;\rvarying vec4 vColor;\rvarying vec3 vPositionW;\r#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\r#endif\n#include<clipPlaneVertexDeclaration2>\n#include<logDepthDeclaration>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\r#else\nuniform vec4 colorDead;\rattribute vec4 color;\r#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\r#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\r#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\rvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\rvec3 zaxis=normalize(cross(yaxis,xaxis));\rvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\rvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\rvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\rmat3 rotMatrix= mat3(row0,row1,row2);\rvec3 alignedCorner=rotMatrix*rotatedCorner;\r#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\r#else\nreturn (position+worldOffset)+alignedCorner;\r#endif\n}\r#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\rvec3 normalizedToCamera=normalize(toCamera);\rvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\rvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\rvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\rvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\rvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\rmat3 rotMatrix= mat3(row0,row1,row2);\rvec3 alignedCorner=rotMatrix*rotatedCorner;\r#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\r#else\nreturn (position+worldOffset)+alignedCorner;\r#endif\n}\r#endif\nvoid main() {\r#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\rfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\rvec2 uvScale=sheetInfos.xy;\rvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\rvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\r#else\nvUV=uv;\r#endif\nfloat ratio=age/life;\r#ifdef COLORGRADIENTS\nvColor=texture2D(colorGradientSampler,vec2(ratio,0));\r#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\r#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\r#ifdef BILLBOARD\nvec4 rotatedCorner;\rrotatedCorner.w=0.;\r#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.y=0.;\rvec3 yaxis=(position+worldOffset)-eyePosition;\ryaxis.y=0.;\rvPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);\rvec4 viewPosition=(view*vec4(vPositionW,1.0));\r#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rvec3 toCamera=(position+worldOffset)-eyePosition;\rvPositionW=rotateAlign(toCamera,rotatedCorner.xyz);\rvec4 viewPosition=(view*vec4(vPositionW,1.0));\r#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\r#ifdef LOCAL\nvec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;\r#else\nvec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;\r#endif\nvPositionW=(invView*viewPosition).xyz;\r#endif\n#else\nvec3 rotatedCorner;\rrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=0.;\rrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rvec3 yaxis=normalize(initialDirection);\rvPositionW=rotate(yaxis,rotatedCorner);\rvec4 viewPosition=view*vec4(vPositionW,1.0);\r#endif\ngl_Position=projection*viewPosition;\r#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\r#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuRenderParticlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuRenderParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuRenderParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqFb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration2\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gpuRenderParticlesVertexShader\";\nconst shader = `precision highp float;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;uniform vec3 worldOffset;\n#ifdef LOCAL\nuniform mat4 emitterWM;\n#endif\nattribute vec3 position;attribute float age;attribute float life;attribute vec3 size;\n#ifndef BILLBOARD\nattribute vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\nattribute float angle;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\nattribute vec2 offset;attribute vec2 uv;varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#include<logDepthDeclaration>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;attribute vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);float columnOffset=cellIndex-rowOffset*sheetInfos.z;vec2 uvScale=sheetInfos.xy;vec2 uvOffset=vec2(uv.x ,1.0-uv.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture2D(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;rotatedCorner.w=0.;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;\n#ifdef LOCAL\nvec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;\n#else\nvec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;\n#endif\nvPositionW=(invView*viewPosition).xyz;\n#endif\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);vec4 viewPosition=view*vec4(vPositionW,1.0);\n#endif\ngl_Position=projection*viewPosition;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuRenderParticlesVertexShader = { name, shader };\n"]}
