@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
@@ -1,23 +1,44 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "motionBlurPixelShader";
4
- const shader = `varying vec2 vUV;
5
- uniform sampler2D velocitySampler;
6
- uniform sampler2D depthSampler;
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float motionStrength;uniform float motionScale;uniform vec2 screenSize;
5
+ #ifdef OBJECT_BASED
6
+ uniform sampler2D velocitySampler;
7
+ #else
8
+ uniform sampler2D depthSampler;uniform mat4 inverseViewProjection;uniform mat4 prevViewProjection;uniform mat4 projection;
9
+ #endif
7
10
  #define CUSTOM_FRAGMENT_DEFINITIONS
8
- void main(void)
11
+ void main(void)
12
+ {
13
+ #ifdef GEOMETRY_SUPPORTED
9
14
  #ifdef OBJECT_BASED
10
- vec2 texelSize=1.0/screenSize;
11
- result+=texture2DLodEXT(textureSampler,offset,0.0);
12
- result+=texture2D(textureSampler,offset);
13
- }
14
- vec2 texelSize=1.0/screenSize;
15
- result+=texture2DLodEXT(textureSampler,offset1,0.0);
16
- result+=texture2D(textureSampler,offset1);
17
- }
15
+ vec2 texelSize=1.0/screenSize;vec4 velocityColor=texture2D(velocitySampler,vUV);velocityColor.rg=velocityColor.rg*2.0-vec2(1.0);vec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;velocity*=motionScale*motionStrength;float speed=length(velocity/texelSize);int samplesCount=int(clamp(speed,1.0,SAMPLES));velocity=normalize(velocity)*texelSize;float hlim=float(-samplesCount)*0.5+0.5;vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i)
16
+ {if (i>=samplesCount)
17
+ break;vec2 offset=vUV+velocity*(hlim+float(i));
18
+ #if defined(WEBGPU)
19
+ result+=texture2DLodEXT(textureSampler,offset,0.0);
20
+ #else
21
+ result+=texture2D(textureSampler,offset);
22
+ #endif
23
+ }
24
+ gl_FragColor=result/float(samplesCount);gl_FragColor.a=1.0;
25
+ #else
26
+ vec2 texelSize=1.0/screenSize;float depth=texture2D(depthSampler,vUV).r;depth=projection[2].z+projection[3].z/depth;
27
+ vec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);cpos=inverseViewProjection*cpos;cpos/=cpos.w;vec4 ppos=prevViewProjection*cpos;ppos/=ppos.w;ppos.xy=ppos.xy*0.5+0.5;vec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;float speed=length(velocity/texelSize);int nSamples=int(clamp(speed,1.0,SAMPLES));vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i) {if (i>=nSamples)
28
+ break;vec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);
29
+ #if defined(WEBGPU)
30
+ result+=texture2DLodEXT(textureSampler,offset1,0.0);
31
+ #else
32
+ result+=texture2D(textureSampler,offset1);
33
+ #endif
34
+ }
35
+ gl_FragColor=result/float(nSamples);
36
+ #endif
18
37
  #else
19
- gl_FragColor=texture2D(textureSampler,vUV);
20
- }
38
+ gl_FragColor=texture2D(textureSampler,vUV);
39
+ #endif
40
+ }
41
+ `;
21
42
  // Sideeffect
22
43
  ShaderStore.ShadersStore[name] = shader;
23
44
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"motionBlurPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float motionStrength;\runiform float motionScale;\runiform vec2 screenSize;\r#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\r#else\nuniform sampler2D depthSampler;\runiform mat4 inverseViewProjection;\runiform mat4 prevViewProjection;\runiform mat4 projection;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;\rvec4 velocityColor=texture2D(velocitySampler,vUV);\rvelocityColor.rg=velocityColor.rg*2.0-vec2(1.0);\rvec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;\rvelocity*=motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint samplesCount=int(clamp(speed,1.0,SAMPLES));\rvelocity=normalize(velocity)*texelSize;\rfloat hlim=float(-samplesCount)*0.5+0.5;\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(SAMPLES); ++i)\r{\rif (i>=samplesCount)\rbreak;\rvec2 offset=vUV+velocity*(hlim+float(i));\r#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset,0.0);\r#else\nresult+=texture2D(textureSampler,offset);\r#endif\n}\rgl_FragColor=result/float(samplesCount);\rgl_FragColor.a=1.0;\r#else\nvec2 texelSize=1.0/screenSize;\rfloat depth=texture2D(depthSampler,vUV).r;\rdepth=projection[2].z+projection[3].z/depth; \rvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\rcpos=inverseViewProjection*cpos;\rcpos/=cpos.w;\rvec4 ppos=prevViewProjection*cpos;\rppos/=ppos.w;\rppos.xy=ppos.xy*0.5+0.5;\rvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint nSamples=int(clamp(speed,1.0,SAMPLES));\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(SAMPLES); ++i) {\rif (i>=nSamples)\rbreak;\rvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\r#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset1,0.0);\r#else\nresult+=texture2D(textureSampler,offset1);\r#endif\n}\rgl_FragColor=result/float(nSamples);\r#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const motionBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"motionBlurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float