@babylonjs/core 7.1.0 → 7.2.0
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/Animations/animationGroup.d.ts +1 -1
- package/Animations/animationGroup.js +1 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Compute/computeEffect.d.ts +0 -1
- package/Compute/computeEffect.js +40 -33
- package/Compute/computeEffect.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +25 -1
- package/Engines/Extensions/engine.computeShader.js +1 -1
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +1 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -3
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +22 -0
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -3
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -2
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +6 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +2 -2
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +6 -2
- package/Engines/renderTargetWrapper.js +9 -2
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +4 -5
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +6 -1
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +2 -2
- package/Gizmos/boundingBoxGizmo.js +27 -17
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +6 -0
- package/Gizmos/scaleGizmo.js +10 -2
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +17 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -5
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.d.ts +0 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +3 -12
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.d.ts +1 -4
- package/Materials/PBR/pbrIridescenceConfiguration.js +5 -15
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.d.ts +0 -1
- package/Materials/PBR/pbrSheenConfiguration.js +3 -12
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +5 -17
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +0 -6
- package/Materials/Textures/baseTexture.js +0 -8
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +2 -1
- package/Materials/Textures/renderTargetTexture.js +3 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +0 -6
- package/Materials/Textures/texture.js +0 -15
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/thinTexture.js +1 -1
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Maths/math.vector.d.ts +12 -0
- package/Maths/math.vector.js +17 -2
- package/Maths/math.vector.js.map +1 -1
- package/Maths/tensor.d.ts +13 -11
- package/Maths/tensor.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.js +14 -0
- package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +14 -3
- package/Meshes/GreasedLine/greasedLineBaseMesh.js +18 -2
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js +3 -4
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +10 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Rendering/depthPeelingRenderer.js +1 -1
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js +0 -4
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockIridescence.js +0 -3
- package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSheen.js +1 -5
- package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -2
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/greasedLine.vertex.js +3 -3
- package/Shaders/greasedLine.vertex.js.map +1 -1
- package/Shaders/pbr.fragment.js +4 -4
- package/Shaders/pbr.fragment.js.map +1 -1
- package/XR/features/WebXRHandTracking.d.ts +5 -0
- package/XR/features/WebXRHandTracking.js +6 -0
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/package.json +1 -1
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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport \"../Shaders/oitFinal.fragment\";\r\nimport \"../Shaders/oitBackBlend.fragment\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutputRTT\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!._shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return (\r\n this._blendBackEffectWrapper.effect.isReady() &&\r\n this._blendBackEffectWrapperPingPong.effect.isReady() &&\r\n this._finalEffectWrapper.effect.isReady() &&\r\n this._updateTextures()\r\n );\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
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1
|
+
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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport \"../Shaders/oitFinal.fragment\";\r\nimport \"../Shaders/oitBackBlend.fragment\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutputRTT\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return (\r\n this._blendBackEffectWrapper.effect.isReady() &&\r\n this._blendBackEffectWrapperPingPong.effect.isReady() &&\r\n this._finalEffectWrapper.effect.isReady() &&\r\n this._updateTextures()\r\n );\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
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@@ -298,7 +298,7 @@ export class FluidRenderer {
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if (!copyDepthTexture) {
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copyDepthTexture = copyDepthTextures[key] = new FluidRenderingDepthTextureCopy(this._engine, thicknessTexture.width, thicknessTexture.height);
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}
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-
copyDepthTexture.depthRTWrapper.
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+
copyDepthTexture.depthRTWrapper.shareDepth(thicknessRT);
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}
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}
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});
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@@ -1 +1 @@
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1
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-
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{ Scene } from \"core/scene\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { ISceneComponent } from \"core/sceneComponent\";\r\nimport { SceneComponentConstants } from \"core/sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"core/Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Buffer } from \"core/Buffers/buffer\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingObjectParticleSystem } from \"./fluidRenderingObjectParticleSystem\";\r\nimport { FluidRenderingTargetRenderer } from \"./fluidRenderingTargetRenderer\";\r\nimport { FluidRenderingObjectCustomParticles } from \"./fluidRenderingObjectCustomParticles\";\r\nimport { FluidRenderingDepthTextureCopy } from \"./fluidRenderingDepthTextureCopy\";\r\n\r\nimport \"../../Shaders/fluidRenderingParticleDepth.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDepth.