@babylonjs/core 6.14.2 → 6.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1070) hide show
  1. package/Actions/actionManager.js +8 -3
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Behaviors/Cameras/framingBehavior.d.ts +2 -1
  4. package/Behaviors/Cameras/framingBehavior.js +3 -1
  5. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  6. package/Bones/skeleton.js +1 -0
  7. package/Bones/skeleton.js.map +1 -1
  8. package/Compute/computeEffect.js +1 -1
  9. package/Compute/computeEffect.js.map +1 -1
  10. package/{Materials/Node/nodeMaterialDecorator.d.ts → Decorators/nodeDecorator.d.ts} +6 -7
  11. package/{Materials/Node/nodeMaterialDecorator.js → Decorators/nodeDecorator.js} +3 -3
  12. package/Decorators/nodeDecorator.js.map +1 -0
  13. package/Engines/Processors/shaderCodeNode.js +1 -1
  14. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  15. package/Engines/WebGL/webGL2ShaderProcessors.js +2 -1
  16. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  17. package/Engines/WebGPU/webgpuShaderProcessor.js +3 -0
  18. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +11 -10
  20. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  22. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  23. package/Engines/nativeEngine.js +5 -4
  24. package/Engines/nativeEngine.js.map +1 -1
  25. package/Engines/thinEngine.d.ts +2 -0
  26. package/Engines/thinEngine.js +35 -4
  27. package/Engines/thinEngine.js.map +1 -1
  28. package/Engines/webgpuEngine.js +12 -2
  29. package/Engines/webgpuEngine.js.map +1 -1
  30. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +34 -0
  31. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +29 -0
  32. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +1 -0
  33. package/FlowGraph/Blocks/Data/index.d.ts +1 -0
  34. package/FlowGraph/Blocks/Data/index.js +2 -0
  35. package/FlowGraph/Blocks/Data/index.js.map +1 -0
  36. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +23 -0
  37. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +51 -0
  38. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -0
  39. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +20 -0
  40. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +29 -0
  41. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -0
  42. package/FlowGraph/Blocks/Event/index.d.ts +2 -0
  43. package/FlowGraph/Blocks/Event/index.js +3 -0
  44. package/FlowGraph/Blocks/Event/index.js.map +1 -0
  45. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +43 -0
  46. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +40 -0
  47. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -0
  48. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +18 -0
  49. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +21 -0
  50. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -0
  51. package/FlowGraph/Blocks/Execution/index.d.ts +2 -0
  52. package/FlowGraph/Blocks/Execution/index.js +3 -0
  53. package/FlowGraph/Blocks/Execution/index.js.map +1 -0
  54. package/FlowGraph/Blocks/index.d.ts +3 -0
  55. package/FlowGraph/Blocks/index.js +5 -0
  56. package/FlowGraph/Blocks/index.js.map +1 -0
  57. package/FlowGraph/flowGraph.d.ts +34 -0
  58. package/FlowGraph/flowGraph.js +54 -0
  59. package/FlowGraph/flowGraph.js.map +1 -0
  60. package/FlowGraph/flowGraphBlock.d.ts +33 -0
  61. package/FlowGraph/flowGraphBlock.js +39 -0
  62. package/FlowGraph/flowGraphBlock.js.map +1 -0
  63. package/FlowGraph/flowGraphConnection.d.ts +38 -0
  64. package/FlowGraph/flowGraphConnection.js +40 -0
  65. package/FlowGraph/flowGraphConnection.js.map +1 -0
  66. package/FlowGraph/flowGraphDataConnection.d.ts +15 -0
  67. package/FlowGraph/flowGraphDataConnection.js +30 -0
  68. package/FlowGraph/flowGraphDataConnection.js.map +1 -0
  69. package/FlowGraph/flowGraphEventBlock.d.ts +20 -0
  70. package/FlowGraph/flowGraphEventBlock.js +15 -0
  71. package/FlowGraph/flowGraphEventBlock.js.map +1 -0
  72. package/FlowGraph/flowGraphExecutionBlock.d.ts +24 -0
  73. package/FlowGraph/flowGraphExecutionBlock.js +27 -0
  74. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -0
  75. package/FlowGraph/flowGraphSignalConnection.d.ts +14 -0
  76. package/FlowGraph/flowGraphSignalConnection.js +22 -0
  77. package/FlowGraph/flowGraphSignalConnection.js.map +1 -0
  78. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +7 -0
  79. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -0
  80. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -0
  81. package/FlowGraph/index.d.ts +6 -0
  82. package/FlowGraph/index.js +8 -0
  83. package/FlowGraph/index.js.map +1 -0
  84. package/Gizmos/lightGizmo.d.ts +5 -0
  85. package/Gizmos/lightGizmo.js +21 -7
  86. package/Gizmos/lightGizmo.js.map +1 -1
  87. package/Gizmos/planeRotationGizmo.d.ts +6 -0
  88. package/Gizmos/planeRotationGizmo.js +5 -1
  89. package/Gizmos/planeRotationGizmo.js.map +1 -1
  90. package/Gizmos/rotationGizmo.d.ts +8 -0
  91. package/Gizmos/rotationGizmo.js +15 -0
  92. package/Gizmos/rotationGizmo.js.map +1 -1
  93. package/Layers/layer.js +1 -1
  94. package/Layers/layer.js.map +1 -1
  95. package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -1
  96. package/Lights/Shadows/cascadedShadowGenerator.js +4 -3
  97. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  98. package/Lights/Shadows/shadowGenerator.d.ts +3 -1
  99. package/Lights/Shadows/shadowGenerator.js +4 -2
  100. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  101. package/Lights/directionalLight.d.ts +1 -1
  102. package/Lights/directionalLight.js.map +1 -1
  103. package/Lights/hemisphericLight.d.ts +1 -1
  104. package/Lights/hemisphericLight.js.map +1 -1
  105. package/Lights/light.d.ts +1 -1
  106. package/Lights/light.js.map +1 -1
  107. package/Lights/pointLight.d.ts +1 -1
  108. package/Lights/pointLight.js.map +1 -1
  109. package/Lights/spotLight.d.ts +1 -1
  110. package/Lights/spotLight.js.map +1 -1
  111. package/Loading/sceneLoader.js +2 -0
  112. package/Loading/sceneLoader.js.map +1 -1
  113. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -13
  114. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  115. package/Materials/Node/Blocks/Dual/fogBlock.js +6 -6
  116. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
  118. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/Dual/lightBlock.js +16 -16
  120. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +27 -27
  122. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  124. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  125. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +8 -8
  126. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  127. package/Materials/Node/Blocks/Dual/textureBlock.js +28 -28
  128. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  129. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -5
  130. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  131. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  132. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  133. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  134. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  136. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