@@ -2,7 +2,8 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "gpuUpdateParticlesPixelShader";
4
4
  const shader = `#version 300 es
5
- void main() {
5
+ void main() {discard;}
6
+ `;
6
7
  // Sideeffect
7
8
  ShaderStore.ShadersStore[name] = shader;
8
9
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesPixelShader\";\nconst shader = `#version 300 es\nvoid main() {\rdiscard;\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesPixelShader\";\nconst shader = `#version 300 es\nvoid main() {discard;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesPixelShader = { name, shader };\n"]}
@@ -3,147 +3,253 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "gpuUpdateParticlesVertexShader";
4
4
  const shader = `#version 300 es
5
5
  #define PI 3.14159
6
- uniform float currentCount;
7
- uniform mat4 emitterWM;
8
- uniform vec2 lifeTime;
9
- uniform vec4 color1;
10
- uniform vec3 gravity;
11
- uniform vec3 direction1;
6
+ uniform float currentCount;uniform float timeDelta;uniform float stopFactor;
7
+ #ifndef LOCAL
8
+ uniform mat4 emitterWM;
9
+ #endif
10
+ uniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;
11
+ #ifndef COLORGRADIENTS
12
+ uniform vec4 color1;uniform vec4 color2;
13
+ #endif
14
+ uniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;
15
+ #ifdef BOXEMITTER
16
+ uniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;
17
+ #endif
12
18
  #ifdef POINTEMITTER
13
- uniform vec3 direction1;
19
+ uniform vec3 direction1;uniform vec3 direction2;
20
+ #endif
14
21
  #ifdef HEMISPHERICEMITTER
15
- uniform float radius;
22
+ uniform float radius;uniform float radiusRange;uniform float directionRandomizer;
23
+ #endif
16
24
  #ifdef SPHEREEMITTER
17
- uniform float radius;
18
- uniform vec3 direction1;
19
- uniform float directionRandomizer;
25
+ uniform float radius;uniform float radiusRange;
26
+ #ifdef DIRECTEDSPHEREEMITTER
27
+ uniform vec3 direction1;uniform vec3 direction2;
28
+ #else
29
+ uniform float directionRandomizer;
30
+ #endif
20
31
  #endif
21
32
  #ifdef CYLINDEREMITTER
22
- uniform float radius;
23
- uniform vec3 direction1;
24
- uniform float directionRandomizer;
33
+ uniform float radius;uniform float height;uniform float radiusRange;
34
+ #ifdef DIRECTEDCYLINDEREMITTER
35
+ uniform vec3 direction1;uniform vec3 direction2;
36
+ #else
37
+ uniform float directionRandomizer;
38
+ #endif
25
39
  #endif
26
40
  #ifdef CONEEMITTER
27
- uniform vec2 radius;
28
- in vec3 position;
29
- in vec3 initialPosition;
30
- in float age;
31
- in vec4 color;
32
- in vec3 direction;
33
- in vec3 initialDirection;
41
+ uniform vec2 radius;uniform float coneAngle;uniform vec2 height;uniform float directionRandomizer;
42
+ #endif
43
+ in vec3 position;
44
+ #ifdef CUSTOMEMITTER
45
+ in vec3 initialPosition;
46
+ #endif
47
+ in float age;in float life;in vec4 seed;in vec3 size;
48
+ #ifndef COLORGRADIENTS
49
+ in vec4 color;
50
+ #endif
51
+ in vec3 direction;
52
+ #ifndef BILLBOARD
53
+ in vec3 initialDirection;
54
+ #endif
34
55
  #ifdef ANGULARSPEEDGRADIENTS
35
- in float angle;
36
- in vec2 angle;
56
+ in float angle;
57
+ #else
58
+ in vec2 angle;
59
+ #endif
37
60
  #ifdef ANIMATESHEET
38
- in float cellIndex;
39
- in float cellStartOffset;
61
+ in float cellIndex;
62
+ #ifdef ANIMATESHEETRANDOMSTART
63
+ in float cellStartOffset;
64
+ #endif
40
65
  #endif
41
66
  #ifdef NOISE
42
- in vec3 noiseCoordinates1;
43
- out vec3 outPosition;
44
- out vec3 outInitialPosition;
45
- out float outAge;
46
- out vec4 outColor;
47
- out vec3 outDirection;
48
- out vec3 outInitialDirection;
67
+ in vec3 noiseCoordinates1;in vec3 noiseCoordinates2;
68
+ #endif
69
+ out vec3 outPosition;
70
+ #ifdef CUSTOMEMITTER
71
+ out vec3 outInitialPosition;
72
+ #endif
73
+ out float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;
74
+ #ifndef COLORGRADIENTS
75
+ out vec4 outColor;
76
+ #endif
77
+ out vec3 outDirection;
78
+ #ifndef BILLBOARD
79
+ out vec3 outInitialDirection;
80
+ #endif
49
81
  #ifdef ANGULARSPEEDGRADIENTS
50
- out float outAngle;
51
- out vec2 outAngle;
82
+ out float outAngle;
83
+ #else
84
+ out vec2 outAngle;
85
+ #endif
52
86
  #ifdef ANIMATESHEET
53
- out float outCellIndex;
54
- out float outCellStartOffset;
87
+ out float outCellIndex;
88
+ #ifdef ANIMATESHEETRANDOMSTART
89
+ out float outCellStartOffset;
90
+ #endif
55
91
  #endif
56
92
  #ifdef NOISE
57
- out vec3 outNoiseCoordinates1;
93
+ out vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;
94
+ #endif
58
95
  #ifdef SIZEGRADIENTS
59
- uniform sampler2D sizeGradientSampler;
96
+ uniform sampler2D sizeGradientSampler;