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.fragment\";\r\nimport \"../../Shaders/fluidRenderingBilateralBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingStandardBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingRender.fragment\";\r\n\r\ndeclare module \"../../abstractScene\" {\r\n export interface AbstractScene {\r\n /** @internal (Backing field) */\r\n _fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Gets or Sets the fluid renderer associated to the scene.\r\n */\r\n fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Enables the fluid renderer and associates it with the scene\r\n * @returns the FluidRenderer\r\n */\r\n enableFluidRenderer(): Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Disables the fluid renderer associated with the scene\r\n */\r\n disableFluidRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"fluidRenderer\", {\r\n get: function (this: Scene) {\r\n return this._fluidRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<FluidRenderer>) {\r\n this._fluidRenderer = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableFluidRenderer = function (): Nullable<FluidRenderer> {\r\n if (this._fluidRenderer) {\r\n return this._fluidRenderer;\r\n }\r\n\r\n this._fluidRenderer = new FluidRenderer(this);\r\n\r\n return this._fluidRenderer;\r\n};\r\n\r\nScene.prototype.disableFluidRenderer = function (): void {\r\n this._fluidRenderer?.dispose();\r\n this._fluidRenderer = null;\r\n};\r\n\r\ntype CameraMapForFluidRendering = [Array<FluidRenderingTargetRenderer>, { [key: string]: FluidRenderingDepthTextureCopy }];\r\n\r\nfunction IsParticleSystemObject(obj: FluidRenderingObject): obj is FluidRenderingObjectParticleSystem {\r\n return !!(obj as FluidRenderingObjectParticleSystem).particleSystem;\r\n}\r\n\r\nfunction IsCustomParticlesObject(obj: FluidRenderingObject): obj is FluidRenderingObjectCustomParticles {\r\n return !!(obj as FluidRenderingObjectCustomParticles).addBuffers;\r\n}\r\n\r\n/**\r\n * Defines the fluid renderer scene component responsible to render objects as fluids\r\n */\r\nexport class FluidRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_FLUIDRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_FLUIDRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_FLUIDRENDERER, this, this._afterCameraDraw);\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(_renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n this.scene.fluidRenderer?._prepareRendering();\r\n }\r\n\r\n private _afterCameraDraw(camera: Camera) {\r\n this.scene.fluidRenderer?._render(camera);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const fluidRenderer = this.scene.fluidRenderer;\r\n if (!fluidRenderer) {\r\n return;\r\n }\r\n\r\n const buffers = new Set<Buffer>();\r\n for (let i = 0; i < fluidRenderer.renderObjects.length; ++i) {\r\n const obj = fluidRenderer.renderObjects[i].object;\r\n if (IsCustomParticlesObject(obj)) {\r\n const vbuffers = obj.vertexBuffers;\r\n for (const name in vbuffers) {\r\n buffers.add(vbuffers[name].getWrapperBuffer());\r\n }\r\n }\r\n }\r\n\r\n buffers.forEach((buffer) => {\r\n buffer._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.disableFluidRenderer();\r\n }\r\n}\r\n\r\n/**\r\n * An object rendered as a fluid.\r\n * It consists of the object itself as well as the render target renderer (which is used to generate the textures (render target) needed for fluid rendering)\r\n */\r\nexport interface IFluidRenderingRenderObject {\r\n /** object rendered as a fluid */\r\n object: FluidRenderingObject;\r\n /** target renderer used to render the fluid object */\r\n targetRenderer: FluidRenderingTargetRenderer;\r\n}\r\n\r\n/**\r\n * Class responsible for fluid rendering.\r\n * It is implementing the method described in https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf\r\n */\r\nexport class FluidRenderer {\r\n /** @internal */\r\n public static _SceneComponentInitialization(scene: Scene) {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_FLUIDRENDERER) as FluidRendererSceneComponent;\r\n if (!component) {\r\n component = new FluidRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _onEngineResizeObserver: Nullable<Observer<Engine>>;\r\n private _cameras: Map<Camera, CameraMapForFluidRendering>;\r\n\r\n /** Retrieves all the render objects managed by the class */\r\n public readonly renderObjects: Array<IFluidRenderingRenderObject>;\r\n\r\n /** Retrieves all the render target renderers managed by the class */\r\n public readonly targetRenderers: FluidRenderingTargetRenderer[];\r\n\r\n /**\r\n * Initializes the class\r\n * @param scene Scene in which the objects are part of\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._onEngineResizeObserver = null;\r\n this.renderObjects = [];\r\n this.targetRenderers = [];\r\n this._cameras = new Map();\r\n\r\n FluidRenderer._SceneComponentInitialization(this._scene);\r\n\r\n this._onEngineResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._initialize();\r\n });\r\n }\r\n\r\n /**\r\n * Reinitializes the class\r\n * Can be used if you change the object priority (FluidRenderingObject.priority), to make sure the objects are rendered in the right order\r\n */\r\n public recreate(): void {\r\n this._sortRenderingObjects();\r\n this._initialize();\r\n }\r\n\r\n /**\r\n * Gets the render object corresponding to a particle system (null if the particle system is not rendered as a fluid)\r\n * @param ps The particle system\r\n * @returns the render object corresponding to this particle system if any, otherwise null\r\n */\r\n public getRenderObjectFromParticleSystem(ps: IParticleSystem): Nullable<IFluidRenderingRenderObject> {\r\n const index = this._getParticleSystemIndex(ps);\r\n return index !== -1 ? this.renderObjects[index] : null;\r\n }\r\n\r\n /**\r\n * Adds a particle system to the fluid renderer.\r\n * @param ps particle system\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from the particle system and use it as part of the fluid rendering (default: false)\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the particle system\r\n */\r\n public addParticleSystem(ps: IParticleSystem, generateDiffuseTexture?: boolean, targetRenderer?: FluidRenderingTargetRenderer, camera?: Camera): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectParticleSystem(this._scene, ps);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Adds a custom particle set to the fluid renderer.\r\n * @param buffers The list of buffers (should contain at least a \"position\" buffer!)\r\n * @param numParticles Number of particles in each buffer\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from buffers and use it as part of the fluid rendering (default: false). For the texture to be generated correctly, you need a \"color\" buffer in the set!