  138. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +15 -15
  140. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  141. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
  142. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +6 -6
  144. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +13 -13
  146. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +13 -13
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  150. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -5
  152. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +7 -7
  154. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -3
  156. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/Input/inputBlock.js +11 -11
  158. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +6 -6
  160. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -9
  162. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -1
  164. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +47 -47
  166. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/PBR/reflectionBlock.js +9 -9
  168. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -14
  170. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -4
  172. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  174. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +8 -8
  176. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/Teleport/index.d.ts +2 -0
  178. package/Materials/Node/Blocks/Teleport/index.js +3 -0
  179. package/Materials/Node/Blocks/Teleport/index.js.map +1 -0
  180. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +42 -0
  181. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +83 -0
  182. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
  183. package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +59 -0
  184. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +122 -0
  185. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
  186. package/Materials/Node/Blocks/Vertex/bonesBlock.js +5 -5
  187. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -11
  189. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +11 -11
  191. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +39 -39
  193. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +3 -3
  195. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/addBlock.js +1 -1
  197. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  199. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  200. package/Materials/Node/Blocks/clampBlock.js +4 -4
  201. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  203. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  205. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  207. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  209. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/crossBlock.js +1 -1
  211. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/curveBlock.js +5 -5
  213. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/customBlock.js +4 -4
  215. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  217. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  219. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/divideBlock.js +1 -1
  221. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/dotBlock.js +1 -1
  223. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/elbowBlock.js +1 -1
  225. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  226. package/Materials/Node/Blocks/fresnelBlock.js +1 -1
  227. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  228. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  229. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  230. package/Materials/Node/Blocks/index.d.ts +1 -0
  231. package/Materials/Node/Blocks/index.js +1 -0
  232. package/Materials/Node/Blocks/index.js.map +1 -1
  233. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  234. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  235. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  236. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  238. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
  240. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  242. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/maxBlock.js +1 -1
  244. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +7 -7
  246. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/minBlock.js +1 -1
  248. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/modBlock.js +1 -1
  250. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/multiplyBlock.js +1 -1
  252. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/nLerpBlock.js +1 -1
  254. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/negateBlock.js +1 -1
  256. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/normalBlendBlock.js +6 -6
  258. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/normalizeBlock.js +1 -1
  260. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
  262. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/posterizeBlock.js +1 -1
  264. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/powBlock.js +1 -1
  266. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
  268. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
  270. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/reflectBlock.js +1 -1
  272. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/refractBlock.js +1 -1
  274. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/remapBlock.js +4 -4
  276. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/replaceColorBlock.js +6 -6
  278. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
  280. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/scaleBlock.js +1 -1
  282. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +41 -41
  284. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
  286. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/stepBlock.js +1 -1
  288. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/subtractBlock.js +1 -1
  290. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/transformBlock.js +13 -14
  292. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/triPlanarBlock.js +17 -17
  294. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
  296. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
  298. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
  300. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
  302. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
  304. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/waveBlock.js +3 -4
  306. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  307. package/Materials/Node/Blocks/worleyNoise3DBlock.js +155 -155
  308. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  309. package/Materials/Node/index.d.ts +1 -1
  310. package/Materials/Node/index.js +1 -1
  311. package/Materials/Node/index.js.map +1 -1
  312. package/Materials/Node/nodeMaterial.d.ts +1 -0
  313. package/Materials/Node/nodeMaterial.js +50 -15
  314. package/Materials/Node/nodeMaterial.js.map +1 -1
  315. package/Materials/Node/nodeMaterialBlock.d.ts +14 -2
  316. package/Materials/Node/nodeMaterialBlock.js +34 -11
  317. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  318. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
