@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.
- package/Actions/actionManager.js +8 -3
- package/Actions/actionManager.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +2 -1
- package/Behaviors/Cameras/framingBehavior.js +3 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/skeleton.js +1 -0
- package/Bones/skeleton.js.map +1 -1
- package/Compute/computeEffect.js +1 -1
- package/Compute/computeEffect.js.map +1 -1
- package/{Materials/Node/nodeMaterialDecorator.d.ts → Decorators/nodeDecorator.d.ts} +6 -7
- package/{Materials/Node/nodeMaterialDecorator.js → Decorators/nodeDecorator.js} +3 -3
- package/Decorators/nodeDecorator.js.map +1 -0
- package/Engines/Processors/shaderCodeNode.js +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +2 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +3 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +11 -10
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/nativeEngine.js +5 -4
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -0
- package/Engines/thinEngine.js +35 -4
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +12 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +34 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +29 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +1 -0
- package/FlowGraph/Blocks/Data/index.d.ts +1 -0
- package/FlowGraph/Blocks/Data/index.js +2 -0
- package/FlowGraph/Blocks/Data/index.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +23 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +51 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +20 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +29 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/index.d.ts +2 -0
- package/FlowGraph/Blocks/Event/index.js +3 -0
- package/FlowGraph/Blocks/Event/index.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +43 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +40 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +18 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +21 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/index.d.ts +2 -0
- package/FlowGraph/Blocks/Execution/index.js +3 -0
- package/FlowGraph/Blocks/Execution/index.js.map +1 -0
- package/FlowGraph/Blocks/index.d.ts +3 -0
- package/FlowGraph/Blocks/index.js +5 -0
- package/FlowGraph/Blocks/index.js.map +1 -0
- package/FlowGraph/flowGraph.d.ts +34 -0
- package/FlowGraph/flowGraph.js +54 -0
- package/FlowGraph/flowGraph.js.map +1 -0
- package/FlowGraph/flowGraphBlock.d.ts +33 -0
- package/FlowGraph/flowGraphBlock.js +39 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -0
- package/FlowGraph/flowGraphConnection.d.ts +38 -0
- package/FlowGraph/flowGraphConnection.js +40 -0
- package/FlowGraph/flowGraphConnection.js.map +1 -0
- package/FlowGraph/flowGraphDataConnection.d.ts +15 -0
- package/FlowGraph/flowGraphDataConnection.js +30 -0
- package/FlowGraph/flowGraphDataConnection.js.map +1 -0
- package/FlowGraph/flowGraphEventBlock.d.ts +20 -0
- package/FlowGraph/flowGraphEventBlock.js +15 -0
- package/FlowGraph/flowGraphEventBlock.js.map +1 -0
- package/FlowGraph/flowGraphExecutionBlock.d.ts +24 -0
- package/FlowGraph/flowGraphExecutionBlock.js +27 -0
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -0
- package/FlowGraph/flowGraphSignalConnection.d.ts +14 -0
- package/FlowGraph/flowGraphSignalConnection.js +22 -0
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +7 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -0
- package/FlowGraph/index.d.ts +6 -0
- package/FlowGraph/index.js +8 -0
- package/FlowGraph/index.js.map +1 -0
- package/Gizmos/lightGizmo.d.ts +5 -0
- package/Gizmos/lightGizmo.js +21 -7
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +6 -0
- package/Gizmos/planeRotationGizmo.js +5 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +8 -0
- package/Gizmos/rotationGizmo.js +15 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Layers/layer.js +1 -1
- package/Layers/layer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +4 -3
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +3 -1
- package/Lights/Shadows/shadowGenerator.js +4 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +1 -1
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.d.ts +1 -1
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.d.ts +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Loading/sceneLoader.js +2 -0
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -13
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +6 -6
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +16 -16
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +27 -27
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +8 -8
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +28 -28
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -5
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +15 -15
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +6 -6
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +13 -13
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +13 -13
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -5
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -3
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +11 -11
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +6 -6
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -9
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +47 -47
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +9 -9
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -14
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -4
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +8 -8
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/index.d.ts +2 -0
- package/Materials/Node/Blocks/Teleport/index.js +3 -0
- package/Materials/Node/Blocks/Teleport/index.js.map +1 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +42 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +83 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +59 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +122 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +5 -5
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -11
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +11 -11
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +39 -39
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +4 -4
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +7 -7
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +10 -10
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +5 -5
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +4 -4
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js +4 -4
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.js +1 -1
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +8 -8
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/lengthBlock.js +1 -1
- package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