\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the custom particle set\r\n */\r\n public addCustomParticles(\r\n buffers: { [key: string]: FloatArray },\r\n numParticles: number,\r\n generateDiffuseTexture?: boolean,\r\n targetRenderer?: FluidRenderingTargetRenderer,\r\n camera?: Camera\r\n ): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Removes a render object from the fluid renderer\r\n * @param renderObject the render object to remove\r\n * @param removeUnusedTargetRenderer True to remove/dispose of the target renderer if it's not used anymore (default: true)\r\n * @returns True if the render object has been found and released, else false\r\n */\r\n public removeRenderObject(renderObject: IFluidRenderingRenderObject, removeUnusedTargetRenderer = true): boolean {\r\n const index = this.renderObjects.indexOf(renderObject);\r\n if (index === -1) {\r\n return false;\r\n }\r\n\r\n renderObject.object.dispose();\r\n\r\n this.renderObjects.splice(index, 1);\r\n\r\n if (removeUnusedTargetRenderer && this._removeUnusedTargetRenderers()) {\r\n this._initialize();\r\n } else {\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _sortRenderingObjects(): void {\r\n this.renderObjects.sort((a, b) => {\r\n return a.object.priority < b.object.priority ? -1 : a.object.priority > b.object.priority ? 1 : 0;\r\n });\r\n }\r\n\r\n private _removeUnusedTargetRenderers(): boolean {\r\n const indexes: { [id: number]: boolean } = {};\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const targetRenderer = this.renderObjects[i].targetRenderer;\r\n indexes[this.targetRenderers.indexOf(targetRenderer)] = true;\r\n }\r\n\r\n let removed = false;\r\n const newList: Array<FluidRenderingTargetRenderer> = [];\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!indexes[i]) {\r\n this.targetRenderers[i].dispose();\r\n removed = true;\r\n } else {\r\n newList.push(this.targetRenderers[i]);\r\n }\r\n }\r\n\r\n if (removed) {\r\n this.targetRenderers.length = 0;\r\n this.targetRenderers.push(...newList);\r\n }\r\n\r\n return removed;\r\n }\r\n\r\n private _getParticleSystemIndex(ps: IParticleSystem): number {\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const obj = this.renderObjects[i].object;\r\n if (IsParticleSystemObject(obj) && obj.particleSystem === ps) {\r\n return i;\r\n }\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n private _initialize(): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n const cameras: Map<Camera, CameraMapForFluidRendering> = new Map();\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n const targetRenderer = this.targetRenderers[i];\r\n\r\n targetRenderer._initialize();\r\n\r\n if (targetRenderer.camera && targetRenderer._renderPostProcess) {\r\n let list = cameras.get(targetRenderer.camera);\r\n if (!list) {\r\n list = [[], {}];\r\n cameras.set(targetRenderer.camera, list);\r\n }\r\n list[0].push(targetRenderer);\r\n targetRenderer.camera.attachPostProcess(targetRenderer._renderPostProcess, i);\r\n }\r\n }\r\n\r\n let iterator = cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = cameras.get(camera)!;\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const [targetRenderers, copyDepthTextures] = list;\r\n\r\n firstPostProcess.onSizeChangedObservable.add(() => {\r\n if (!firstPostProcess.inputTexture.depthStencilTexture) {\r\n firstPostProcess.inputTexture.createDepthStencilTexture(\r\n 0,\r\n true,\r\n this._engine.isStencilEnable,\r\n targetRenderers[0].samples,\r\n this._engine.isStencilEnable ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n `PostProcessRTTDepthStencil-${firstPostProcess.name}`\r\n );\r\n }\r\n for (const targetRenderer of targetRenderers) {\r\n const thicknessRT = targetRenderer._thicknessRenderTarget?.renderTarget;\r\n const thicknessTexture = thicknessRT?.texture;\r\n if (thicknessRT && thicknessTexture) {\r\n const key = thicknessTexture.width + \"_\" + thicknessTexture.height;\r\n let copyDepthTexture = copyDepthTextures[key];\r\n if (!copyDepthTexture) {\r\n copyDepthTexture = copyDepthTextures[key] = new FluidRenderingDepthTextureCopy(this._engine, thicknessTexture.width, thicknessTexture.height);\r\n }\r\n copyDepthTexture.depthRTWrapper._shareDepth(thicknessRT);\r\n }\r\n }\r\n });\r\n }\r\n\r\n // Dispose the CopyDepthTexture instances that we don't need anymore\r\n iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n\r\n const copyDepthTextures = list[1];\r\n\r\n const list2 = cameras.get(camera);\r\n if (!list2) {\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n } else {\r\n for (const key in copyDepthTextures) {\r\n if (!list2[1][key]) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._cameras.clear();\r\n this._cameras = cameras;\r\n\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n private _setParticleSizeForRenderTargets(): void {\r\n const particleSizes = new Map<FluidRenderingTargetRenderer, number>();\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n let curSize = particleSizes.get(renderingObject.targetRenderer);\r\n if (curSize === undefined) {\r\n curSize = 0;\r\n }\r\n particleSizes.set(renderingObject.targetRenderer, Math.max(curSize, renderingObject.object.particleSize));\r\n }\r\n\r\n particleSizes.forEach((particleSize, targetRenderer) => {\r\n if (targetRenderer._depthRenderTarget) {\r\n targetRenderer._depthRenderTarget.particleSize = particleSize;\r\n }\r\n });\r\n }\r\n\r\n private _setUseVelocityForRenderObject(): void {\r\n for (const renderingObject of this.renderObjects) {\r\n renderingObject.object.useVelocity = renderingObject.targetRenderer.useVelocity;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _prepareRendering(): void {\r\n for (const renderer of this.targetRenderers) {\r\n if (renderer.needInitialization) {\r\n this._initialize();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(forCamera?: Camera): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!forCamera || this.targetRenderers[i].camera === forCamera) {\r\n this.targetRenderers[i]._clearTargets();\r\n }\r\n }\r\n\r\n const iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n if (forCamera && camera !== forCamera) {\r\n continue;\r\n }\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const sourceCopyDepth = firstPostProcess.inputTexture?.depthStencilTexture;\r\n if (sourceCopyDepth) {\r\n const [targetRenderers, copyDepthTextures] = list;\r\n for (const targetRenderer of targetRenderers) {\r\n targetRenderer._bgDepthTexture = sourceCopyDepth;\r\n }\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].copy(sourceCopyDepth);\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n if (!forCamera || renderingObject.targetRenderer.camera === forCamera) {\r\n renderingObject.targetRenderer._render(renderingObject.object);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of all the ressources used by the class\r\n */\r\n public dispose(): void {\r\n this._engine.onResizeObservable.remove(this._onEngineResizeObserver);\r\n this._onEngineResizeObserver = null;\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n this.renderObjects[i].object.dispose();\r\n }\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n this._cameras.forEach((list) => {\r\n const copyDepthTextures = list[1];\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n });\r\n\r\n (this.renderObjects as Array<IFluidRenderingRenderObject>) = [];\r\n (this.targetRenderers as FluidRenderingTargetRenderer[]) = [];\r\n this._cameras.clear();\r\n }\r\n}\r\n"]}