motionStrength;uniform float motionScale;uniform vec2 screenSize;\n#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\n#else\nuniform sampler2D depthSampler;uniform mat4 inverseViewProjection;uniform mat4 prevViewProjection;uniform mat4 projection;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;vec4 velocityColor=texture2D(velocitySampler,vUV);velocityColor.rg=velocityColor.rg*2.0-vec2(1.0);vec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;velocity*=motionScale*motionStrength;float speed=length(velocity/texelSize);int samplesCount=int(clamp(speed,1.0,SAMPLES));velocity=normalize(velocity)*texelSize;float hlim=float(-samplesCount)*0.5+0.5;vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i)\n{if (i>=samplesCount)\nbreak;vec2 offset=vUV+velocity*(hlim+float(i));\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset,0.0);\n#else\nresult+=texture2D(textureSampler,offset);\n#endif\n}\ngl_FragColor=result/float(samplesCount);gl_FragColor.a=1.0;\n#else\nvec2 texelSize=1.0/screenSize;float depth=texture2D(depthSampler,vUV).r;depth=projection[2].z+projection[3].z/depth; \nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);cpos=inverseViewProjection*cpos;cpos/=cpos.w;vec4 ppos=prevViewProjection*cpos;ppos/=ppos.w;ppos.xy=ppos.xy*0.5+0.5;vec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;float speed=length(velocity/texelSize);int nSamples=int(clamp(speed,1.0,SAMPLES));vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i) {if (i>=nSamples)\nbreak;vec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset1,0.0);\n#else\nresult+=texture2D(textureSampler,offset1);\n#endif\n}\ngl_FragColor=result/float(nSamples);\n#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const motionBlurPixelShader = { name, shader };\n"]}
@@ -1,8 +1,19 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "noisePixelShader";
4
- const shader = `uniform float brightness;
5
- void main(void)
4
+ const shader = `uniform float brightness;uniform float persistence;uniform float timeScale;varying vec2 vUV;vec2 hash22(vec2 p)
5
+ {p=p*mat2(127.1,311.7,269.5,183.3);p=-1.0+2.0*fract(sin(p)*43758.5453123);return sin(p*6.283+timeScale);}
6
+ float interpolationNoise(vec2 p)
7
+ {vec2 pi=floor(p);vec2 pf=p-pi;vec2 w=pf*pf*(3.-2.*pf);float f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));float f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));float f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));float f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));float xm1=mix(f00,f10,w.x);float xm2=mix(f01,f11,w.x);float ym=mix(xm1,xm2,w.y);
8
+ return ym;}
9
+ float perlinNoise2D(float x,float y)
10
+ {float sum=0.0;float frequency=0.0;float amplitude=0.0;for(int i=0; i<OCTAVES; i++)
11
+ {frequency=pow(2.0,float(i));amplitude=pow(persistence,float(i));sum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;}
12
+ return sum;}
13
+ #define CUSTOM_FRAGMENT_DEFINITIONS
14
+ void main(void)
15
+ {float x=abs(vUV.x);float y=abs(vUV.y);float noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);gl_FragColor=vec4(noise,noise,noise,1.0);}
16
+ `;
6
17
  // Sideeffect
7
18
  ShaderStore.ShadersStore[name] = shader;
8
19
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"noise.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/noise.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Cd,CAAC;AACF,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\";\n\nconst name = \"noisePixelShader\";\nconst shader = `uniform float brightness;\runiform float persistence;\runiform float timeScale;\rvarying vec2 vUV;\rvec2 hash22(vec2 p)\r{\rp=p*mat2(127.1,311.7,269.5,183.3);\rp=-1.0+2.0*fract(sin(p)*43758.5453123);\rreturn sin(p*6.283+timeScale);\r}\rfloat interpolationNoise(vec2 p)\r{\rvec2 pi=floor(p);\rvec2 pf=p-pi;\rvec2 w=pf*pf*(3.-2.*pf);\rfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\rfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\rfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\rfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\rfloat xm1=mix(f00,f10,w.x);\rfloat xm2=mix(f01,f11,w.x);\rfloat ym=mix(xm1,xm2,w.y); \rreturn ym;\r}\rfloat perlinNoise2D(float x,float y)\r{\rfloat sum=0.0;\rfloat frequency=0.0;\rfloat amplitude=0.0;\rfor(int i=0; i<OCTAVES; i++)\r{\rfrequency=pow(2.0,float(i));\ramplitude=pow(persistence,float(i));\rsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\r}\rreturn sum;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rfloat x=abs(vUV.x);\rfloat y=abs(vUV.y);\rfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\rgl_FragColor=vec4(noise,noise,noise,1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const noisePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"noise.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/noise.