- package/Materials/Node/Blocks/lerpBlock.js +1 -1
- package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
- package/Materials/Node/Blocks/maxBlock.js +1 -1
- package/Materials/Node/Blocks/maxBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +7 -7
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/minBlock.js +1 -1
- package/Materials/Node/Blocks/minBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +1 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/negateBlock.js +1 -1
- package/Materials/Node/Blocks/negateBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js +6 -6
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js +1 -1
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js +1 -1
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js +4 -4
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/replaceColorBlock.js +6 -6
- package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/scaleBlock.js +1 -1
- package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js +41 -41
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
- package/Materials/Node/Blocks/stepBlock.js +1 -1
- package/Materials/Node/Blocks/stepBlock.js.map +1 -1
- package/Materials/Node/Blocks/subtractBlock.js +1 -1
- package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.js +13 -14
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +17 -17
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
- package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.js +3 -4
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +155 -155
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/index.d.ts +1 -1
- package/Materials/Node/index.js +1 -1
- package/Materials/Node/index.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +50 -15
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +14 -2
- package/Materials/Node/nodeMaterialBlock.js +34 -11
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +36 -36
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -4
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/effect.js +1 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.d.ts +4 -0
- package/Materials/effectRenderer.js +8 -2
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/greasedLinePluginMaterial.d.ts +4 -0
- package/Materials/greasedLinePluginMaterial.js +12 -1
- package/Materials/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/materialPluginManager.js +5 -5
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.d.ts +4 -15
- package/Materials/meshDebugPluginMaterial.js +8 -29
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +5 -5
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +31 -0
- package/Meshes/Builders/boxBuilder.js +65 -1
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +3 -3
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +1 -1
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.d.ts +1 -1
- package/Meshes/Builders/linesBuilder.js +1 -1
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.js +1 -1
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.js +1 -1
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +85 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +210 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +68 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +186 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.d.ts +35 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.js +81 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.d.ts +31 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.js +58 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.d.ts +28 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js +53 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -0
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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\r#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\r#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\r#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\r#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\r#endif\nalbedoOpacityBlock(\rvAlbedoColor,\r#ifdef ALBEDO\nalbedoTexture,\rvAlbedoInfos,\r#endif\n#ifdef OPACITY\nopacityMap,\rvOpacityInfos,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\n#ifdef DECAL\ndecalColor,\rvDecalInfos,\r#endif\nalbedoOpacityOut\r);\rvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\rfloat alpha=albedoOpacityOut.alpha;\r#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\r#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\r#endif\nambientOcclusionBlock(\r#ifdef AMBIENT\nambientOcclusionColorMap,\rvAmbientInfos,\r#endif\naoOut\r);\r#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\r#else\nvec3 baseColor=surfaceAlbedo;\rreflectivityOutParams reflectivityOut;\r#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\rvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\r#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\r#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\r#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\r#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\r#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\r#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\r#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\r#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\r#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\r#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\r#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\r#endif\n#endif\nreflectivityBlock(\rvReflectivityColor,\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\rmetallicReflectanceFactors,\r#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\rsurfaceMetallicOrReflectivityColorMap,\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\r#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\nreflectivityOut\r);\rfloat microSurface=reflectivityOut.microSurface;\rfloat roughness=reflectivityOut.roughness;\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\r#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\ralphaFresnelBlock(\rnormalW,\rviewDirectionW,\ralpha,\rmicroSurface,\ralphaFresnelOut\r);\ralpha=alphaFresnelOut.alpha;\r#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\r#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\r#endif\nanisotropicBlock(\rvAnisotropy,\rroughness,\r#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\r#endif\nTBN,\rnormalW,\rviewDirectionW,\ranisotropicOut\r);\r#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\r#ifndef USE_CUSTOM_REFLECTION\nreflectionBlock(\rvPositionW,\rnormalW,\ralphaG,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\r#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\r#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\r#endif\nreflectionSampler,\r#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\r#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\nreflectionOut\r);\r#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\r#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\r#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\r#endif\nsheenBlock(\rvSheenColor,\r#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\r#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\r#endif\n#endif\nroughness,\r#ifdef