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1
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+
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{ Scene } from \"core/scene\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { ISceneComponent } from \"core/sceneComponent\";\r\nimport { SceneComponentConstants } from \"core/sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"core/Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Buffer } from \"core/Buffers/buffer\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingObjectParticleSystem } from \"./fluidRenderingObjectParticleSystem\";\r\nimport { FluidRenderingTargetRenderer } from \"./fluidRenderingTargetRenderer\";\r\nimport { FluidRenderingObjectCustomParticles } from \"./fluidRenderingObjectCustomParticles\";\r\nimport { FluidRenderingDepthTextureCopy } from \"./fluidRenderingDepthTextureCopy\";\r\n\r\nimport \"../../Shaders/fluidRenderingParticleDepth.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDepth.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.fragment\";\r\nimport \"../../Shaders/fluidRenderingBilateralBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingStandardBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingRender.fragment\";\r\n\r\ndeclare module \"../../abstractScene\" {\r\n export interface AbstractScene {\r\n /** @internal (Backing field) */\r\n _fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Gets or Sets the fluid renderer associated to the scene.\r\n */\r\n fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Enables the fluid renderer and associates it with the scene\r\n * @returns the FluidRenderer\r\n */\r\n enableFluidRenderer(): Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Disables the fluid renderer associated with the scene\r\n */\r\n disableFluidRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"fluidRenderer\", {\r\n get: function (this: Scene) {\r\n return this._fluidRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<FluidRenderer>) {\r\n this._fluidRenderer = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableFluidRenderer = function (): Nullable<FluidRenderer> {\r\n if (this._fluidRenderer) {\r\n return this._fluidRenderer;\r\n }\r\n\r\n this._fluidRenderer = new FluidRenderer(this);\r\n\r\n return this._fluidRenderer;\r\n};\r\n\r\nScene.prototype.disableFluidRenderer = function (): void {\r\n this._fluidRenderer?.dispose();\r\n this._fluidRenderer = null;\r\n};\r\n\r\ntype CameraMapForFluidRendering = [Array<FluidRenderingTargetRenderer>, { [key: string]: FluidRenderingDepthTextureCopy }];\r\n\r\nfunction IsParticleSystemObject(obj: FluidRenderingObject): obj is FluidRenderingObjectParticleSystem {\r\n return !!(obj as FluidRenderingObjectParticleSystem).particleSystem;\r\n}\r\n\r\nfunction IsCustomParticlesObject(obj: FluidRenderingObject): obj is FluidRenderingObjectCustomParticles {\r\n return !!(obj as FluidRenderingObjectCustomParticles).addBuffers;\r\n}\r\n\r\n/**\r\n * Defines the fluid renderer scene component responsible to render objects as fluids\r\n */\r\nexport class FluidRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_FLUIDRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_FLUIDRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_FLUIDRENDERER, this, this._afterCameraDraw);\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(_renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n this.scene.fluidRenderer?._prepareRendering();\r\n }\r\n\r\n private _afterCameraDraw(camera: Camera) {\r\n this.scene.fluidRenderer?._render(camera);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const fluidRenderer = this.scene.fluidRenderer;\r\n if (!fluidRenderer) {\r\n return;\r\n }\r\n\r\n const buffers = new Set<Buffer>();\r\n for (let i = 0; i < fluidRenderer.renderObjects.length; ++i) {\r\n const obj = fluidRenderer.renderObjects[i].object;\r\n if (IsCustomParticlesObject(obj)) {\r\n const vbuffers = obj.vertexBuffers;\r\n for (const name in vbuffers) {\r\n buffers.add(vbuffers[name].getWrapperBuffer());\r\n }\r\n }\r\n }\r\n\r\n buffers.forEach((buffer) => {\r\n buffer._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.disableFluidRenderer();\r\n }\r\n}\r\n\r\n/**\r\n * An object rendered as a fluid.\r\n * It consists of the object itself as well as the render target renderer (which is used to generate the textures (render target) needed for fluid rendering)\r\n */\r\nexport interface IFluidRenderingRenderObject {\r\n /** object rendered as a fluid */\r\n object: FluidRenderingObject;\r\n /** target renderer used to render the fluid object */\r\n targetRenderer: FluidRenderingTargetRenderer;\r\n}\r\n\r\n/**\r\n * Class responsible for fluid rendering.\r\n * It is implementing the method described in https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf\r\n */\r\nexport class FluidRenderer {\r\n /** @internal */\r\n public static _SceneComponentInitialization(scene: Scene) {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_FLUIDRENDERER) as FluidRendererSceneComponent;\r\n if (!component) {\r\n component = new FluidRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _onEngineResizeObserver: Nullable<Observer<Engine>>;\r\n private _cameras: Map<Camera, CameraMapForFluidRendering>;\r\n\r\n /** Retrieves all the render objects managed by the class */\r\n public readonly renderObjects: Array<IFluidRenderingRenderObject>;\r\n\r\n /** Retrieves all the render target renderers managed by the class */\r\n public readonly targetRenderers: FluidRenderingTargetRenderer[];\r\n\r\n /**\r\n * Initializes the class\r\n * @param scene Scene in which the objects are part of\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._onEngineResizeObserver = null;\r\n this.renderObjects = [];\r\n this.targetRenderers = [];\r\n this._cameras = new Map();\r\n\r\n FluidRenderer._SceneComponentInitialization(this._scene);\r\n\r\n this._onEngineResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._initialize();\r\n });\r\n }\r\n\r\n /**\r\n * Reinitializes the class\r\n * Can be used if you change the object priority (FluidRenderingObject.priority), to make sure the objects are rendered in the right order\r\n */\r\n public recreate(): void {\r\n this._sortRenderingObjects();\r\n this._initialize();\r\n }\r\n\r\n /**\r\n * Gets the render object corresponding to a particle system (null if the particle system is not rendered as a fluid)\r\n * @param ps The particle system\r\n * @returns the render object corresponding to this particle system if any, otherwise null\r\n */\r\n public getRenderObjectFromParticleSystem(ps: IParticleSystem): Nullable<IFluidRenderingRenderObject> {\r\n const index = this._getParticleSystemIndex(ps);\r\n return index !