  319. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  320. package/Materials/Node/nodeMaterialBuildState.js +36 -36
  321. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  322. package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -4
  323. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  324. package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
  325. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  326. package/Materials/effect.js +1 -1
  327. package/Materials/effect.js.map +1 -1
  328. package/Materials/effectRenderer.d.ts +4 -0
  329. package/Materials/effectRenderer.js +8 -2
  330. package/Materials/effectRenderer.js.map +1 -1
  331. package/Materials/greasedLinePluginMaterial.d.ts +4 -0
  332. package/Materials/greasedLinePluginMaterial.js +12 -1
  333. package/Materials/greasedLinePluginMaterial.js.map +1 -1
  334. package/Materials/materialPluginManager.js +5 -5
  335. package/Materials/materialPluginManager.js.map +1 -1
  336. package/Materials/meshDebugPluginMaterial.d.ts +4 -15
  337. package/Materials/meshDebugPluginMaterial.js +8 -29
  338. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  339. package/Materials/shadowDepthWrapper.js +5 -5
  340. package/Materials/shadowDepthWrapper.js.map +1 -1
  341. package/Meshes/Builders/boxBuilder.d.ts +31 -0
  342. package/Meshes/Builders/boxBuilder.js +65 -1
  343. package/Meshes/Builders/boxBuilder.js.map +1 -1
  344. package/Meshes/Builders/capsuleBuilder.js +3 -3
  345. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
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  1006. package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
  1007. package/Shaders/subSurfaceScattering.fragment.js +58 -12
  1008. package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
  1009. package/Shaders/tonemap.fragment.js +21 -9
  1010. package/Shaders/tonemap.fragment.js.map +1 -1
  1011. package/Shaders/velocity.fragment.js +8 -4
  1012. package/Shaders/velocity.fragment.js.map +1 -1
  1013. package/Shaders/velocity.vertex.js +18 -9
  1014. package/Shaders/velocity.vertex.js.map +1 -1
  1015. package/Shaders/volumetricLightScattering.fragment.js +9 -4
  1016. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  1017. package/Shaders/volumetricLightScatteringPass.fragment.js +12 -5
  1018. package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
  1019. package/Shaders/volumetricLightScatteringPass.vertex.js +23 -11
  1020. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  1021. package/Shaders/vrDistortionCorrection.fragment.js +6 -2
  1022. package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
  1023. package/Shaders/vrMultiviewToSingleview.fragment.js +4 -2
  1024. package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
  1025. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +24 -12
  1026. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  1027. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -3
  1028. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  1029. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +14 -6
  1030. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  1031. package/ShadersWGSL/ShadersInclude/bonesVertex.js +36 -18
  1032. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  1033. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +20 -7
  1034. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  1035. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +12 -6
  1036. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  1037. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +12 -6
  1038. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  1039. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +12 -6
  1040. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  1041. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +14 -7
  1042. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  1043. package/ShadersWGSL/ShadersInclude/instancesVertex.js +16 -8
  1044. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  1045. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +3 -1
  1046. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  1047. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +16 -8
  1048. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  1049. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +8 -4
  1050. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  1051. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +2 -1
  1052. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  1053. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +6 -2
  1054. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  1055. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +8 -3
  1056. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  1057. package/ShadersWGSL/gpuUpdateParticles.compute.js +229 -90
  1058. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1059. package/ShadersWGSL/postprocess.vertex.js +9 -4
  1060. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  1061. package/assetContainer.d.ts +7 -0
  1062. package/assetContainer.js +46 -0
  1063. package/assetContainer.js.map +1 -1
  1064. package/index.d.ts +1 -0
  1065. package/index.js +1 -0
  1066. package/index.js.map +1 -1
  1067. package/package.json +1 -1
  1068. package/scene.js +5 -0
  1069. package/scene.js.map +1 -1
  1070. package/Materials/Node/nodeMaterialDecorator.js.map +0 -1
@@ -1,9 +1,12 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "hdrFilteringVertexShader";
4
- const shader = `attribute vec2 position;
5
- void main(void) {
6
- mat3 view=mat3(up,right,front);
4
+ const shader = `attribute vec2 position;varying vec3 direction;uniform vec3 up;uniform vec3 right;uniform vec3 front;
5
+ #define CUSTOM_VERTEX_DEFINITIONS
6
+ void main(void) {
7
+ #define CUSTOM_VERTEX_MAIN_BEGIN
8
+ mat3 view=mat3(up,right,front);direction=view*vec3(position,1.0);gl_Position=vec4(position,0.0,1.0);
9
+ #define CUSTOM_VERTEX_MAIN_END
7
10
  }`;
8
11
  // Sideeffect
9
12
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/hdrFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"hdrFilteringVertexShader\";\nconst shader = `attribute vec2 position;\rvarying vec3 direction;\runiform vec3 up;\runiform vec3 right;\runiform vec3 front;\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nmat3 view=mat3(up,right,front);\rdirection=view*vec3(position,1.0);\rgl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const hdrFilteringVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/hdrFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"hdrFilteringVertexShader\";\nconst shader = `attribute vec2 position;varying vec3 direction;uniform vec3 up;uniform vec3 right;uniform vec3 front;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nmat3 view=mat3(up,right,front);direction=view*vec3(position,1.0);gl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const hdrFilteringVertexShader = { name, shader };\n"]}
@@ -1,8 +1,10 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "highlightsPixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void)