SHEEN_TEXTURE\nsheenMapData,\rvSheenInfos.y,\r#endif\nreflectance,\r#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\rsurfaceAlbedo,\r#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\renvironmentBrdf,\r#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\rreflectionOut.reflectionCoords,\rNdotVUnclamped,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\r#endif\n#endif\nsheenOut\r);\r#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\r#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\r#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\r#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\r#endif\niridescenceBlock(\rvIridescenceParams,\rNdotV,\rspecularEnvironmentR0,\r#ifdef IRIDESCENCE_TEXTURE\niridescenceMapData,\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\niridescenceThicknessMapData,\r#endif\n#ifdef CLEARCOAT\nNdotVUnclamped,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#endif\niridescenceOut\r);\rfloat iridescenceIntensity=iridescenceOut.iridescenceIntensity;\rspecularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\r#endif\nclearcoatOutParams clearcoatOut;\r#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\r#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\r#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\r#endif\nclearcoatBlock(\rvPositionW,\rgeometricNormalW,\rviewDirectionW,\rvClearCoatParams,\r#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\r#endif\nspecularEnvironmentR0,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\rclearCoatColorAtDistance,\rvClearCoatRefractionParams,\r#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\r#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\rclearCoatBumpMapData,\rvClearCoatBumpUV,\r#if defined(TANGENT) && defined(NORMAL)\nvTBN,\r#else\nvClearCoatTangentSpaceParams,\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\r#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\r#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\r#endif\nclearcoatOut\r);\r#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\r#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\r#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\r#endif\nsubSurfaceBlock(\rvSubSurfaceIntensity,\rvThicknessParam,\rvTintColor,\rnormalW,\rspecularEnvironmentReflectance,\r#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\r#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\r#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\r#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\rvReflectionFilteringInfo,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\r#endif\n#ifdef SS_REFRACTION\nvPositionW,\rviewDirectionW,\rview,\rvRefractionInfos,\rrefractionMatrix,\rvRefractionMicrosurfaceInfos,\rvLightingIntensity,\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\r#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\r#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\r#endif\nalphaG,\rrefractionSampler,\r#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\rrefractionSamplerHigh,\r#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\r#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\rvRefractionSize,\r#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\r#endif\nsubSurfaceOut\r);\r#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\r#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\r#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\r#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\r#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\r#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \r#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\r#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\r#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a); \rirradiance/=sqAlbedo;\r#else\ngl_FragData[0]=finalColor; \rfloat scatteringDiffusionProfile=255.;\r#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \r#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\r#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo); \r#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \r#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularEnvironmentR0,microSurface)*writeGeometryInfo;\r#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;\r#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\r#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\rfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\rfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\r} else {\rbackColor+=finalColor;\r}\r#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
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1
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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityBlock(\nvAlbedoColor,\n#ifdef ALBEDO\nalbedoTexture,\nvAlbedoInfos,\n#endif\n#ifdef OPACITY\nopacityMap,\nvOpacityInfos,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\n#ifdef DECAL\ndecalColor,\nvDecalInfos,\n#endif\nalbedoOpacityOut\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\nambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos,\n#endif\naoOut\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityBlock(\nvReflectivityColor,\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\nmetallicReflectanceFactors,\n#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\nsurfaceMetallicOrReflectivityColorMap,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nreflectivityOut\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface,\nalphaFresnelOut\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW,\nanisotropicOut\n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionBlock(\nvPositionW,\nnormalW,\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\nreflectionSampler,\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nreflectionOut\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenBlock(\nvSheenColor,\n#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\n#endif\n#endif\nroughness,\n#ifdef SHEEN_TEXTURE\nsheenMapData,\nvSheenInfos.y,\n#endif\nreflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\nsurfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\nenvironmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\nreflectionOut.reflectionCoords,\nNdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\n#endif\n#endif\nsheenOut\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceBlock(\nvIridescenceParams,\nNdotV,\nspecularEnvironmentR0,\n#ifdef IRIDESCENCE_TEXTURE\niridescenceMapData,\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\niridescenceThicknessMapData,\n#endif\n#ifdef