== -1 ? this.renderObjects[index] : null;\r\n }\r\n\r\n /**\r\n * Adds a particle system to the fluid renderer.\r\n * @param ps particle system\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from the particle system and use it as part of the fluid rendering (default: false)\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the particle system\r\n */\r\n public addParticleSystem(ps: IParticleSystem, generateDiffuseTexture?: boolean, targetRenderer?: FluidRenderingTargetRenderer, camera?: Camera): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectParticleSystem(this._scene, ps);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Adds a custom particle set to the fluid renderer.\r\n * @param buffers The list of buffers (should contain at least a \"position\" buffer!)\r\n * @param numParticles Number of particles in each buffer\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from buffers and use it as part of the fluid rendering (default: false). For the texture to be generated correctly, you need a \"color\" buffer in the set!\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the custom particle set\r\n */\r\n public addCustomParticles(\r\n buffers: { [key: string]: FloatArray },\r\n numParticles: number,\r\n generateDiffuseTexture?: boolean,\r\n targetRenderer?: FluidRenderingTargetRenderer,\r\n camera?: Camera\r\n ): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Removes a render object from the fluid renderer\r\n * @param renderObject the render object to remove\r\n * @param removeUnusedTargetRenderer True to remove/dispose of the target renderer if it's not used anymore (default: true)\r\n * @returns True if the render object has been found and released, else false\r\n */\r\n public removeRenderObject(renderObject: IFluidRenderingRenderObject, removeUnusedTargetRenderer = true): boolean {\r\n const index = this.renderObjects.indexOf(renderObject);\r\n if (index === -1) {\r\n return false;\r\n }\r\n\r\n renderObject.object.dispose();\r\n\r\n this.renderObjects.splice(index, 1);\r\n\r\n if (removeUnusedTargetRenderer && this._removeUnusedTargetRenderers()) {\r\n this._initialize();\r\n } else {\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _sortRenderingObjects(): void {\r\n this.renderObjects.sort((a, b) => {\r\n return a.object.priority < b.object.priority ? -1 : a.object.priority > b.object.priority ? 1 : 0;\r\n });\r\n }\r\n\r\n private _removeUnusedTargetRenderers(): boolean {\r\n const indexes: { [id: number]: boolean } = {};\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const targetRenderer = this.renderObjects[i].targetRenderer;\r\n indexes[this.targetRenderers.indexOf(targetRenderer)] = true;\r\n }\r\n\r\n let removed = false;\r\n const newList: Array<FluidRenderingTargetRenderer> = [];\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!indexes[i]) {\r\n this.targetRenderers[i].dispose();\r\n removed = true;\r\n } else {\r\n newList.push(this.targetRenderers[i]);\r\n }\r\n }\r\n\r\n if (removed) {\r\n this.targetRenderers.length = 0;\r\n this.targetRenderers.push(...newList);\r\n }\r\n\r\n return removed;\r\n }\r\n\r\n private _getParticleSystemIndex(ps: IParticleSystem): number {\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const obj = this.renderObjects[i].object;\r\n if (IsParticleSystemObject(obj) && obj.particleSystem === ps) {\r\n return i;\r\n }\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n private _initialize(): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n const cameras: Map<Camera, CameraMapForFluidRendering> = new Map();\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n const targetRenderer = this.targetRenderers[i];\r\n\r\n targetRenderer._initialize();\r\n\r\n if (targetRenderer.camera && targetRenderer._renderPostProcess) {\r\n let list = cameras.get(targetRenderer.camera);\r\n if (!list) {\r\n list = [[], {}];\r\n cameras.set(targetRenderer.camera, list);\r\n }\r\n list[0].push(targetRenderer);\r\n targetRenderer.camera.attachPostProcess(targetRenderer._renderPostProcess, i);\r\n }\r\n }\r\n\r\n let iterator = cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = cameras.get(camera)!;\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const [targetRenderers, copyDepthTextures] = list;\r\n\r\n firstPostProcess.onSizeChangedObservable.add(() => {\r\n if (!firstPostProcess.inputTexture.depthStencilTexture) {\r\n firstPostProcess.inputTexture.createDepthStencilTexture(\r\n 0,\r\n true,\r\n this._engine.isStencilEnable,\r\n targetRenderers[0].samples,\r\n this._engine.isStencilEnable ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n `PostProcessRTTDepthStencil-${firstPostProcess.name}`\r\n );\r\n }\r\n for (const targetRenderer of targetRenderers) {\r\n const thicknessRT = targetRenderer._thicknessRenderTarget?.renderTarget;\r\n const thicknessTexture = thicknessRT?.texture;\r\n if (thicknessRT && thicknessTexture) {\r\n const key = thicknessTexture.width + \"_\" + thicknessTexture.height;\r\n let copyDepthTexture = copyDepthTextures[key];\r\n if (!copyDepthTexture) {\r\n copyDepthTexture = copyDepthTextures[key] = new FluidRenderingDepthTextureCopy(this._engine, thicknessTexture.width, thicknessTexture.height);\r\n }\r\n copyDepthTexture.depthRTWrapper.shareDepth(thicknessRT);\r\n }\r\n }\r\n });\r\n }\r\n\r\n // Dispose the CopyDepthTexture instances that we don't need anymore\r\n iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n\r\n const copyDepthTextures = list[1];\r\n\r\n const list2 = cameras.get(camera);\r\n if (!list2) {\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n } else {\r\n for (const key in copyDepthTextures) {\r\n if (!list2[1][key]) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._cameras.clear();\r\n this._cameras = cameras;\r\n\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n private _setParticleSizeForRenderTargets(): void {\r\n const particleSizes = new Map<FluidRenderingTargetRenderer, number>();\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n let curSize = particleSizes.get(renderingObject.targetRenderer);\r\n if (curSize === undefined) {\r\n curSize = 0;\r\n }\r\n particleSizes.set(renderingObject.targetRenderer, Math.max(curSize, renderingObject.object.particleSize));\r\n }\r\n\r\n particleSizes.forEach((particleSize, targetRenderer) => {\r\n if (targetRenderer._depthRenderTarget) {\r\n targetRenderer._depthRenderTarget.particleSize = particleSize;\r\n }\r\n });\r\n }\r\n\r\n private _setUseVelocityForRenderObject(): void {\r\n for (const renderingObject of this.renderObjects) {\r\n renderingObject.object.useVelocity = renderingObject.targetRenderer.useVelocity;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _prepareRendering(): void {\r\n for (const renderer of this.targetRenderers) {\r\n if (renderer.needInitialization) {\r\n this._initialize();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(forCamera?: Camera): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!forCamera || this.targetRenderers[i].camera === forCamera) {\r\n this.targetRenderers[i]._clearTargets();\r\n }\r\n }\r\n\r\n const iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n if (forCamera && camera !