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,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\";\n\nconst name = \"noisePixelShader\";\nconst shader = `uniform float brightness;uniform float persistence;uniform float timeScale;varying vec2 vUV;vec2 hash22(vec2 p)\n{p=p*mat2(127.1,311.7,269.5,183.3);p=-1.0+2.0*fract(sin(p)*43758.5453123);return sin(p*6.283+timeScale);}\nfloat interpolationNoise(vec2 p)\n{vec2 pi=floor(p);vec2 pf=p-pi;vec2 w=pf*pf*(3.-2.*pf);float f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));float f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));float f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));float f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));float xm1=mix(f00,f10,w.x);float xm2=mix(f01,f11,w.x);float ym=mix(xm1,xm2,w.y); \nreturn ym;}\nfloat perlinNoise2D(float x,float y)\n{float sum=0.0;float frequency=0.0;float amplitude=0.0;for(int i=0; i<OCTAVES; i++)\n{frequency=pow(2.0,float(i));amplitude=pow(persistence,float(i));sum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;}\nreturn sum;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float x=abs(vUV.x);float y=abs(vUV.y);float noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);gl_FragColor=vec4(noise,noise,noise,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const noisePixelShader = { name, shader };\n"]}
@@ -1,7 +1,8 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "oitBackBlendPixelShader";
4
- const shader = `precision highp float;
4
+ const shader = `precision highp float;uniform sampler2D uBackColor;void main() {glFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);if (glFragColor.a==0.0) {
5
+ discard;}}`;
5
6
  // Sideeffect
6
7
  ShaderStore.ShadersStore[name] = shader;
7
8
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"oitBackBlend.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitBackBlend.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"oitBackBlendPixelShader\";\nconst shader = `precision highp float;\runiform sampler2D uBackColor;\rvoid main() {\rglFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);\rif (glFragColor.a==0.0) { \rdiscard;\r}\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const oitBackBlendPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"oitBackBlend.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitBackBlend.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;WACJ,CAAC;AACZ,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"oitBackBlendPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uBackColor;void main() {glFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);if (glFragColor.a==0.0) { \ndiscard;}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const oitBackBlendPixelShader = { name, shader };\n"]}
@@ -1,7 +1,10 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "oitFinalPixelShader";
4
- const shader = `precision highp float;
4
+ const shader = `precision highp float;uniform sampler2D uFrontColor;uniform sampler2D uBackColor;void main() {ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec4 frontColor=texelFetch(uFrontColor,fragCoord,0);vec4 backColor=texelFetch(uBackColor,fragCoord,0);float alphaMultiplier=1.0-frontColor.a;glFragColor=vec4(
5
+ frontColor.rgb+alphaMultiplier*backColor.rgb,
6
+ frontColor.a+backColor.a
7
+ );}`;
5
8
  // Sideeffect
6
9
  ShaderStore.ShadersStore[name] = shader;
7
10
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"oitFinal.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitFinal.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"oitFinalPixelShader\";\nconst shader = `precision highp float;\runiform sampler2D uFrontColor;\runiform sampler2D uBackColor;\rvoid main() {\rivec2 fragCoord=ivec2(gl_FragCoord.xy);\rvec4 frontColor=texelFetch(uFrontColor,fragCoord,0);\rvec4 backColor=texelFetch(uBackColor,fragCoord,0);\rfloat alphaMultiplier=1.0-frontColor.a;\rglFragColor=vec4(\rfrontColor.rgb+alphaMultiplier*backColor.rgb,\rfrontColor.a+backColor.a\r);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const oitFinalPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"oitFinal.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitFinal.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;IAGX,CAAC;AACL,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"oitFinalPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uFrontColor;uniform sampler2D uBackColor;void main() {ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec4 frontColor=texelFetch(uFrontColor,fragCoord,0);vec4 backColor=texelFetch(uBackColor,fragCoord,0);float alphaMultiplier=1.0-frontColor.a;glFragColor=vec4(\nfrontColor.rgb+alphaMultiplier*backColor.rgb,\nfrontColor.a+backColor.a\n);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const oitFinalPixelShader = { name, shader };\n"]}