CLEARCOAT\nNdotVUnclamped,\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\n#endif\n#endif\niridescenceOut\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatBlock(\nvPositionW,\ngeometricNormalW,\nviewDirectionW,\nvClearCoatParams,\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\n#endif\nspecularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\nclearCoatColorAtDistance,\nvClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\nclearCoatBumpMapData,\nvClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nvTBN,\n#else\nvClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\n#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\n#endif\nclearcoatOut\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\nsubSurfaceBlock(\nvSubSurfaceIntensity,\nvThicknessParam,\nvTintColor,\nnormalW,\nspecularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\n#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\nvReflectionFilteringInfo,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\n#endif\n#ifdef SS_REFRACTION\nvPositionW,\nviewDirectionW,\nview,\nvRefractionInfos,\nrefractionMatrix,\nvRefractionMicrosurfaceInfos,\nvLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\n#endif\nalphaG,\nrefractionSampler,\n#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\nrefractionSamplerHigh,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\nvRefractionSize,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\n#endif\nsubSurfaceOut\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a); \nirradiance/=sqAlbedo;\n#else\ngl_FragData[0]=finalColor; \nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \n#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
|
package/Shaders/pbr.vertex.js
CHANGED
|
@@ -34,18 +34,24 @@ import "./ShadersInclude/shadowsVertex.js";
|
|
|
34
34
|
import "./ShadersInclude/vertexColorMixing.js";
|
|
35
35
|
import "./ShadersInclude/logDepthVertex.js";
|
|
36
36
|
const name = "pbrVertexShader";
|
|
37
|
-
const shader = `precision highp float;
|
|
37
|
+
const shader = `precision highp float;
|
|
38
|
+
#include<__decl__pbrVertex>
|
|
38
39
|
#define CUSTOM_VERTEX_BEGIN
|
|
39
|
-
attribute vec3 position;
|
|
40
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-
|
|
40
|
+
attribute vec3 position;
|
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41
|
+
#ifdef NORMAL
|
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|
+
attribute vec3 normal;
|
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+
#endif
|
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41
44
|
#ifdef TANGENT
|
|
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-
attribute vec4 tangent;
|
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|
+
attribute vec4 tangent;
|
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+
#endif
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47
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#ifdef UV1
|
|
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-
attribute vec2 uv;
|
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48
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+
attribute vec2 uv;
|
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+
#endif
|
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50
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#include<uvAttributeDeclaration>[2..7]
|
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51
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#include<mainUVVaryingDeclaration>[1..7]
|
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|
#ifdef VERTEXCOLOR
|
|
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|
-
attribute vec4 color;
|
|
53
|
+
attribute vec4 color;
|
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|
+
#endif
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55
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#include<helperFunctions>
|
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50
56
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#include<bonesDeclaration>
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57
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#include<bakedVertexAnimationDeclaration>
|
|
@@ -85,15 +91,20 @@ attribute vec4 color;
|
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#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
|
|
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92
|
#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
|
|
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93
|
#endif
|
|
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|
-
varying vec3 vPositionW;
|
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-
|
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+
varying vec3 vPositionW;
|
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|
+
#if DEBUGMODE>0
|
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96
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+
varying vec4 vClipSpacePosition;
|
|
97
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+
#endif
|
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90
98
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#ifdef NORMAL
|
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91
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-
varying vec3 vNormalW;
|
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92
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-
|
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99
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+
varying vec3 vNormalW;
|
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|
+
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
|
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+
varying vec3 vEnvironmentIrradiance;
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+
#include<harmonicsFunctions>
|
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#endif
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#endif
|
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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-
varying vec4 vColor;
|
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+
varying vec4 vColor;
|
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#endif
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#include<bumpVertexDeclaration>
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#include<clipPlaneVertexDeclaration>
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#include<fogVertexDeclaration>
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@@ -101,53 +112,76 @@ varying vec4 vColor;
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#include<morphTargetsVertexGlobalDeclaration>
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#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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#ifdef REFLECTIONMAP_SKYBOX