== forCamera) {\r\n continue;\r\n }\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const sourceCopyDepth = firstPostProcess.inputTexture?.depthStencilTexture;\r\n if (sourceCopyDepth) {\r\n const [targetRenderers, copyDepthTextures] = list;\r\n for (const targetRenderer of targetRenderers) {\r\n targetRenderer._bgDepthTexture = sourceCopyDepth;\r\n }\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].copy(sourceCopyDepth);\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n if (!forCamera || renderingObject.targetRenderer.camera === forCamera) {\r\n renderingObject.targetRenderer._render(renderingObject.object);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of all the ressources used by the class\r\n */\r\n public dispose(): void {\r\n this._engine.onResizeObservable.remove(this._onEngineResizeObserver);\r\n this._onEngineResizeObserver = null;\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n this.renderObjects[i].object.dispose();\r\n }\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n this._cameras.forEach((list) => {\r\n const copyDepthTextures = list[1];\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n });\r\n\r\n (this.renderObjects as Array<IFluidRenderingRenderObject>) = [];\r\n (this.targetRenderers as FluidRenderingTargetRenderer[]) = [];\r\n this._cameras.clear();\r\n }\r\n}\r\n"]}
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@@ -111,12 +111,8 @@ outParams.clearCoatMapData=clearCoatMapData;
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#endif
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#endif
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#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)
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#ifdef CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL
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clearCoatRoughness*=clearCoatMapData.y;
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#else
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clearCoatRoughness*=clearCoatMapRoughnessData.y;
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#endif
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#endif
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outParams.clearCoatIntensity=clearCoatIntensity;outParams.clearCoatRoughness=clearCoatRoughness;
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#ifdef CLEARCOAT_TINT
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vec3 clearCoatColor=vClearCoatTintParams.rgb;float clearCoatThickness=vClearCoatTintParams.a;
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@@ -1 +1 @@
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{"version":3,"file":"pbrBlockClearcoat.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockClearcoat.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG
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+
{"version":3,"file":"pbrBlockClearcoat.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockClearcoat.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmPd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockClearcoat\";\nconst shader = `struct clearcoatOutParams\n{vec3 specularEnvironmentR0;float conservationFactor;vec3 clearCoatNormalW;vec2 clearCoatAARoughnessFactors;float clearCoatIntensity;float clearCoatRoughness;\n#ifdef REFLECTION\nvec3 finalClearCoatRadianceScaled;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 absorption;float clearCoatNdotVRefract;vec3 clearCoatColor;float clearCoatThickness;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nvec3 energyConservationFactorClearCoat;\n#endif\n#if DEBUGMODE>0\n#ifdef CLEARCOAT_BUMP\nmat3 TBNClearCoat;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData;\n#endif\n#ifdef REFLECTION\nvec4 environmentClearCoatRadiance;vec3 clearCoatEnvironmentReflectance;\n#endif\nfloat clearCoatNdotV;\n#endif\n};\n#ifdef CLEARCOAT\n#define pbr_inline\n#define inline\nvoid clearcoatBlock(\nin vec3 vPositionW,\nin vec3 geometricNormalW,\nin vec3 viewDirectionW,\nin vec2 vClearCoatParams,\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 clearCoatMapRoughnessData,\n#endif\nin vec3 specularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nin vec4 vClearCoatTintParams,\nin float clearCoatColorAtDistance,\nin vec4 vClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nin vec4 clearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nin vec2 vClearCoatBumpInfos,\nin vec4 clearCoatBumpMapData,\nin vec2 vClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nin mat3 vTBN,\n#else\nin vec2 vClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nin mat4 normalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nin vec3 faceNormal,\n#endif\n#ifdef REFLECTION\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\nin vec4 vLightingIntensity,\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\n#else\nin sampler2D reflectionSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nin float ambientMonochrome,\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\nin float frontFacingMultiplier,\n#endif\nout clearcoatOutParams outParams\n)\n{float clearCoatIntensity=vClearCoatParams.x;float clearCoatRoughness=vClearCoatParams.y;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#ifdef CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\nclearCoatRoughness*=clearCoatMapData.y;\n#endif\n#if DEBUGMODE>0\noutParams.clearCoatMapData=clearCoatMapData;\n#endif\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatRoughness*=clearCoatMapRoughnessData.y;\n#endif\noutParams.clearCoatIntensity=clearCoatIntensity;outParams.clearCoatRoughness=clearCoatRoughness;\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatColor=vClearCoatTintParams.rgb;float clearCoatThickness=vClearCoatTintParams.a;\n#ifdef CLEARCOAT_TINT_TEXTURE\n#ifdef CLEARCOAT_TINT_GAMMATEXTURE\nclearCoatColor*=toLinearSpace(clearCoatTintMapData.rgb);\n#else\nclearCoatColor*=clearCoatTintMapData.rgb;\n#endif\nclearCoatThickness*=clearCoatTintMapData.a;\n#if DEBUGMODE>0\noutParams.clearCoatTintMapData=clearCoatTintMapData;\n#endif\n#endif\noutParams.clearCoatColor=computeColorAtDistanceInMedia(clearCoatColor,clearCoatColorAtDistance);outParams.clearCoatThickness=clearCoatThickness;\n#endif\n#ifdef CLEARCOAT_REMAP_F0\nvec3 