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;const vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {vec4 tex=texture2D(textureSampler,vUV);vec3 c=tex.rgb;float luma=dot(c.rgb,RGBLuminanceCoefficients);gl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); }`;
6
8
  // Sideeffect
7
9
  ShaderStore.ShadersStore[name] = shader;
8
10
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"highlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/highlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"highlightsPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\rconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec4 tex=texture2D(textureSampler,vUV);\rvec3 c=tex.rgb;\rfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\rgl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const highlightsPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"highlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/highlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;8JAG+I,CAAC;AAC/J,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"highlightsPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;const vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec4 tex=texture2D(textureSampler,vUV);vec3 c=tex.rgb;float luma=dot(c.rgb,RGBLuminanceCoefficients);gl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); }`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const highlightsPixelShader = { name, shader };\n"]}
@@ -4,18 +4,24 @@ import "./ShadersInclude/imageProcessingDeclaration.js";
4
4
  import "./ShadersInclude/helperFunctions.js";
5
5
  import "./ShadersInclude/imageProcessingFunctions.js";
6
6
  const name = "imageProcessingPixelShader";
7
- const shader = `varying vec2 vUV;
7
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;
8
+ #include<imageProcessingDeclaration>
8
9
  #include<helperFunctions>
9
10
  #include<imageProcessingFunctions>
10
11
  #define CUSTOM_FRAGMENT_DEFINITIONS
11
- void main(void)
12
+ void main(void)
13
+ {vec4 result=texture2D(textureSampler,vUV);
14
+ #ifdef IMAGEPROCESSING
12
15
  #ifndef FROMLINEARSPACE
13
- result.rgb=toLinearSpace(result.rgb);
14
- result=applyImageProcessing(result);
16
+ result.rgb=toLinearSpace(result.rgb);
17
+ #endif
18
+ result=applyImageProcessing(result);
19
+ #else
15
20
  #ifdef FROMLINEARSPACE
16
- result=applyImageProcessing(result);
21
+ result=applyImageProcessing(result);
22
+ #endif
17
23
  #endif
18
- gl_FragColor=result;
24
+ gl_FragColor=result;}`;
19
25
  // Sideeffect
20
26
  ShaderStore.ShadersStore[name] = shader;
21
27
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/imageProcessing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AAEnD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;EAoBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\n\nconst name = \"imageProcessingPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec4 result=texture2D(textureSampler,vUV);\r#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\nresult.rgb=toLinearSpace(result.rgb);\r#endif\nresult=applyImageProcessing(result);\r#else\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\r#endif\n#endif\ngl_FragColor=result;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/imageProcessing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AAEnD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;sBAiBO,CAAC;AACvB,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\n\nconst name = \"imageProcessingPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingPixelShader = { name, shader };\n"]}
@@ -5,28 +5,41 @@ import "./ShadersInclude/packingFunctions.js";
5
5
  import "./ShadersInclude/kernelBlurFragment.js";
6
6
  import "./ShadersInclude/kernelBlurFragment2.js";
7
7
  const name = "kernelBlurPixelShader";
8
- const shader = `uniform sampler2D textureSampler;
9
- uniform sampler2D circleOfConfusionSampler;
8
+ const shader = `uniform sampler2D textureSampler;uniform vec2 delta;varying vec2 sampleCenter;
9
+ #ifdef DOF
10
+ uniform sampler2D circleOfConfusionSampler;float sampleCoC(in vec2 offset) {float coc=texture2D(circleOfConfusionSampler,offset).r;return coc; }
11
+ #endif
10
12
  #include<kernelBlurVaryingDeclaration>[0..varyingCount]
11
13
  #ifdef PACKEDFLOAT
12
14
  #include<packingFunctions>
13
15
  #endif
14
16
  #define CUSTOM_FRAGMENT_DEFINITIONS
15
- void main(void)
16
- float blend=0.;
17
- vec4 blend=vec4(0.);
17
+ void main(void)
18
+ {float computedWeight=0.0;
19
+ #ifdef PACKEDFLOAT
20
+ float blend=0.;
21
+ #else
22
+ vec4 blend=vec4(0.);
23
+ #endif
18
24
  #ifdef DOF
19
- float sumOfWeights=CENTER_WEIGHT;
20
- blend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;
21
- blend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;
25
+ float sumOfWeights=CENTER_WEIGHT;
26
+ float factor=0.0;
27
+ #ifdef PACKEDFLOAT
28
+ blend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;
29
+ #else
30
+ blend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;
31
+ #endif
22
32
  #endif
23
33
  #include<kernelBlurFragment>[0..varyingCount]
24
34
  #include<kernelBlurFragment2>[0..depCount]
25
35
  #ifdef PACKEDFLOAT
26
- gl_FragColor=pack(blend);
27
- gl_FragColor=blend;
36
+ gl_FragColor=pack(blend);
37
+ #else
38
+ gl_FragColor=blend;
39
+ #endif
28
40
  #ifdef DOF
29
- gl_FragColor/=sumOfWeights;
41
+ gl_FragColor/=sumOfWeights;
42
+ #endif
30
43
  }`;
31
44
  // Sideeffect
32
45
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/kernelBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Cb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/kernelBlurFragment\";\nimport \"./ShadersInclude/kernelBlurFragment2\";\n\nconst name = \"kernelBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform vec2 delta;\rvarying vec2 sampleCenter;\r#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\rfloat sampleCoC(in vec2 offset) {\rfloat coc=texture2D(circleOfConfusionSampler,offset).r;\rreturn coc; \r}\r#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\n#include<packingFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rfloat computedWeight=0.0;\r#ifdef PACKEDFLOAT\nfloat blend=0.;\r#else\nvec4 blend=vec4(0.);\r#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \rfloat factor=0.0;\r#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\r#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\r#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\r#else\ngl_FragColor=blend;\r#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/kernelBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/kernelBlurFragment\";\nimport \"./ShadersInclude/kernelBlurFragment2\";\n\nconst name = \"kernelBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform vec2 delta;varying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;float sampleCoC(in vec2 offset) {float coc=texture2D(circleOfConfusionSampler,offset).r;return coc; }\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\n#include<packingFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float computedWeight=0.0;\n#ifdef PACKEDFLOAT\nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurPixelShader = { name, shader };\n"]}
@@ -3,11 +3,16 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  import "./ShadersInclude/kernelBlurVaryingDeclaration.js";
4
4
  import "./ShadersInclude/kernelBlurVertex.js";
5
5