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varying vec3 vPositionUVW;
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varying vec3 vPositionUVW;
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#endif
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#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
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-
varying vec3 vDirectionW;
|
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varying vec3 vDirectionW;
|
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+
#endif
|
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#include<logDepthDeclaration>
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#define CUSTOM_VERTEX_DEFINITIONS
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|
-
void main(void) {
|
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-
|
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-
vec3
|
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void main(void) {
|
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+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
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+
vec3 positionUpdated=position;
|
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+
#ifdef NORMAL
|
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+
vec3 normalUpdated=normal;
|
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+
#endif
|
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#ifdef TANGENT
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-
vec4 tangentUpdated=tangent;
|
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+
vec4 tangentUpdated=tangent;
|
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#endif
|
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#ifdef UV1
|
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-
vec2 uvUpdated=uv;
|
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+
vec2 uvUpdated=uv;
|
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#endif
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#include<morphTargetsVertexGlobal>
|
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135
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#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
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136
|
#ifdef REFLECTIONMAP_SKYBOX
|
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|
-
vPositionUVW=positionUpdated;
|
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+
vPositionUVW=positionUpdated;
|
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|
+
#endif
|
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139
|
#define CUSTOM_VERTEX_UPDATE_POSITION
|
|
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|
#define CUSTOM_VERTEX_UPDATE_NORMAL
|
|
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141
|
#include<instancesVertex>
|
|
123
142
|
#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)
|
|
124
|
-
vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);
|
|
143
|
+
vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
|
|
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|
+
#endif
|
|
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145
|
#include<bonesVertex>
|
|
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|
#include<bakedVertexAnimation>
|
|
127
|
-
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
|
|
147
|
+
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);
|
|
148
|
+
#include<prePassVertex>
|
|
128
149
|
#ifdef NORMAL
|
|
129
|
-
mat3 normalWorld=mat3(finalWorld);
|
|
130
|
-
|
|
150
|
+
mat3 normalWorld=mat3(finalWorld);
|
|
151
|
+
#if defined(INSTANCES) && defined(THIN_INSTANCES)
|
|
152
|
+
vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
|
|
153
|
+
#else
|
|
131
154
|
#ifdef NONUNIFORMSCALING
|
|
132
|
-
normalWorld=transposeMat3(inverseMat3(normalWorld));
|
|
133
|
-
|
|
155
|
+
normalWorld=transposeMat3(inverseMat3(normalWorld));
|
|
156
|
+
#endif
|
|
157
|
+
vNormalW=normalize(normalWorld*normalUpdated);
|
|
158
|
+
#endif
|
|
134
159
|
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
|
|
135
|
-
vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
|
|
136
|
-
|
|
137
|
-
|
|
160
|
+
vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
|
|
161
|
+
#ifdef REFLECTIONMAP_OPPOSITEZ
|
|
162
|
+
reflectionVector.z*=-1.0;
|
|
163
|
+
#endif
|
|
164
|
+
vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
|
|
165
|
+
#endif
|
|
138
166
|
#endif
|
|
139
167
|
#define CUSTOM_VERTEX_UPDATE_WORLDPOS
|
|
140
168
|
#ifdef MULTIVIEW
|
|
141
|
-
if (gl_ViewID_OVR==0u) {
|
|
142
|
-
|
|
169
|
+
if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
|
|
170
|
+
#else
|
|
171
|
+
gl_Position=viewProjection*worldPos;
|
|
172
|
+
#endif
|
|
143
173
|
#if DEBUGMODE>0
|
|
144
|
-
vClipSpacePosition=gl_Position;
|
|
174
|
+
vClipSpacePosition=gl_Position;
|
|
175
|
+
#endif
|
|
145
176
|
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
|
146
|
-
vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
|
|
177
|
+
vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
|
|
178
|
+
#endif
|
|
147
179
|
#ifndef UV1
|
|
148
|
-
vec2 uvUpdated=vec2(0.,0.);
|
|
180
|
+
vec2 uvUpdated=vec2(0.,0.);
|
|
181
|
+
#endif
|
|
149
182
|
#ifdef MAINUV1
|
|
150
|
-
vMainUV1=uvUpdated;
|
|
183
|
+
vMainUV1=uvUpdated;
|
|
184
|
+
#endif
|
|
151
185
|
#include<uvVariableDeclaration>[2..7]
|
|
152
186
|
#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
|
|
153
187
|
#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
|
|
@@ -189,7 +223,8 @@ vMainUV1=uvUpdated;
|
|
|
189
223
|
#include<shadowsVertex>[0..maxSimultaneousLights]
|
|
190
224
|
#include<vertexColorMixing>
|
|
191
225
|
#if defined(POINTSIZE) && !defined(WEBGPU)
|
|
192
|
-
gl_PointSize=pointSize;
|
|
226
|
+
gl_PointSize=pointSize;
|
|
227
|
+
#endif
|
|
193
228
|
#include<logDepthVertex>
|
|
194
229
|
#define CUSTOM_VERTEX_MAIN_END
|
|
195
230
|
}`;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwMb,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/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef TANGENT\nattribute vec4 tangent;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\nvarying vec3 vPositionW;\r#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\r#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\r#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\r#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\r#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\r#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\r#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\rvPositionW=vec3(worldPos);\r#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\rvNormalW=normalize(normalWorld*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normalUpdated);\r#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\r#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\r#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\r#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n"]}