97
+ #endif
60
98
  #ifdef ANGULARSPEEDGRADIENTS
61
- uniform sampler2D angularSpeedGradientSampler;
99
+ uniform sampler2D angularSpeedGradientSampler;
100
+ #endif
62
101
  #ifdef VELOCITYGRADIENTS
63
- uniform sampler2D velocityGradientSampler;
102
+ uniform sampler2D velocityGradientSampler;
103
+ #endif
64
104
  #ifdef LIMITVELOCITYGRADIENTS
65
- uniform sampler2D limitVelocityGradientSampler;
105
+ uniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;
106
+ #endif
66
107
  #ifdef DRAGGRADIENTS
67
- uniform sampler2D dragGradientSampler;
108
+ uniform sampler2D dragGradientSampler;
109
+ #endif
68
110
  #ifdef NOISE
69
- uniform vec3 noiseStrength;
111
+ uniform vec3 noiseStrength;uniform sampler2D noiseSampler;
112
+ #endif
70
113
  #ifdef ANIMATESHEET
71
- uniform vec4 cellInfos;
72
- vec3 getRandomVec3(float offset) {
73
- outSize.x=texture(sizeGradientSampler,vec2(0,0)).r;
74
- outSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;
75
- outSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;
76
- outColor=color1+(color2-color1)*randoms.b;
114
+ uniform vec4 cellInfos;
115
+ #endif
116
+ vec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}
117
+ vec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}
118
+ void main() {float newAge=age+timeDelta;
119
+ if (newAge>=life && stopFactor != 0.) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;outAge=newAge-life;outSeed=seed;
120
+ #ifdef SIZEGRADIENTS
121
+ outSize.x=texture(sizeGradientSampler,vec2(0,0)).r;
122
+ #else
123
+ outSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;
124
+ #endif
125
+ outSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a;
126
+ #ifndef COLORGRADIENTS
127
+ outColor=color1+(color2-color1)*randoms.b;
128
+ #endif
77
129
  #ifndef ANGULARSPEEDGRADIENTS
78
- outAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;
79
- outAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;
130
+ outAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;
131
+ #else
132
+ outAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;
133
+ #endif
80
134
  #ifdef POINTEMITTER
81
- vec3 randoms2=getRandomVec3(seed.y);
82
- vec3 randoms2=getRandomVec3(seed.y);
83
- vec3 randoms2=getRandomVec3(seed.y);
84
- vec3 randoms2=getRandomVec3(seed.y);
85
- newDirection=normalize(direction1+(direction2-direction1)*randoms3);
86
- newDirection=normalize(newPosition+directionRandomizer*randoms3);
135
+ vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;
136
+ #elif defined(BOXEMITTER)
137
+ vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3;
138
+ #elif defined(HEMISPHERICEMITTER)
139
+ vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3;
140
+ #elif defined(SPHEREEMITTER)
141
+ vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);
142
+ #ifdef DIRECTEDSPHEREEMITTER
143
+ newDirection=normalize(direction1+(direction2-direction1)*randoms3);
144
+ #else
145
+ newDirection=normalize(newPosition+directionRandomizer*randoms3);
146
+ #endif
87
147
  #elif defined(CYLINDEREMITTER)
88
- vec3 randoms2=getRandomVec3(seed.y);
89
- newDirection=direction1+(direction2-direction1)*randoms3;
90
- angle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;
148
+ vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);
149
+ #ifdef DIRECTEDCYLINDEREMITTER
150
+ newDirection=direction1+(direction2-direction1)*randoms3;
151
+ #else
152
+ angle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);
153
+ #endif
91
154
  #elif defined(CONEEMITTER)
92
- vec3 randoms2=getRandomVec3(seed.y);
93
- float h=0.0001;
94
- float h=randoms2.y*height.y;
95
- float lRadius=radius.x-radius.x*randoms2.z*radius.y;
96
- newPosition=initialPosition;
97
- newPosition=vec3(0.,0.,0.);
98
- float power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;
99
- outPosition=newPosition;
100
- outPosition=(emitterWM*vec4(newPosition,1.)).xyz;
155
+ vec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;
156
+ #ifdef CONEEMITTERSPAWNPOINT
157
+ float h=0.0001;
158
+ #else
159
+ float h=randoms2.y*height.y;h=1.-h*h;
160
+ #endif
161
+ float lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ);
162
+ if (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {vec3 randoms3=getRandomVec3(seed.z);newDirection=normalize(newPosition+directionRandomizer*randoms3); }
163
+ #elif defined(CUSTOMEMITTER)
164
+ newPosition=initialPosition;outInitialPosition=initialPosition;
165
+ #else
166
+ newPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));
167
+ #endif
168
+ float power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;
169
+ #ifdef LOCAL
170
+ outPosition=newPosition;
171
+ #else
172
+ outPosition=(emitterWM*vec4(newPosition,1.)).xyz;
173
+ #endif
101
174
  #ifdef CUSTOMEMITTER
102
- outDirection=direction;
103