specularEnvironmentR0Updated=getR0RemappedForClearCoat(specularEnvironmentR0);\n#else\nvec3 specularEnvironmentR0Updated=specularEnvironmentR0;\n#endif\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,specularEnvironmentR0Updated,clearCoatIntensity);vec3 clearCoatNormalW=geometricNormalW;\n#ifdef CLEARCOAT_BUMP\n#ifdef NORMALXYSCALE\nfloat clearCoatNormalScale=1.0;\n#else\nfloat clearCoatNormalScale=vClearCoatBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBNClearCoat=vTBN;\n#else\nvec2 TBNClearCoatUV=vClearCoatBumpUV*frontFacingMultiplier;mat3 TBNClearCoat=cotangent_frame(clearCoatNormalW*clearCoatNormalScale,vPositionW,TBNClearCoatUV,vClearCoatTangentSpaceParams);\n#endif\n#if DEBUGMODE>0\noutParams.TBNClearCoat=TBNClearCoat;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nclearCoatNormalW=normalize(clearCoatBumpMapData.xyz *2.0-1.0);clearCoatNormalW=normalize(mat3(normalMatrix)*clearCoatNormalW);\n#else\nclearCoatNormalW=perturbNormal(TBNClearCoat,clearCoatBumpMapData.xyz,vClearCoatBumpInfos.y);\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nclearCoatNormalW*=sign(dot(clearCoatNormalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nclearCoatNormalW=clearCoatNormalW*frontFacingMultiplier;\n#endif\noutParams.clearCoatNormalW=clearCoatNormalW;outParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);float clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);float clearCoatNdotV=absEps(clearCoatNdotVUnclamped);\n#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatVRefract=refract(-viewDirectionW,clearCoatNormalW,vClearCoatRefractionParams.y);outParams.clearCoatNdotVRefract=absEps(dot(clearCoatNormalW,clearCoatVRefract));\n#endif\n#if defined(ENVIRONMENTBRDF) && (!defined(REFLECTIONMAP_SKYBOX) || defined(MS_BRDF_ENERGY_CONSERVATION))\nvec3 environmentClearCoatBrdf=getBRDFLookup(clearCoatNdotV,clearCoatRoughness);\n#endif\n#if defined(REFLECTION)\nfloat clearCoatAlphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\n#ifdef SPECULARAA\nclearCoatAlphaG+=outParams.clearCoatAARoughnessFactors.y;\n#endif\nvec4 environmentClearCoatRadiance=vec4(0.,0.,0.,0.);vec3 clearCoatReflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),clearCoatNormalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nclearCoatReflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 clearCoatReflectionCoords=clearCoatReflectionVector;\n#else\nvec2 clearCoatReflectionCoords=clearCoatReflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nclearCoatReflectionCoords/=clearCoatReflectionVector.z;\n#endif\nclearCoatReflectionCoords.y=1.0-clearCoatReflectionCoords.y;\n#endif\nsampleReflectionTexture(\nclearCoatAlphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nclearCoatNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nclearCoatRoughness,\n#endif\nreflectionSampler,\nclearCoatReflectionCoords,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentClearCoatRadiance\n);\n#if DEBUGMODE>0\noutParams.environmentClearCoatRadiance=environmentClearCoatRadiance;\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);clearCoatEnvironmentReflectance*=clearCoatEho;\n#endif\n#endif\n#endif\n#else\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(clearCoatNdotV,vec3(1.),vec3(1.),sqrt(1.-clearCoatRoughness));\n#endif\nclearCoatEnvironmentReflectance*=clearCoatIntensity;\n#if DEBUGMODE>0\noutParams.clearCoatEnvironmentReflectance=clearCoatEnvironmentReflectance;\n#endif\noutParams.finalClearCoatRadianceScaled=\nenvironmentClearCoatRadiance.rgb *\nclearCoatEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(CLEARCOAT_TINT)\noutParams.absorption=computeClearCoatAbsorption(outParams.clearCoatNdotVRefract,outParams.clearCoatNdotVRefract,outParams.clearCoatColor,clearCoatThickness,clearCoatIntensity);\n#endif\nfloat fresnelIBLClearCoat=fresnelSchlickGGX(clearCoatNdotV,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnelIBLClearCoat*=clearCoatIntensity;outParams.conservationFactor=(1.-fresnelIBLClearCoat);\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockClearcoat = { name, shader };\n"]}
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@@ -27,9 +27,6 @@ out iridescenceOutParams outParams
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{float iridescenceIntensity=vIridescenceParams.x;float iridescenceIOR=vIridescenceParams.y;float iridescenceThicknessMin=vIridescenceParams.z;float iridescenceThicknessMax=vIridescenceParams.w;float iridescenceThicknessWeight=1.;
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#ifdef IRIDESCENCE_TEXTURE
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iridescenceIntensity*=iridescenceMapData.x;
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#ifdef IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE
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iridescenceThicknessWeight=iridescenceMapData.g;
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#endif
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#endif
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#if defined(IRIDESCENCE_THICKNESS_TEXTURE)
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iridescenceThicknessWeight=iridescenceThicknessMapData.g;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pbrBlockIridescence.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockIridescence.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"pbrBlockIridescence.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockIridescence.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockIridescence\";\nconst shader = `struct iridescenceOutParams\n{float iridescenceIntensity;float iridescenceIOR;float iridescenceThickness;vec3 specularEnvironmentR0;};\n#ifdef IRIDESCENCE\n#define pbr_inline\n#define inline\nvoid iridescenceBlock(\nin vec4 vIridescenceParams,\nin float viewAngle,\nin vec3 specularEnvironmentR0,\n#ifdef IRIDESCENCE_TEXTURE\nin vec2 iridescenceMapData,\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nin vec2 iridescenceThicknessMapData,\n#endif\n#ifdef CLEARCOAT\nin float NdotVUnclamped,\n#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\n#endif\n#endif\nout iridescenceOutParams outParams\n)\n{float iridescenceIntensity=vIridescenceParams.x;float iridescenceIOR=vIridescenceParams.y;float iridescenceThicknessMin=vIridescenceParams.z;float iridescenceThicknessMax=vIridescenceParams.w;float iridescenceThicknessWeight=1.;\n#ifdef IRIDESCENCE_TEXTURE\niridescenceIntensity*=iridescenceMapData.x;\n#endif\n#if defined(IRIDESCENCE_THICKNESS_TEXTURE)\niridescenceThicknessWeight=iridescenceThicknessMapData.g;\n#endif\nfloat iridescenceThickness=mix(iridescenceThicknessMin,iridescenceThicknessMax,iridescenceThicknessWeight);float topIor=1.; \n#ifdef CLEARCOAT\nfloat clearCoatIntensity=vClearCoatParams.x;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#endif\ntopIor=mix(1.0,vClearCoatRefractionParams.w-1.,clearCoatIntensity);viewAngle=sqrt(1.0+square(1.0/topIor)*(square(NdotVUnclamped)-1.0));\n#endif\nvec3 iridescenceFresnel=evalIridescence(topIor,iridescenceIOR,viewAngle,iridescenceThickness,specularEnvironmentR0);outParams.specularEnvironmentR0=mix(specularEnvironmentR0,iridescenceFresnel,iridescenceIntensity);outParams.iridescenceIntensity=iridescenceIntensity;outParams.iridescenceThickness=iridescenceThickness;outParams.iridescenceIOR=iridescenceIOR;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockIridescence = { name, shader };\n"]}