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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n"]}
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@@ -1,9 +1,12 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "postprocessVertexShader";
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const shader = `attribute vec2 position;
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const shader = `attribute vec2 position;uniform vec2 scale;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);
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#define CUSTOM_VERTEX_DEFINITIONS
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void main(void) {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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vUV=(position*madd+madd)*scale;gl_Position=vec4(position,0.0,1.0);
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#define CUSTOM_VERTEX_MAIN_END
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}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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@@ -1 +1 @@
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-
{"version":3,"file":"postprocess.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/postprocess.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"postprocess.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/postprocess.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;EAMb,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 = \"postprocessVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 scale;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)*scale;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 postprocessVertexShader = { name, shader };\n"]}
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@@ -1,9 +1,12 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "proceduralVertexShader";
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const shader = `attribute vec2 position;
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-
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-
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const shader = `attribute vec2 position;varying vec2 vPosition;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);
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#define CUSTOM_VERTEX_DEFINITIONS
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void main(void) {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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vPosition=position;vUV=position*madd+madd;gl_Position=vec4(position,0.0,1.0);
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#define CUSTOM_VERTEX_MAIN_END
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}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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@@ -1 +1 @@
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-
{"version":3,"file":"procedural.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/procedural.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"procedural.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/procedural.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"proceduralVertexShader\";\nconst shader = `attribute vec2 position;varying vec2 vPosition;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\nvPosition=position;vUV=position*madd+madd;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 proceduralVertexShader = { name, shader };\n"]}
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@@ -1,7 +1,7 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "refractionPixelShader";
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const shader = `varying vec2 vUV;
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const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D refractionSampler;uniform vec3 baseColor;uniform float depth;uniform float colorLevel;void main() {float ref=1.0-texture2D(refractionSampler,vUV).r;vec2 uv=vUV-vec2(0.5);vec2 offset=uv*depth*ref;vec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;gl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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{"version":3,"file":"refraction.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/refraction.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
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{"version":3,"file":"refraction.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/refraction.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG,kYAAkY,CAAC;AAClZ,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 = \"refractionPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D refractionSampler;uniform vec3 baseColor;uniform float depth;uniform float colorLevel;void main() {float ref=1.0-texture2D(refractionSampler,vUV).r;vec2 uv=vUV-vec2(0.5);vec2 offset=uv*depth*ref;vec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;gl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const refractionPixelShader = { name, shader };\n"]}
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@@ -2,9 +2,11 @@
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/helperFunctions.js";
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const name = "rgbdDecodePixelShader";
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const shader = `varying vec2 vUV;
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const shader = `varying vec2 vUV;uniform sampler2D textureSampler;
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#include<helperFunctions>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void)
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void main(void)
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{gl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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{"version":3,"file":"rgbdDecode.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/rgbdDecode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
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{"version":3,"file":"rgbdDecode.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/rgbdDecode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;kEAImD,CAAC;AACnE,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/helperFunctions\";\n\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const rgbdDecodePixelShader = { name, shader };\n"]}
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@@ -2,9 +2,11 @@
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/helperFunctions.js";
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const name = "rgbdEncodePixelShader";
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const shader = `varying vec2 vUV;