- outInitialDirection=direction;
175
+ outDirection=direction;
176
+ #ifndef BILLBOARD
177
+ outInitialDirection=direction;
178
+ #endif
104
179
  #else
105
180
  #ifdef LOCAL
106
- vec3 initial=newDirection;
107
- vec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;
108
- outDirection=initial*power;
109
- outInitialDirection=initial;
181
+ vec3 initial=newDirection;
182
+ #else
183
+ vec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;
184
+ #endif
185
+ outDirection=initial*power;
186
+ #ifndef BILLBOARD
187
+ outInitialDirection=initial;
188
+ #endif
110
189
  #endif
111
190
  #ifdef ANIMATESHEET
112
- outCellIndex=cellInfos.x;
113
- outCellStartOffset=randoms.a*outLife;
191
+ outCellIndex=cellInfos.x;
192
+ #ifdef ANIMATESHEETRANDOMSTART
193
+ outCellStartOffset=randoms.a*outLife;
194
+ #endif
114
195
  #endif
115
196
  #ifdef NOISE
116
- outNoiseCoordinates1=noiseCoordinates1;
117
- } else {
118
- directionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;
197
+ outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;
198
+ #endif
199
+ } else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;
200
+ #ifdef VELOCITYGRADIENTS
201
+ directionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;
202
+ #endif
119
203
  #ifdef DRAGGRADIENTS
120
- directionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;
204
+ directionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;
205
+ #endif
121
206
  #if defined(CUSTOMEMITTER)
122
- outPosition=position+(direction-position)*ageGradient;
123
- outPosition=position+direction*directionScale;
124
- outLife=life;
125
- outColor=color;
207
+ outPosition=position+(direction-position)*ageGradient;
208
+ outInitialPosition=initialPosition;
209
+ #else
210
+ outPosition=position+direction*directionScale;
211
+ #endif
212
+ outLife=life;outSeed=seed;
213
+ #ifndef COLORGRADIENTS
214
+ outColor=color;
215
+ #endif
126
216
  #ifdef SIZEGRADIENTS
127
- outSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;
128
- outSize=size;
217
+ outSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;outSize.yz=size.yz;
218
+ #else
219
+ outSize=size;
220
+ #endif
129
221
  #ifndef BILLBOARD
130
- outInitialDirection=initialDirection;
222
+ outInitialDirection=initialDirection;
223
+ #endif
131
224
  #ifdef CUSTOMEMITTER
132
- outDirection=direction;
133
- vec3 updatedDirection=direction+gravity*timeDelta;
134
- float limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;
135
- outDirection=updatedDirection;
136
- float fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;
225
+ outDirection=direction;
226
+ #else
227
+ vec3 updatedDirection=direction+gravity*timeDelta;
228
+ #ifdef LIMITVELOCITYGRADIENTS
229
+ float limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}
230
+ #endif
231
+ outDirection=updatedDirection;
232
+ #ifdef NOISE
233
+ float fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;
234
+ #endif
137
235
  #endif
138
236
  #ifdef ANGULARSPEEDGRADIENTS
139
- float angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;
140
- outAngle=vec2(angle.x+angle.y*timeDelta,angle.y);
237
+ float angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;outAngle=angle+angularSpeed*timeDelta;
238
+ #else
239
+ outAngle=vec2(angle.x+angle.y*timeDelta,angle.y);
240
+ #endif
141
241
  #ifdef ANIMATESHEET
142
- float offsetAge=outAge;
143
- outCellStartOffset=cellStartOffset;
144
- float cellStartOffset=0.;
145
- float ratio=0.;
146
- }
242
+ float offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;
243
+ #ifdef ANIMATESHEETRANDOMSTART
244
+ outCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;
245
+ #else
246
+ float cellStartOffset=0.;
247
+ #endif
248
+ float ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}
249
+ else {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}
250
+ outCellIndex=float(int(cellInfos.x+ratio*dist));
251
+ #endif
252
+ }}`;
147
253
  // Sideeffect
148
254
  ShaderStore.ShadersStore[name] = shader;
149
255
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4Wb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;\runiform float timeDelta;\runiform float stopFactor;\r#ifndef LOCAL\nuniform mat4 emitterWM;\r#endif\nuniform vec2 lifeTime;\runiform vec2 emitPower;\runiform vec2 sizeRange;\runiform vec4 scaleRange;\r#ifndef COLORGRADIENTS\nuniform vec4 color1;\runiform vec4 color2;\r#endif\nuniform vec3 gravity;\runiform sampler2D randomSampler;\runiform sampler2D randomSampler2;\runiform vec4 angleRange;\r#ifdef BOXEMITTER\nuniform vec3 direction1;\runiform vec3 direction2;\runiform vec3 minEmitBox;\runiform vec3 maxEmitBox;\r#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\runiform vec3 direction2;\r#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\runiform float radiusRange;\runiform