  const name = "kernelBlurVertexShader";
6
- const shader = `attribute vec2 position;
7
- const vec2 madd=vec2(0.5,0.5);
8
- void main(void) {
9
- sampleCenter=(position*madd+madd);
10
- gl_Position=vec4(position,0.0,1.0);
6
+ const shader = `attribute vec2 position;uniform vec2 delta;varying vec2 sampleCenter;
7
+ #include<kernelBlurVaryingDeclaration>[0..varyingCount]
8
+ const vec2 madd=vec2(0.5,0.5);
9
+ #define CUSTOM_VERTEX_DEFINITIONS
10
+ void main(void) {
11
+ #define CUSTOM_VERTEX_MAIN_BEGIN
12
+ sampleCenter=(position*madd+madd);
13
+ #include<kernelBlurVertex>[0..varyingCount]
14
+ gl_Position=vec4(position,0.0,1.0);
15
+ #define CUSTOM_VERTEX_MAIN_END
11
16
  }`;
12
17
  // Sideeffect
13
18
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlur.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/kernelBlur.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,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\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/kernelBlurVertex\";\n\nconst name = \"kernelBlurVertexShader\";\nconst shader = `attribute vec2 position;\runiform vec2 delta;\rvarying vec2 sampleCenter;\r#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nsampleCenter=(position*madd+madd);\r#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlur.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/kernelBlur.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,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\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/kernelBlurVertex\";\n\nconst name = \"kernelBlurVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 delta;varying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurVertexShader = { name, shader };\n"]}
@@ -2,14 +2,21 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  import "./ShadersInclude/helperFunctions.js";
4
4
  const name = "layerPixelShader";
5
- const shader = `varying vec2 vUV;
5
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec4 color;
6
+ #include<helperFunctions>
6
7
  #define CUSTOM_FRAGMENT_DEFINITIONS
7
- void main(void) {
8
- vec4 baseColor=texture2D(textureSampler,vUV);
9
- baseColor.rgb=toGammaSpace(baseColor.rgb);
8
+ void main(void) {
9
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
10
+ vec4 baseColor=texture2D(textureSampler,vUV);
11
+ #ifdef LINEAR
12
+ baseColor.rgb=toGammaSpace(baseColor.rgb);
13
+ #endif
10
14
  #ifdef ALPHATEST
11
- if (baseColor.a<0.4)
12
- gl_FragColor=baseColor*color;
15
+ if (baseColor.a<0.4)
16
+ discard;
17
+ #endif
18
+ gl_FragColor=baseColor*color;
19
+ #define CUSTOM_FRAGMENT_MAIN_END
13
20
  }`;
14
21
  // Sideeffect
15
22
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"layer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/layer.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;;;;;;;;;;;;;;;;;EAiBb,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 = \"layerPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec4 color;\r#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\r#ifdef LINEAR\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\r#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\ngl_FragColor=baseColor*color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const layerPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"layer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/layer.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 = \"layerPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec4 color;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef LINEAR\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const layerPixelShader = { name, shader };\n"]}
@@ -1,9 +1,12 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "layerVertexShader";
4
- const shader = `attribute vec2 position;
5
- void main(void) {
6
- vec2 shiftedPosition=position*scale+offset;
4
+ const shader = `attribute vec2 position;uniform vec2 scale;uniform vec2 offset;uniform mat4 textureMatrix;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);
5
+ #define CUSTOM_VERTEX_DEFINITIONS
6
+ void main(void) {
7
+ #define CUSTOM_VERTEX_MAIN_BEGIN
8
+ vec2 shiftedPosition=position*scale+offset;vUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));gl_Position=vec4(shiftedPosition,0.0,1.0);
9
+ #define CUSTOM_VERTEX_MAIN_END
7
10
  }`;
8
11
  // Sideeffect
9
12
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"layer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/layer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;EAab,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 = \"layerVertexShader\";\nconst shader = `attribute vec2 position;\runiform vec2 scale;\runiform vec2 offset;\runiform mat4 textureMatrix;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 shiftedPosition=position*scale+offset;\rvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\rgl_Position=vec4(shiftedPosition,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const layerVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"layer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/layer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;EAMb,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 = \"layerVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 scale;uniform vec2 offset;uniform mat4 textureMatrix;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 shiftedPosition=position*scale+offset;vUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));gl_Position=vec4(shiftedPosition,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const layerVertexShader = { name, shader };\n"]}
@@ -1,9 +1,12 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "lensFlarePixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void) {
6
- vec4 baseColor=texture2D(textureSampler,vUV);
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec4 color;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void) {
7
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
8
+ vec4 baseColor=texture2D(textureSampler,vUV);gl_FragColor=baseColor*color;
9
+ #define CUSTOM_FRAGMENT_MAIN_END
7
10
  }`;
8
11
  // Sideeffect
9
12
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"lensFlare.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensFlare.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;EASb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlarePixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec4 color;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\rgl_FragColor=baseColor*color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lensFlarePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"lensFlare.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensFlare.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlarePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec4 color;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);gl_FragColor=baseColor*color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lensFlarePixelShader = { name, shader };\n"]}
@@ -1,9 +1,12 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "lensFlareVertexShader";
4
- const shader = `attribute vec2 position;
5
- void main(void) {
6
- vUV=position*madd+madd;
4
+ const shader = `attribute vec2 position;uniform mat4 viewportMatrix;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);