@@ -8,17 +8,23 @@ const name = "outlinePixelShader";
8
8
  const shader = `#ifdef LOGARITHMICDEPTH
9
9
  #extension GL_EXT_frag_depth : enable
10
10
  #endif
11
- uniform vec4 color;
12
- varying vec2 vUV;
11
+ uniform vec4 color;
12
+ #ifdef ALPHATEST
13
+ varying vec2 vUV;uniform sampler2D diffuseSampler;
14
+ #endif
13
15
  #include<clipPlaneFragmentDeclaration>
14
16
  #include<logDepthDeclaration>
15
17
  #define CUSTOM_FRAGMENT_DEFINITIONS
16
- void main(void) {
18
+ void main(void) {
19
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
17
20
  #include<clipPlaneFragment>
18
21
  #ifdef ALPHATEST
19
- if (texture2D(diffuseSampler,vUV).a<0.4)
22
+ if (texture2D(diffuseSampler,vUV).a<0.4)
23
+ discard;
24
+ #endif
20
25
  #include<logDepthFragment>
21
- gl_FragColor=color;
26
+ gl_FragColor=color;
27
+ #define CUSTOM_FRAGMENT_MAIN_END
22
28
  }`;
23
29
  // Sideeffect
24
30
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"outline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;EAqBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"outlinePixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\r#ifdef ALPHATEST\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\rdiscard;\r#endif\n#include<logDepthFragment>\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const outlinePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"outline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;EAoBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"outlinePixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const outlinePixelShader = { name, shader };\n"]}
@@ -15,36 +15,50 @@ import "./ShadersInclude/bakedVertexAnimation.js";
15
15
  import "./ShadersInclude/clipPlaneVertex.js";
16
16
  import "./ShadersInclude/logDepthVertex.js";
17
17
  const name = "outlineVertexShader";
18
- const shader = `attribute vec3 position;
18
+ const shader = `attribute vec3 position;attribute vec3 normal;
19
+ #include<bonesDeclaration>
19
20
  #include<bakedVertexAnimationDeclaration>
20
21
  #include<morphTargetsVertexGlobalDeclaration>
21
22
  #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
22
23
  #include<clipPlaneVertexDeclaration>
23
- uniform float offset;
24
- uniform mat4 viewProjection;
25
- varying vec2 vUV;
26
- attribute vec2 uv;
24
+ uniform float offset;
25
+ #include<instancesDeclaration>
26
+ uniform mat4 viewProjection;
27
+ #ifdef ALPHATEST
28
+ varying vec2 vUV;uniform mat4 diffuseMatrix;
29
+ #ifdef UV1
30
+ attribute vec2 uv;
31
+ #endif
27
32
  #ifdef UV2
28
- attribute vec2 uv2;
33
+ attribute vec2 uv2;
34
+ #endif
29
35
  #endif
30
36
  #include<logDepthDeclaration>
31
37
  #define CUSTOM_VERTEX_DEFINITIONS
32
- void main(void)
33
- vec2 uvUpdated=uv;
38
+ void main(void)
39
+ {vec3 positionUpdated=position;vec3 normalUpdated=normal;
40
+ #ifdef UV1
41
+ vec2 uvUpdated=uv;
42
+ #endif
34
43
  #include<morphTargetsVertexGlobal>
35
44
  #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
36
- vec3 offsetPosition=positionUpdated+(normalUpdated*offset);
45
+ vec3 offsetPosition=positionUpdated+(normalUpdated*offset);
46
+ #include<instancesVertex>
37
47
  #include<bonesVertex>
38
48
  #include<bakedVertexAnimation>
39
- vec4 worldPos=finalWorld*vec4(offsetPosition,1.0);
49
+ vec4 worldPos=finalWorld*vec4(offsetPosition,1.0);gl_Position=viewProjection*worldPos;
50
+ #ifdef ALPHATEST
40
51
  #ifdef UV1
41
- vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
52
+ vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
53
+ #endif
42
54
  #ifdef UV2
43
- vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
55
+ vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
56
+ #endif
44
57
  #endif
45
58
  #include<clipPlaneVertex>
46
59
  #include<logDepthVertex>
47
- }
60
+ }
61
+ `;
48
62
  // Sideeffect
49
63
  ShaderStore.ShadersStore[name] = shader;
50
64
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"outline.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"outlineVertexShader\";\nconst shader = `attribute vec3 position;\rattribute vec3 normal;\r#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\nuniform float offset;\r#include<instancesDeclaration>\nuniform mat4 viewProjection;\r#ifdef ALPHATEST\nvarying vec2 vUV;\runiform mat4 diffuseMatrix;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\rvec3 normalUpdated=normal;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nvec3 offsetPosition=positionUpdated+(normalUpdated*offset);\r#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(offsetPosition,1.0);\rgl_Position=viewProjection*worldPos;\r#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const outlineVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"outline.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"outlineVertexShader\";\nconst shader = `attribute vec3 position;attribute vec3 normal;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nvec3 offsetPosition=positionUpdated+(normalUpdated*offset);\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(offsetPosition,1.0);gl_Position=viewProjection*worldPos;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const outlineVertexShader = { name, shader };\n"]}