float directionRandomizer;\r#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\runiform float radiusRange;\r#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\runiform vec3 direction2;\r#else\nuniform float directionRandomizer;\r#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\runiform float height;\runiform float radiusRange;\r#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\runiform vec3 direction2;\r#else\nuniform float directionRandomizer;\r#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\runiform float coneAngle;\runiform vec2 height;\runiform float directionRandomizer;\r#endif\nin vec3 position;\r#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\r#endif\nin float age;\rin float life;\rin vec4 seed;\rin vec3 size;\r#ifndef COLORGRADIENTS\nin vec4 color;\r#endif\nin vec3 direction;\r#ifndef BILLBOARD\nin vec3 initialDirection;\r#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\r#else\nin vec2 angle;\r#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\r#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\r#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\rin vec3 noiseCoordinates2;\r#endif\nout vec3 outPosition;\r#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\r#endif\nout float outAge;\rout float outLife;\rout vec4 outSeed;\rout vec3 outSize;\r#ifndef COLORGRADIENTS\nout vec4 outColor;\r#endif\nout vec3 outDirection;\r#ifndef BILLBOARD\nout vec3 outInitialDirection;\r#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\r#else\nout vec2 outAngle;\r#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\r#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\r#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\rout vec3 outNoiseCoordinates2;\r#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\r#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\r#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\r#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\runiform float limitVelocityDamping;\r#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\r#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\runiform sampler2D noiseSampler;\r#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\r#endif\nvec3 getRandomVec3(float offset) {\rreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\r}\rvec4 getRandomVec4(float offset) {\rreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\r}\rvoid main() {\rfloat newAge=age+timeDelta; \rif (newAge>=life && stopFactor != 0.) {\rvec3 newPosition;\rvec3 newDirection;\rvec4 randoms=getRandomVec4(seed.x);\routLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\routAge=newAge-life;\routSeed=seed;\r#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\r#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\r#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\routSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \r#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\r#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\routAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\r#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\r#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\rvec3 randoms3=getRandomVec3(seed.z);\rnewPosition=vec3(0,0,0);\rnewDirection=direction1+(direction2-direction1)*randoms3;\r#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\rvec3 randoms3=getRandomVec3(seed.z);\rnewPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\rnewDirection=direction1+(direction2-direction1)*randoms3; \r#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\rvec3 randoms3=getRandomVec3(seed.z);\rfloat phi=2.0*PI*randoms2.x;\rfloat theta=acos(2.0*randoms2.y-1.0);\rfloat randX=cos(phi)*sin(theta);\rfloat randY=cos(theta);\rfloat randZ=sin(phi)*sin(theta);\rnewPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\rnewDirection=newPosition+directionRandomizer*randoms3; \r#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\rvec3 randoms3=getRandomVec3(seed.z);\rfloat phi=2.0*PI*randoms2.x;\rfloat theta=acos(2.0*randoms2.y-1.0);\rfloat randX=cos(phi)*sin(theta);\rfloat randY=cos(theta);\rfloat randZ=sin(phi)*sin(theta);\rnewPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\r#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(direction1+(direction2-direction1)*randoms3);\r#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\r#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\rvec3 randoms3=getRandomVec3(seed.z);\rfloat yPos=(randoms2.x-0.5)*height;\rfloat angle=randoms2.y*PI*2.;\rfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\rfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\rfloat xPos=positionRadius*cos(angle);\rfloat zPos=positionRadius*sin(angle);\rnewPosition=vec3(xPos,yPos,zPos);\r#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\r#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;\rnewDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));\rnewDirection=normalize(newDirection);\r#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\rfloat s=2.0*PI*randoms2.x;\r#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\r#else\nfloat h=randoms2.y*height.y;\rh=1.