5
+ #define CUSTOM_VERTEX_DEFINITIONS
6
+ void main(void) {
7
+ #define CUSTOM_VERTEX_MAIN_BEGIN
8
+ vUV=position*madd+madd;gl_Position=viewportMatrix*vec4(position,0.0,1.0);
9
+ #define CUSTOM_VERTEX_MAIN_END
7
10
  }`;
8
11
  // Sideeffect
9
12
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"lensFlare.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensFlare.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlareVertexShader\";\nconst shader = `attribute vec2 position;\runiform mat4 viewportMatrix;\rvarying vec2 vUV;\rconst vec2 madd=vec2(0.5,0.5);\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=position*madd+madd;\rgl_Position=viewportMatrix*vec4(position,0.0,1.0);\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lensFlareVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"lensFlare.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensFlare.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlareVertexShader\";\nconst shader = `attribute vec2 position;uniform mat4 viewportMatrix;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=position*madd+madd;gl_Position=viewportMatrix*vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lensFlareVertexShader = { name, shader };\n"]}
@@ -1,11 +1,20 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "lensHighlightsPixelShader";
4
- const shader = `uniform sampler2D textureSampler;
5
- void main(void)
6
- blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));
7
- blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));
8
- blurred/=39.0;
4
+ const shader = `uniform sampler2D textureSampler;
5
+ uniform float gain;uniform float threshold;uniform float screen_width;uniform float screen_height;varying vec2 vUV;vec4 highlightColor(vec4 color) {vec4 highlight=color;float luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));float lum_threshold;if (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }
6
+ else { lum_threshold=0.5+0.44*threshold; }
7
+ luminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);highlight*=luminance*gain;highlight.a=1.0;return highlight;}
8
+ #define CUSTOM_FRAGMENT_DEFINITIONS
9
+ void main(void)
10
+ {vec4 original=texture2D(textureSampler,vUV);if (gain==-1.0) {gl_FragColor=vec4(0.0,0.0,0.0,1.0);return;}
11
+ float w=2.0/screen_width;float h=2.0/screen_height;float weight=1.0;vec4 blurred=vec4(0.0,0.0,0.0,0.0);
12
+ #ifdef PENTAGON
13
+ blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));
14
+ #else
15
+ blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));
16
+ #endif
17
+ blurred/=39.0;gl_FragColor=blurred;}`;
9
18
  // Sideeffect
10
19
  ShaderStore.ShadersStore[name] = shader;
11
20
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"lensHighlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgHb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensHighlightsPixelShader\";\nconst shader = `uniform sampler2D textureSampler; \runiform float gain;\runiform float threshold;\runiform float screen_width;\runiform float screen_height;\rvarying vec2 vUV;\rvec4 highlightColor(vec4 color) {\rvec4 highlight=color;\rfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\rfloat lum_threshold;\rif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\relse { lum_threshold=0.5+0.44*threshold; }\rluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\rhighlight*=luminance*gain;\rhighlight.a=1.0;\rreturn highlight;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec4 original=texture2D(textureSampler,vUV);\rif (gain==-1.0) {\rgl_FragColor=vec4(0.0,0.0,0.0,1.0);\rreturn;\r}\rfloat w=2.0/screen_width;\rfloat h=2.0/screen_height;\rfloat weight=1.0;\rvec4 blurred=vec4(0.0,0.0,0.0,0.0);\r#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\r#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\rblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\r#endif\nblurred/=39.0;\rgl_FragColor=blurred;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lensHighlightsPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"lensHighlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;qCAasB,CAAC;AACtC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensHighlightsPixelShader\";\nconst shader = `uniform sampler2D textureSampler; \nuniform float gain;uniform float threshold;uniform float screen_width;uniform float screen_height;varying vec2 vUV;vec4 highlightColor(vec4 color) {vec4 highlight=color;float luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));float lum_threshold;if (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);highlight*=luminance*gain;highlight.a=1.0;return highlight;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 original=texture2D(textureSampler,vUV);if (gain==-1.0) {gl_FragColor=vec4(0.0,0.0,0.0,1.0);return;}\nfloat w=2.0/screen_width;float h=2.0/screen_height;float weight=1.0;vec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;gl_FragColor=blurred;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lensHighlightsPixelShader = { name, shader };\n"]}
@@ -4,10 +4,13 @@ import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
4
4
  import "./ShadersInclude/clipPlaneFragment.js";
5
5
  const name = "linePixelShader";
6
6
  const shader = `#include<clipPlaneFragmentDeclaration>
7
- uniform vec4 color;
8
- void main(void) {
7
+ uniform vec4 color;
8
+ #define CUSTOM_FRAGMENT_DEFINITIONS
9
+ void main(void) {
10
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
9
11
  #include<clipPlaneFragment>
10
- gl_FragColor=color;
12
+ gl_FragColor=color;
13
+ #define CUSTOM_FRAGMENT_MAIN_END
11
14
  }`;
12
15
  // Sideeffect
13
16
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"line.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/line.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;EAQb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"linePixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\nuniform vec4 color;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const linePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"line.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/line.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;EAQb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"linePixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\nuniform vec4 color;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const linePixelShader = { name, shader };\n"]}
@@ -7,11 +7,15 @@ import "./ShadersInclude/clipPlaneVertex.js";
7
7
  const name = "lineVertexShader";
8
8
  const shader = `#include<instancesDeclaration>
9
9
  #include<clipPlaneVertexDeclaration>
10
- attribute vec3 position;
11
- void main(void) {
10
+ attribute vec3 position;attribute vec4 normal;uniform mat4 viewProjection;uniform float width;uniform float aspectRatio;
11
+ #define CUSTOM_VERTEX_DEFINITIONS
12
+ void main(void) {
13
+ #define CUSTOM_VERTEX_MAIN_BEGIN
12
14
  #include<instancesVertex>
13
- mat4 worldViewProjection=viewProjection*finalWorld;
14
- vec4 worldPos=finalWorld*vec4(position,1.0);
15