@@ -11,27 +11,36 @@ const name = "particlesPixelShader";
11
11
  const shader = `#ifdef LOGARITHMICDEPTH
12
12
  #extension GL_EXT_frag_depth : enable
13
13
  #endif
14
- varying vec2 vUV;
14
+ varying vec2 vUV;varying vec4 vColor;uniform vec4 textureMask;uniform sampler2D diffuseSampler;
15
+ #include<clipPlaneFragmentDeclaration>
15
16
  #include<imageProcessingDeclaration>
16
17
  #include<logDepthDeclaration>
17
18
  #include<helperFunctions>
18
19
  #include<imageProcessingFunctions>
19
20
  #ifdef RAMPGRADIENT
20
- varying vec4 remapRanges;
21
+ varying vec4 remapRanges;uniform sampler2D rampSampler;
22
+ #endif
21
23
  #define CUSTOM_FRAGMENT_DEFINITIONS
22
- void main(void) {
24
+ void main(void) {
25
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
23
26
  #include<clipPlaneFragment>
24
- vec4 textureColor=texture2D(diffuseSampler,vUV);
25
- float alpha=baseColor.a;
27
+ vec4 textureColor=texture2D(diffuseSampler,vUV);vec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;
28
+ #ifdef RAMPGRADIENT
29
+ float alpha=baseColor.a;float remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);vec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));baseColor.rgb*=rampColor.rgb;float finalAlpha=baseColor.a;baseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);
30
+ #endif
26
31
  #ifdef BLENDMULTIPLYMODE
27
- float sourceAlpha=vColor.a*textureColor.a;
32
+ float sourceAlpha=vColor.a*textureColor.a;baseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);
33
+ #endif
28
34
  #include<logDepthFragment>
29
35
  #ifdef IMAGEPROCESSINGPOSTPROCESS
30
- baseColor.rgb=toLinearSpace(baseColor.rgb);
36
+ baseColor.rgb=toLinearSpace(baseColor.rgb);
37
+ #else
31
38
  #ifdef IMAGEPROCESSING
32
- baseColor.rgb=toLinearSpace(baseColor.rgb);
39
+ baseColor.rgb=toLinearSpace(baseColor.rgb);baseColor=applyImageProcessing(baseColor);
40
+ #endif
33
41
  #endif
34
- gl_FragColor=baseColor;
42
+ gl_FragColor=baseColor;
43
+ #define CUSTOM_FRAGMENT_MAIN_END
35
44
  }`;
36
45
  // Sideeffect
37
46
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"particles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA6Cb,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\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"particlesPixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec2 vUV;\rvarying vec4 vColor;\runiform vec4 textureMask;\runiform sampler2D diffuseSampler;\r#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\runiform sampler2D rampSampler;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\rvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\r#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\rfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\rvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\rbaseColor.rgb*=rampColor.rgb;\rfloat finalAlpha=baseColor.a;\rbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\r#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\rbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\r#endif\n#include<logDepthFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\r#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\rbaseColor=applyImageProcessing(baseColor);\r#endif\n#endif\ngl_FragColor=baseColor;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAiCb,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\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"particlesPixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec2 vUV;varying vec4 vColor;uniform vec4 textureMask;uniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;uniform sampler2D rampSampler;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);vec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;float remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);vec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));baseColor.rgb*=rampColor.rgb;float finalAlpha=baseColor.a;baseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;baseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n#include<logDepthFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);baseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesPixelShader = { name, shader };\n"]}
@@ -5,45 +5,74 @@ import "./ShadersInclude/logDepthDeclaration.js";
5
5
  import "./ShadersInclude/clipPlaneVertex.js";
6
6
  import "./ShadersInclude/logDepthVertex.js";
7
7
  const name = "particlesVertexShader";
8
- const shader = `attribute vec3 position;
9
- attribute float cellIndex;