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const shader = `varying vec2 vUV;uniform sampler2D textureSampler;
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#include<helperFunctions>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void)
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void main(void)
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{gl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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-
{"version":3,"file":"rgbdEncode.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/rgbdEncode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"rgbdEncode.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/rgbdEncode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;0DAI2C,CAAC;AAC3D,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/helperFunctions\";\n\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const rgbdEncodePixelShader = { name, shader };\n"]}
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@@ -1,11 +1,19 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "screenSpaceCurvaturePixelShader";
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const shader = `precision highp float;
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const shader = `precision highp float;varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D normalSampler;uniform float curvature_ridge;uniform float curvature_valley;
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#ifndef CURVATURE_OFFSET
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#define CURVATURE_OFFSET 1
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#endif
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-
float curvature_soft_clamp(float curvature,float control)
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-
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float curvature_soft_clamp(float curvature,float control)
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{if (curvature<0.5/control)
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return curvature*(1.0-curvature*control);return 0.25/control;}
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float calculate_curvature(ivec2 texel,float ridge,float valley)
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{vec2 normal_up =texelFetch(normalSampler,texel+ivec2(0, CURVATURE_OFFSET),0).rb;vec2 normal_down =texelFetch(normalSampler,texel+ivec2(0,-CURVATURE_OFFSET),0).rb;vec2 normal_left =texelFetch(normalSampler,texel+ivec2(-CURVATURE_OFFSET,0),0).rb;vec2 normal_right=texelFetch(normalSampler,texel+ivec2( CURVATURE_OFFSET,0),0).rb;float normal_diff=((normal_up.g-normal_down.g)+(normal_right.r-normal_left.r));if (normal_diff<0.0)
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return -2.0*curvature_soft_clamp(-normal_diff,valley);return 2.0*curvature_soft_clamp(normal_diff,ridge);}
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void)
|
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|
+
{ivec2 texel=ivec2(gl_FragCoord.xy);vec4 baseColor=texture2D(textureSampler,vUV);float curvature=calculate_curvature(texel,curvature_ridge,curvature_valley);baseColor.rgb*=curvature+1.0;gl_FragColor=baseColor;}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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@@ -1 +1 @@
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1
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{"version":3,"file":"screenSpaceCurvature.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceCurvature.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG
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{"version":3,"file":"screenSpaceCurvature.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceCurvature.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;mNAYoM,CAAC;AACpN,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\";\n\nconst name = \"screenSpaceCurvaturePixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D normalSampler;uniform float curvature_ridge;uniform float curvature_valley;\n#ifndef CURVATURE_OFFSET\n#define CURVATURE_OFFSET 1\n#endif\nfloat curvature_soft_clamp(float curvature,float control)\n{if (curvature<0.5/control)\nreturn curvature*(1.0-curvature*control);return 0.25/control;}\nfloat calculate_curvature(ivec2 texel,float ridge,float valley)\n{vec2 normal_up =texelFetch(normalSampler,texel+ivec2(0, CURVATURE_OFFSET),0).rb;vec2 normal_down =texelFetch(normalSampler,texel+ivec2(0,-CURVATURE_OFFSET),0).rb;vec2 normal_left =texelFetch(normalSampler,texel+ivec2(-CURVATURE_OFFSET,0),0).rb;vec2 normal_right=texelFetch(normalSampler,texel+ivec2( CURVATURE_OFFSET,0),0).rb;float normal_diff=((normal_up.g-normal_down.g)+(normal_right.r-normal_left.r));if (normal_diff<0.0)\nreturn -2.0*curvature_soft_clamp(-normal_diff,valley);return 2.0*curvature_soft_clamp(normal_diff,ridge);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{ivec2 texel=ivec2(gl_FragCoord.xy);vec4 baseColor=texture2D(textureSampler,vUV);float curvature=calculate_curvature(texel,curvature_ridge,curvature_valley);baseColor.rgb*=curvature+1.0;gl_FragColor=baseColor;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceCurvaturePixelShader = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "screenSpaceReflectionPixelShader";
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const shader = `uniform sampler2D textureSampler;
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uniform
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const shader = `uniform sampler2D textureSampler;
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#ifdef SSR_SUPPORTED
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uniform sampler2D reflectivitySampler;uniform sampler2D normalSampler;uniform sampler2D positionSampler;
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#endif
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uniform mat4 view;uniform mat4 projection;uniform float stepSize;uniform float strength;uniform float threshold;uniform float roughnessFactor;uniform float reflectionSpecularFalloffExponent;varying vec2 vUV;
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#ifdef SSR_SUPPORTED
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struct ReflectionInfo {vec3 color;vec4 coords;};/**
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* According to specular,see https:
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*/
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vec3 fresnelSchlick(float cosTheta,vec3 F0)
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{return F0+(1.0-F0)*pow(1.0-cosTheta,5.0);}
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/**
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* Once the pixel's coordinates has been found,let's adjust (smooth) a little bit
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* by sampling multiple reflection pixels.