+ mat4 worldViewProjection=viewProjection*finalWorld;vec4 viewPosition=worldViewProjection*vec4(position,1.0);vec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);vec2 currentScreen=viewPosition.xy/viewPosition.w;vec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;currentScreen.x*=aspectRatio;nextScreen.x*=aspectRatio;vec2 dir=normalize(nextScreen-currentScreen);vec2 normalDir=vec2(-dir.y,dir.x);normalDir*=width/2.0;normalDir.x/=aspectRatio;vec4 offset=vec4(normalDir*normal.w,0.0,0.0);gl_Position=viewPosition+offset;
16
+ #if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
17
+ vec4 worldPos=finalWorld*vec4(position,1.0);
18
+ #include<clipPlaneVertex>
15
19
  #endif
16
20
  #define CUSTOM_VERTEX_MAIN_END
17
21
  }`;
@@ -1 +1 @@
1
- {"version":3,"file":"line.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/line.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA6Bb,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/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"lineVertexShader\";\nconst shader = `#include<instancesDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute vec3 position;\rattribute vec4 normal;\runiform mat4 viewProjection;\runiform float width;\runiform float aspectRatio;\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nmat4 worldViewProjection=viewProjection*finalWorld;\rvec4 viewPosition=worldViewProjection*vec4(position,1.0);\rvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\rvec2 currentScreen=viewPosition.xy/viewPosition.w;\rvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\rcurrentScreen.x*=aspectRatio;\rnextScreen.x*=aspectRatio;\rvec2 dir=normalize(nextScreen-currentScreen);\rvec2 normalDir=vec2(-dir.y,dir.x);\rnormalDir*=width/2.0;\rnormalDir.x/=aspectRatio;\rvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\rgl_Position=viewPosition+offset;\r#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=finalWorld*vec4(position,1.0);\r#include<clipPlaneVertex>\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lineVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"line.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/line.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;EAab,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/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"lineVertexShader\";\nconst shader = `#include<instancesDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute vec3 position;attribute vec4 normal;uniform mat4 viewProjection;uniform float width;uniform float aspectRatio;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nmat4 worldViewProjection=viewProjection*finalWorld;vec4 viewPosition=worldViewProjection*vec4(position,1.0);vec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);vec2 currentScreen=viewPosition.xy/viewPosition.w;vec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;currentScreen.x*=aspectRatio;nextScreen.x*=aspectRatio;vec2 dir=normalize(nextScreen-currentScreen);vec2 normalDir=vec2(-dir.y,dir.x);normalDir*=width/2.0;normalDir.x/=aspectRatio;vec4 offset=vec4(normalDir*normal.w,0.0,0.0);gl_Position=viewPosition+offset;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<clipPlaneVertex>\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lineVertexShader = { name, shader };\n"]}
@@ -1,7 +1,9 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "meshUVSpaceRendererPixelShader";
4
- const shader = `precision highp float;
4
+ const shader = `precision highp float;varying vec2 vDecalTC;uniform sampler2D textureSampler;void main(void) {if (vDecalTC.x<0. || vDecalTC.x>1. || vDecalTC.y<0. || vDecalTC.y>1.) {discard;}
5
+ gl_FragColor=texture2D(textureSampler,vDecalTC);}
6
+ `;
5
7
  // Sideeffect
6
8
  ShaderStore.ShadersStore[name] = shader;
7
9
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRenderer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,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 = \"meshUVSpaceRendererPixelShader\";\nconst shader = `precision highp float;\rvarying vec2 vDecalTC;\runiform sampler2D textureSampler;\rvoid main(void) {\rif (vDecalTC.x<0. || vDecalTC.x>1. || vDecalTC.y<0. || vDecalTC.y>1.) {\rdiscard;\r}\rgl_FragColor=texture2D(textureSampler,vDecalTC);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRenderer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,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 = \"meshUVSpaceRendererPixelShader\";\nconst shader = `precision highp float;varying vec2 vDecalTC;uniform sampler2D textureSampler;void main(void) {if (vDecalTC.x<0. || vDecalTC.x>1. || vDecalTC.y<0. || vDecalTC.y>1.) {discard;}\ngl_FragColor=texture2D(textureSampler,vDecalTC);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererPixelShader = { name, shader };\n"]}
@@ -11,22 +11,29 @@ import "./ShadersInclude/instancesVertex.js";
11
11
  import "./ShadersInclude/bonesVertex.js";
12
12
  import "./ShadersInclude/bakedVertexAnimation.js";
13
13
  const name = "meshUVSpaceRendererVertexShader";
14
- const shader = `precision highp float;
14
+ const shader = `precision highp float;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;uniform mat4 projMatrix;varying vec2 vDecalTC;
15
+ #include<bonesDeclaration>
15
16
  #include<bakedVertexAnimationDeclaration>
16
17
  #include<morphTargetsVertexGlobalDeclaration>
17
18
  #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
18
19
  #include<instancesDeclaration>
19
- void main(void) {
20
+ void main(void) {vec3 positionUpdated=position;vec3 normalUpdated=normal;
21
+ #include<morphTargetsVertexGlobal>
20
22
  #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
21
23
  #include<instancesVertex>
22
24
  #include<bonesVertex>
23
25
  #include<bakedVertexAnimation>
24
- vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
25
- vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));
26
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);mat3 normWorldSM=mat3(finalWorld);vec3 vNormalW;
27
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
28
+ vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);
29
+ #else
26
30
  #ifdef NONUNIFORMSCALING
27
- normWorldSM=transposeMat3(inverseMat3(normWorldSM));
28
- vNormalW=normalize(normWorldSM*normalUpdated);
29
- vec3 normalView=normalize((projMatrix*vec4(vNormalW,0.0)).xyz);
31
+ normWorldSM=transposeMat3(inverseMat3(normWorldSM));
32
+ #endif
33
+ vNormalW=normalize(normWorldSM*normalUpdated);
34
+ #endif
35
+ vec3 normalView=normalize((projMatrix*vec4(vNormalW,0.0)).xyz);vec3 decalTC=(projMatrix*worldPos).xyz;vDecalTC=decalTC.xy;gl_Position=vec4(uv*2.0-1.0,normalView.z>0.0 ? 2. : decalTC.z,1.0);}
36
+ `;
30
37
  // Sideeffect
31
38
  ShaderStore.ShadersStore[name] = shader;
32
39