8
+ const shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;
9
+ #ifdef ANIMATESHEET
10
+ attribute float cellIndex;
11
+ #endif
10
12
  #ifndef BILLBOARD
11
- attribute vec3 direction;
13
+ attribute vec3 direction;
14
+ #endif
12
15
  #ifdef BILLBOARDSTRETCHED
13
- attribute vec3 direction;
16
+ attribute vec3 direction;
17
+ #endif
14
18
  #ifdef RAMPGRADIENT
15
- attribute vec4 remapData;
16
- attribute vec2 offset;
17
- uniform vec3 particlesInfos;
18
- varying vec2 vUV;
19
- varying vec4 remapRanges;
19
+ attribute vec4 remapData;
20
+ #endif
21
+ attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;
22
+ #ifdef ANIMATESHEET
23
+ uniform vec3 particlesInfos;
24
+ #endif
25
+ varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;
26
+ #ifdef RAMPGRADIENT
27
+ varying vec4 remapRanges;
28
+ #endif
20
29
  #if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)
21
- uniform mat4 invView;
30
+ uniform mat4 invView;
31
+ #endif
22
32
  #include<clipPlaneVertexDeclaration>
23
33
  #include<logDepthDeclaration>
24
34
  #ifdef BILLBOARD
25
- uniform vec3 eyePosition;
26
- vec3 rotate(vec3 yaxis,vec3 rotatedCorner) {
27
- vec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {
28
- vec3 row1=direction;
29
- vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));
30
- mat3 rotMatrix= mat3(row0,row1,row2);
35
+ uniform vec3 eyePosition;
36
+ #endif
37
+ vec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}
38
+ #ifdef BILLBOARDSTRETCHED
39
+ vec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);
40
+ #ifdef BILLBOARDSTRETCHED_LOCAL
41
+ vec3 row1=direction;
42
+ #else
43
+ vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);
44
+ #endif
45
+ mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}
46
+ #endif
31
47
  #define CUSTOM_VERTEX_DEFINITIONS
32
- void main(void) {
33
- vec2 cornerPos;
34
- vec3 rotatedCorner;
35
- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);
36
- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);
37
- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);
48
+ void main(void) {
49
+ #define CUSTOM_VERTEX_MAIN_BEGIN
50
+ vec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size+translationPivot;
51
+ #ifdef BILLBOARD
52
+ vec3 rotatedCorner;
53
+ #ifdef BILLBOARDY
54
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;
55
+ #elif defined(BILLBOARDSTRETCHED)
56
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;
57
+ #else
58
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;
59
+ #endif
38
60
  #ifdef RAMPGRADIENT
39
- remapRanges=remapData;
40
- gl_Position=projection*vec4(viewPos,1.0);
41
- vec3 rotatedCorner;
42
- vColor=color;
43
- float rowOffset=floor(cellIndex*particlesInfos.z);
44
- vUV=offset;
61
+ remapRanges=remapData;
62
+ #endif
63
+ gl_Position=projection*vec4(viewPos,1.0);
64
+ #else
65
+ vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);
66
+ #endif
67
+ vColor=color;
68
+ #ifdef ANIMATESHEET
69
+ float rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;
70
+ #else
71
+ vUV=offset;
72
+ #endif
45
73
  #if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
46
- vec4 worldPos=vec4(vPositionW,1.0);
74
+ vec4 worldPos=vec4(vPositionW,1.0);
75
+ #endif
47
76
  #include<clipPlaneVertex>
48
77
  #include<logDepthVertex>
49
78
  #define CUSTOM_VERTEX_MAIN_END
@@ -1 +1 @@
1
- {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Hb,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/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;\rattribute vec4 color;\rattribute float angle;\rattribute vec2 size;\r#ifdef ANIMATESHEET\nattribute float cellIndex;\r#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\r#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\r#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\r#endif\nattribute vec2 offset;\runiform mat4 view;\runiform mat4 projection;\runiform vec2 translationPivot;\r#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \r#endif\nvarying vec2 vUV;\rvarying vec4 vColor;\rvarying vec3 vPositionW;\r#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\r#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\r#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\rvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\rvec3 zaxis=normalize(cross(yaxis,xaxis));\rvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\rvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\rvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\rmat3 rotMatrix= mat3(row0,row1,row2);\rvec3 alignedCorner=rotMatrix*rotatedCorner;\rreturn position+alignedCorner;\r}\r#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\rvec3 