-h*h; \r#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\rlRadius=lRadius*h;\rfloat randX=lRadius*sin(s);\rfloat randZ=lRadius*cos(s);\rfloat randY=h *height.x;\rnewPosition=vec3(randX,randY,randZ); \rif (abs(cos(coneAngle))==1.0) {\rnewDirection=vec3(0.,1.0,0.);\r} else {\rvec3 randoms3=getRandomVec3(seed.z);\rnewDirection=normalize(newPosition+directionRandomizer*randoms3); \r}\r#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;\routInitialPosition=initialPosition;\r#else \nnewPosition=vec3(0.,0.,0.);\rnewDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\r#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\r#ifdef LOCAL\noutPosition=newPosition;\r#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\r#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\r#ifndef BILLBOARD \noutInitialDirection=direction;\r#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\r#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\r#endif\noutDirection=initial*power;\r#ifndef BILLBOARD \noutInitialDirection=initial;\r#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\r#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\routNoiseCoordinates2=noiseCoordinates2;\r#endif\n} else {\rfloat directionScale=timeDelta;\routAge=newAge;\rfloat ageGradient=newAge/life;\r#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\r#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\r#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \routInitialPosition=initialPosition;\r#else\noutPosition=position+direction*directionScale;\r#endif\noutLife=life;\routSeed=seed;\r#ifndef COLORGRADIENTS \noutColor=color;\r#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\routSize.yz=size.yz;\r#else\noutSize=size;\r#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\r#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\r#else\nvec3 updatedDirection=direction+gravity*timeDelta;\r#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\rfloat currentVelocity=length(updatedDirection);\rif (currentVelocity>limitVelocity) {\rupdatedDirection=updatedDirection*limitVelocityDamping;\r}\r#endif\noutDirection=updatedDirection;\r#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\rfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\rfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\rvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\routDirection=outDirection+force*timeDelta;\routNoiseCoordinates1=noiseCoordinates1;\routNoiseCoordinates2=noiseCoordinates2;\r#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\routAngle=angle+angularSpeed*timeDelta;\r#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\r#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\rfloat dist=cellInfos.y-cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\roffsetAge+=cellStartOffset;\r#else\nfloat cellStartOffset=0.;\r#endif \nfloat ratio=0.;\rif (cellInfos.w==1.0) {\rratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);\r}\relse {\rratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);\r}\routCellIndex=float(int(cellInfos.x+ratio*dist));\r#endif\n}\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwPZ,CAAC;AACJ,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;uniform float timeDelta;uniform float stopFactor;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;uniform vec4 color2;\n#endif\nuniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;uniform float radiusRange;uniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;uniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;uniform float height;uniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;uniform float coneAngle;uniform vec2 height;uniform float directionRandomizer;\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;in float life;in vec4 seed;in vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;in vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;uniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}\nvec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}\nvoid main() {float newAge=age+timeDelta; \nif (newAge>=life && stopFactor != 0.) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;outAge=newAge-life;outSeed=seed;\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(direction1+(direction2-direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;h=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); \nif (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {vec3 randoms3=getRandomVec3(seed.z);newDirection=normalize(newPosition+directionRandomizer*randoms3); }\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;outInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;outSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;outSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;outAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}\nelse {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