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRenderer.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,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,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/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"meshUVSpaceRendererVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\runiform mat4 projMatrix;\rvarying vec2 vDecalTC;\r#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nvoid main(void) {\rvec3 positionUpdated=position;\rvec3 normalUpdated=normal;\r#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\rmat3 normWorldSM=mat3(finalWorld);\rvec3 vNormalW;\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\rvNormalW=normalize(normWorldSM*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\r#endif\nvNormalW=normalize(normWorldSM*normalUpdated);\r#endif\nvec3 normalView=normalize((projMatrix*vec4(vNormalW,0.0)).xyz);\rvec3 decalTC=(projMatrix*worldPos).xyz;\rvDecalTC=decalTC.xy;\rgl_Position=vec4(uv*2.0-1.0,normalView.z>0.0 ? 2. : decalTC.z,1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRenderer.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,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,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/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"meshUVSpaceRendererVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;uniform mat4 projMatrix;varying vec2 vDecalTC;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nvoid main(void) {vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);mat3 normWorldSM=mat3(finalWorld);vec3 vNormalW;\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvNormalW=normalize(normWorldSM*normalUpdated);\n#endif\nvec3 normalView=normalize((projMatrix*vec4(vNormalW,0.0)).xyz);vec3 decalTC=(projMatrix*worldPos).xyz;vDecalTC=decalTC.xy;gl_Position=vec4(uv*2.0-1.0,normalView.z>0.0 ? 2. : decalTC.z,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererVertexShader = { name, shader };\n"]}
@@ -1,14 +1,27 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "minmaxReduxPixelShader";
4
- const shader = `varying vec2 vUV;
5
- uniform sampler2D sourceTexture;
6
- float maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);
7
- float maxz=max(max(max(f1,f2),f3),f4);
8
- glFragColor=vec4(minz,maxz,0.,0.);
9
- uniform vec2 texSize;
10
- uniform ivec2 texSize;
11
- void main(void)
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;
5
+ #if defined(INITIAL)
6
+ uniform sampler2D sourceTexture;uniform vec2 texSize;void main(void)
7
+ {ivec2 coord=ivec2(vUV*(texSize-1.0));float f1=texelFetch(sourceTexture,coord,0).r;float f2=texelFetch(sourceTexture,coord+ivec2(1,0),0).r;float f3=texelFetch(sourceTexture,coord+ivec2(1,1),0).r;float f4=texelFetch(sourceTexture,coord+ivec2(0,1),0).r;float minz=min(min(min(f1,f2),f3),f4);
8
+ #ifdef DEPTH_REDUX
9
+ float maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);
10
+ #else
11
+ float maxz=max(max(max(f1,f2),f3),f4);
12
+ #endif
13
+ glFragColor=vec4(minz,maxz,0.,0.);}
14
+ #elif defined(MAIN)
15
+ uniform vec2 texSize;void main(void)
16
+ {ivec2 coord=ivec2(vUV*(texSize-1.0));vec2 f1=texelFetch(textureSampler,coord,0).rg;vec2 f2=texelFetch(textureSampler,coord+ivec2(1,0),0).rg;vec2 f3=texelFetch(textureSampler,coord+ivec2(1,1),0).rg;vec2 f4=texelFetch(textureSampler,coord+ivec2(0,1),0).rg;float minz=min(min(min(f1.x,f2.x),f3.x),f4.x);float maxz=max(max(max(f1.y,f2.y),f3.y),f4.y);glFragColor=vec4(minz,maxz,0.,0.);}
17
+ #elif defined(ONEBEFORELAST)
18
+ uniform ivec2 texSize;void main(void)
19
+ {ivec2 coord=ivec2(vUV*vec2(texSize-1));vec2 f1=texelFetch(textureSampler,coord % texSize,0).rg;vec2 f2=texelFetch(textureSampler,(coord+ivec2(1,0)) % texSize,0).rg;vec2 f3=texelFetch(textureSampler,(coord+ivec2(1,1)) % texSize,0).rg;vec2 f4=texelFetch(textureSampler,(coord+ivec2(0,1)) % texSize,0).rg;float minz=min(f1.x,f2.x);float maxz=max(f1.y,f2.y);glFragColor=vec4(minz,maxz,0.,0.);}
20
+ #elif defined(LAST)
21
+ void main(void)
22
+ {glFragColor=vec4(0.);if (true) {
23
+ discard;}}
24
+ #endif
12
25
  `;
13
26
  // Sideeffect
14
27
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"minmaxRedux.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/minmaxRedux.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"minmaxReduxPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#if defined(INITIAL)\nuniform sampler2D sourceTexture;\runiform vec2 texSize;\rvoid main(void)\r{\rivec2 coord=ivec2(vUV*(texSize-1.0));\rfloat f1=texelFetch(sourceTexture,coord,0).r;\rfloat f2=texelFetch(sourceTexture,coord+ivec2(1,0),0).r;\rfloat f3=texelFetch(sourceTexture,coord+ivec2(1,1),0).r;\rfloat f4=texelFetch(sourceTexture,coord+ivec2(0,1),0).r;\rfloat minz=min(min(min(f1,f2),f3),f4);\r#ifdef DEPTH_REDUX\nfloat maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);\r#else\nfloat maxz=max(max(max(f1,f2),f3),f4);\r#endif\nglFragColor=vec4(minz,maxz,0.,0.);\r}\r#elif defined(MAIN)\nuniform vec2 texSize;\rvoid main(void)\r{\rivec2 coord=ivec2(vUV*(texSize-1.0));\rvec2 f1=texelFetch(textureSampler,coord,0).rg;\rvec2 f2=texelFetch(textureSampler,coord+ivec2(1,0),0).rg;\rvec2 f3=texelFetch(textureSampler,coord+ivec2(1,1),0).rg;\rvec2 f4=texelFetch(textureSampler,coord+ivec2(0,1),0).rg;\rfloat minz=min(min(min(f1.x,f2.x),f3.x),f4.x);\rfloat maxz=max(max(max(f1.y,f2.y),f3.y),f4.y);\rglFragColor=vec4(minz,maxz,0.,0.);\r}\r#elif defined(ONEBEFORELAST)\nuniform ivec2 texSize;\rvoid main(void)\r{\rivec2 coord=ivec2(vUV*vec2(texSize-1));\rvec2 f1=texelFetch(textureSampler,coord % texSize,0).rg;\rvec2 f2=texelFetch(textureSampler,(coord+ivec2(1,0)) % texSize,0).rg;\rvec2 f3=texelFetch(textureSampler,(coord+ivec2(1,1)) % texSize,0).rg;\rvec2 f4=texelFetch(textureSampler,(coord+ivec2(0,1)) % texSize,0).rg;\rfloat minz=min(f1.x,f2.x);\rfloat maxz=max(f1.y,f2.y);\rglFragColor=vec4(minz,maxz,0.,0.);\r}\r#elif defined(LAST)\nvoid main(void)\r{\rglFragColor=vec4(0.);\rif (true) { \rdiscard;\r}\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const minmaxReduxPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"minmaxRedux.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/minmaxRedux.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"minmaxReduxPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#if defined(INITIAL)\nuniform sampler2D sourceTexture;uniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));float f1=texelFetch(sourceTexture,coord,0).r;float f2=texelFetch(sourceTexture,coord+ivec2(1,0),0).r;float f3=texelFetch(sourceTexture,coord+ivec2(1,1),0).r;float f4=texelFetch(sourceTexture,coord+ivec2(0,1),0).r;float minz=min(min(min(f1,f2),f3),f4);\n#ifdef DEPTH_REDUX\nfloat maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);\n#else\nfloat maxz=max(max(max(f1,f2),f3),f4);\n#endif\nglFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(MAIN)\nuniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));vec2 f1=texelFetch(textureSampler,coord,0).rg;vec2 f2=texelFetch(textureSampler,coord+ivec2(1,0),0).rg;vec2 f3=texelFetch(textureSampler,coord+ivec2(1,1),0).rg;vec2 f4=texelFetch(textureSampler,coord+ivec2(0,1),0).rg;float minz=min(min(min(f1.x,f2.x),f3.x),f4.x);float maxz=max(max(max(f1.y,f2.y),f3.y),f4.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(ONEBEFORELAST)\nuniform ivec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*vec2(texSize-1));vec2 f1=texelFetch(textureSampler,coord % texSize,0).rg;vec2 f2=texelFetch(textureSampler,(coord+ivec2(1,0)) % texSize,0).rg;vec2 f3=texelFetch(textureSampler,(coord+ivec2(1,1)) % texSize,0).rg;vec2 f4=texelFetch(textureSampler,(coord+ivec2(0,1)) % texSize,0).rg;float minz=min(f1.x,f2.x);float maxz=max(f1.y,f2.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(LAST)\nvoid main(void)\n{glFragColor=vec4(0.);if (true) { \ndiscard;}}\n#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const minmaxReduxPixelShader = { name, shader };\n"]}