normalizedToCamera=normalize(toCamera);\rvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\rvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\rvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\r#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=direction;\r#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\rvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\r#endif\nmat3 rotMatrix= mat3(row0,row1,row2);\rvec3 alignedCorner=rotMatrix*rotatedCorner;\rreturn position+alignedCorner;\r}\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;\rcornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size+translationPivot;\r#ifdef BILLBOARD\nvec3 rotatedCorner;\r#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.y=0.;\rvec3 yaxis=position-eyePosition;\ryaxis.y=0.;\rvPositionW=rotate(normalize(yaxis),rotatedCorner);\rvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\r#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rvec3 toCamera=position-eyePosition;\rvPositionW=rotateAlign(toCamera,rotatedCorner);\rvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\r#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;\rvPositionW=(invView*vec4(viewPos,1)).xyz;\r#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\r#endif\ngl_Position=projection*vec4(viewPos,1.0);\r#else\nvec3 rotatedCorner;\rrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.y=0.;\rvec3 yaxis=normalize(direction);\rvPositionW=rotate(yaxis,rotatedCorner);\rgl_Position=projection*view*vec4(vPositionW,1.0);\r#endif\nvColor=color;\r#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);\rfloat columnOffset=cellIndex-rowOffset/particlesInfos.z;\rvec2 uvScale=particlesInfos.xy;\rvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\rvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\r#else\nvUV=offset;\r#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\r#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuEb,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/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=direction;\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
@@ -1,8 +1,10 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "passPixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void)
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {gl_FragColor=texture2D(textureSampler,vUV);}`;
6
8
  // Sideeffect
7
9
  ShaderStore.ShadersStore[name] = shader;
8
10
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"pass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rgl_FragColor=texture2D(textureSampler,vUV);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;8CAG+B,CAAC;AAC/C,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=texture2D(textureSampler,vUV);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passPixelShader = { name, shader };\n"]}
@@ -1,19 +1,28 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "passCubePixelShader";
4
- const shader = `varying vec2 vUV;
5
- void main(void)
6
- gl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));
4
+ const shader = `varying vec2 vUV;uniform samplerCube textureSampler;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void)
7
+ {vec2 uv=vUV*2.0-1.0;
8
+ #ifdef POSITIVEX
9
+ gl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));
10
+ #endif
7
11
  #ifdef NEGATIVEX
8
- gl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));
12
+ gl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));
13
+ #endif
9
14
  #ifdef POSITIVEY
10
- gl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));
15
+ gl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));
16
+ #endif
11
17
  #ifdef NEGATIVEY
12
- gl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));
18
+ gl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));
19
+ #endif
13
20
  #ifdef POSITIVEZ
14
- gl_FragColor=textureCube(textureSampler,vec3(uv,1.001));
21
+ gl_FragColor=textureCube(textureSampler,vec3(uv,1.001));
22
+ #endif
15
23
  #ifdef NEGATIVEZ
16
- gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));
24
+ gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));
25
+ #endif
17
26
  }`;
18
27
  // Sideeffect
19
28
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;EAwBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passCubePixelShader\";\nconst shader = `varying vec2 vUV;\runiform samplerCube textureSampler;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec2 uv=vUV*2.0-1.0;\r#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\r#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\r#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\r#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\r#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\r#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passCubePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passCubePixelShader\";\nconst shader = `varying vec2 vUV;uniform samplerCube textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passCubePixelShader = { name, shader };\n"]}