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*/
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ReflectionInfo smoothReflectionInfo(vec3 dir,vec3 hitCoord)
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{ReflectionInfo info;info.color=vec3(0.0);vec4 projectedCoord;float sampledDepth;for(int i=0; i<SMOOTH_STEPS; i++)
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{projectedCoord=projection*vec4(hitCoord,1.0);projectedCoord.xy/=projectedCoord.w;projectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);sampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;float depth=sampledDepth-hitCoord.z;dir*=0.5;if(depth>0.0)
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hitCoord-=dir;else
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hitCoord+=dir;info.color+=texture2D(textureSampler,projectedCoord.xy).rgb;}
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projectedCoord=projection*vec4(hitCoord,1.0);projectedCoord.xy/=projectedCoord.w;projectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);info.coords=vec4(projectedCoord.xy,sampledDepth,1.0);info.color+=texture2D(textureSampler,projectedCoord.xy).rgb;info.color/=float(SMOOTH_STEPS+1);return info;}
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/**
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* Tests the given world position (hitCoord) according to the given reflection vector (dir)
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* until it finds a collision (means that depth is enough close to say "it's the pixel to sample!").
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*/
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ReflectionInfo getReflectionInfo(vec3 dir,vec3 hitCoord)
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{ReflectionInfo info;vec4 projectedCoord;float sampledDepth;dir*=stepSize;for(int i=0; i<REFLECTION_SAMPLES; i++)
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{hitCoord+=dir;projectedCoord=projection*vec4(hitCoord,1.0);projectedCoord.xy/=projectedCoord.w;projectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);sampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;float depth=sampledDepth-hitCoord.z;
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#ifdef RIGHT_HANDED_SCENE
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depth*=-1.0;
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#endif
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if(((depth-dir.z)<threshold) && depth<=0.0)
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{
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#ifdef ENABLE_SMOOTH_REFLECTIONS
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return smoothReflectionInfo(dir,hitCoord);
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#else
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info.color=texture2D(textureSampler,projectedCoord.xy).rgb;info.coords=vec4(projectedCoord.xy,sampledDepth,0.0);return info;
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#endif
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}}
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info.color=texture2D(textureSampler,projectedCoord.xy).rgb;info.coords=vec4(projectedCoord.xy,sampledDepth,0.0);return info;}
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vec3 hash(vec3 a)
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{a=fract(a*0.8);a+=dot(a,a.yxz+19.19);return fract((a.xxy+a.yxx)*a.zyx);}
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#endif
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void main()
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{
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#ifdef SSR_SUPPORTED
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vec4 albedoFull=texture2D(textureSampler,vUV);vec3 albedo=albedoFull.rgb;float spec=texture2D(reflectivitySampler,vUV).r;if (spec==0.0) {gl_FragColor=albedoFull;return;}
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vec3 normal=(texture2D(normalSampler,vUV)).xyz;vec3 position=(view*texture2D(positionSampler,vUV)).xyz;vec3 reflected=normalize(reflect(normalize(position),normalize(normal)));float roughness=1.0-texture2D(reflectivitySampler,vUV).a;vec3 jitt=mix(vec3(0.0),hash(position),roughness)*roughnessFactor;ReflectionInfo info=getReflectionInfo(jitt+reflected,position);vec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-info.coords.xy));float screenEdgefactor=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);vec3 F0=vec3(0.04);F0 =mix(F0,albedo,spec);vec3 fresnel=fresnelSchlick(max(dot(normalize(normal),normalize(position)),0.0),F0);
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#ifdef RIGHT_HANDED_SCENE
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reflected.z*=-1.0;
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#endif
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float reflectionMultiplier=clamp(pow(spec*strength,reflectionSpecularFalloffExponent)*screenEdgefactor*reflected.z,0.0,0.9);float albedoMultiplier=1.0-reflectionMultiplier;vec3 SSR=info.color*fresnel;gl_FragColor=vec4((albedo*albedoMultiplier)+(SSR*reflectionMultiplier),albedoFull.a);
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#else
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gl_FragColor=texture2D(textureSampler,vUV);
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#endif
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}
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`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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