@@ -3,8 +3,11 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  import "./ShadersInclude/helperFunctions.js";
4
4
  const name = "grainPixelShader";
5
5
  const shader = `#include<helperFunctions>
6
- uniform sampler2D textureSampler;
7
- void main(void)
6
+ uniform sampler2D textureSampler;
7
+ uniform float intensity;uniform float animatedSeed;varying vec2 vUV;
8
+ #define CUSTOM_FRAGMENT_DEFINITIONS
9
+ void main(void)
10
+ {gl_FragColor=texture2D(textureSampler,vUV);vec2 seed=vUV*(animatedSeed);float grain=dither(seed,intensity);float lum=getLuminance(gl_FragColor.rgb);float grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;gl_FragColor.rgb+=grain*grainAmount;gl_FragColor.rgb=max(gl_FragColor.rgb,0.0);}`;
8
11
  // Sideeffect
9
12
  ShaderStore.ShadersStore[name] = shader;
10
13
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"grain.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/grain.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;EAeb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"grainPixelShader\";\nconst shader = `#include<helperFunctions>\nuniform sampler2D textureSampler; \runiform float intensity;\runiform float animatedSeed;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rgl_FragColor=texture2D(textureSampler,vUV);\rvec2 seed=vUV*(animatedSeed);\rfloat grain=dither(seed,intensity);\rfloat lum=getLuminance(gl_FragColor.rgb);\rfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\rgl_FragColor.rgb+=grain*grainAmount;\rgl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const grainPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"grain.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/grain.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;qRAKsQ,CAAC;AACtR,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"grainPixelShader\";\nconst shader = `#include<helperFunctions>\nuniform sampler2D textureSampler; \nuniform float intensity;uniform float animatedSeed;varying vec2 vUV;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{gl_FragColor=texture2D(textureSampler,vUV);vec2 seed=vUV*(animatedSeed);float grain=dither(seed,intensity);float lum=getLuminance(gl_FragColor.rgb);float grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;gl_FragColor.rgb+=grain*grainAmount;gl_FragColor.rgb=max(gl_FragColor.rgb,0.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const grainPixelShader = { name, shader };\n"]}
@@ -9,7 +9,7 @@ const shader = `#include<helperFunctions>
9
9
  #include<importanceSampling>
10
10
  #include<pbrBRDFFunctions>
11
11
  #include<hdrFilteringFunctions>
12
- uniform float alphaG;
12
+ uniform float alphaG;uniform samplerCube inputTexture;uniform vec2 vFilteringInfo;uniform float hdrScale;varying vec3 direction;void main() {vec3 color=radiance(alphaG,inputTexture,direction,vFilteringInfo);gl_FragColor=vec4(color*hdrScale,1.0);}`;
13
13
  // Sideeffect
14
14
  ShaderStore.ShadersStore[name] = shader;
15
15
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/hdrFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,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\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\n\nconst name = \"hdrFilteringPixelShader\";\nconst shader = `#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nuniform float alphaG;\runiform samplerCube inputTexture;\runiform vec2 vFilteringInfo;\runiform float hdrScale;\rvarying vec3 direction;\rvoid main() {\rvec3 color=radiance(alphaG,inputTexture,direction,vFilteringInfo);\rgl_FragColor=vec4(color*hdrScale,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const hdrFilteringPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/hdrFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;uPAIwO,CAAC;AACxP,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\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\n\nconst name = \"hdrFilteringPixelShader\";\nconst shader = `#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nuniform float alphaG;uniform samplerCube inputTexture;uniform vec2 vFilteringInfo;uniform float hdrScale;varying vec3 direction;void main() {vec3 color=radiance(alphaG,inputTexture,direction,vFilteringInfo);gl_FragColor=vec4(color*hdrScale,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const hdrFilteringPixelShader = { name, shader };\n"]}