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@@ -28,7 +28,7 @@ void sheenBlock(
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in vec4 vSheenColor,
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#ifdef SHEEN_ROUGHNESS
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in float vSheenRoughness,
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#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(
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#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)
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in vec4 sheenMapRoughnessData,
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#endif
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#endif
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@@ -109,12 +109,8 @@ float sheenRoughness=vSheenRoughness;
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sheenRoughness*=sheenMapData.a;
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#endif
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#elif defined(SHEEN_TEXTURE_ROUGHNESS)
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#ifdef SHEEN_TEXTURE_ROUGHNESS_IDENTICAL
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sheenRoughness*=sheenMapData.a;
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#else
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sheenRoughness*=sheenMapRoughnessData.a;
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#endif
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#endif
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#else
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float sheenRoughness=roughness;
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#ifdef SHEEN_TEXTURE
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@@ -1 +1 @@
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-
{"version":3,"file":"pbrBlockSheen.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockSheen.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"pbrBlockSheen.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockSheen.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkLd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockSheen\";\nconst shader = `#ifdef SHEEN\nstruct sheenOutParams\n{float sheenIntensity;vec3 sheenColor;float sheenRoughness;\n#ifdef SHEEN_LINKWITHALBEDO\nvec3 surfaceAlbedo;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfloat sheenAlbedoScaling;\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nvec3 finalSheenRadianceScaled;\n#endif\n#if DEBUGMODE>0\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData;\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nvec3 sheenEnvironmentReflectance;\n#endif\n#endif\n};\n#define pbr_inline\n#define inline\nvoid sheenBlock(\nin vec4 vSheenColor,\n#ifdef SHEEN_ROUGHNESS\nin float vSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 sheenMapRoughnessData,\n#endif\n#endif\nin float roughness,\n#ifdef SHEEN_TEXTURE\nin vec4 sheenMapData,\nin float sheenMapLevel,\n#endif\nin float reflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nin vec3 baseColor,\nin vec3 surfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nin float NdotV,\nin vec3 environmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nin vec2 AARoughnessFactors,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\nin vec4 vLightingIntensity,\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\nin vec3 reflectionCoords,\n#else\nin sampler2D reflectionSampler,\nin vec2 reflectionCoords,\n#endif\nin float NdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nin float seo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nin float eho,\n#endif\n#endif\nout sheenOutParams outParams\n)\n{float sheenIntensity=vSheenColor.a;\n#ifdef SHEEN_TEXTURE\n#if DEBUGMODE>0\noutParams.sheenMapData=sheenMapData;\n#endif\n#endif\n#ifdef SHEEN_LINKWITHALBEDO\nfloat sheenFactor=pow5(1.0-sheenIntensity);vec3 sheenColor=baseColor.rgb*(1.0-sheenFactor);float sheenRoughness=sheenIntensity;outParams.surfaceAlbedo=surfaceAlbedo*sheenFactor;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#else\nvec3 sheenColor=vSheenColor.rgb;\n#ifdef SHEEN_TEXTURE\n#ifdef SHEEN_GAMMATEXTURE\nsheenColor.rgb*=toLinearSpace(sheenMapData.rgb);\n#else\nsheenColor.rgb*=sheenMapData.rgb;\n#endif\nsheenColor.rgb*=sheenMapLevel;\n#endif\n#ifdef SHEEN_ROUGHNESS\nfloat sheenRoughness=vSheenRoughness;\n#ifdef SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE\n#if defined(SHEEN_TEXTURE)\nsheenRoughness*=sheenMapData.a;\n#endif\n#elif defined(SHEEN_TEXTURE_ROUGHNESS)\nsheenRoughness*=sheenMapRoughnessData.a;\n#endif\n#else\nfloat sheenRoughness=roughness;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#endif\n#if !defined(SHEEN_ALBEDOSCALING)\nsheenIntensity*=(1.-reflectance);\n#endif\nsheenColor*=sheenIntensity;\n#endif\n#ifdef ENVIRONMENTBRDF\n/*#ifdef SHEEN_SOFTER\nvec3 environmentSheenBrdf=vec3(0.,0.,getBRDFLookupCharlieSheen(NdotV,sheenRoughness));\n#else*/\n#ifdef SHEEN_ROUGHNESS\nvec3 environmentSheenBrdf=getBRDFLookup(NdotV,sheenRoughness);\n#else\nvec3 environmentSheenBrdf=environmentBrdf;\n#endif\n/*#endif*/\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nfloat sheenAlphaG=convertRoughnessToAverageSlope(sheenRoughness);\n#ifdef SPECULARAA\nsheenAlphaG+=AARoughnessFactors.y;\n#endif\nvec4 environmentSheenRadiance=vec4(0.,0.,0.,0.);sampleReflectionTexture(\nsheenAlphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nsheenRoughness,\n#endif\nreflectionSampler,\nreflectionCoords,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentSheenRadiance\n);vec3 sheenEnvironmentReflectance=getSheenReflectanceFromBRDFLookup(sheenColor,environmentSheenBrdf);\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nsheenEnvironmentReflectance*=seo;\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nsheenEnvironmentReflectance*=eho;\n#endif\n#if DEBUGMODE>0\noutParams.sheenEnvironmentReflectance=sheenEnvironmentReflectance;\n#endif\noutParams.finalSheenRadianceScaled=\nenvironmentSheenRadiance.rgb *\nsheenEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\noutParams.sheenAlbedoScaling=1.0-sheenIntensity*max(max(sheenColor.r,sheenColor.g),sheenColor.b)*environmentSheenBrdf.b;\n#endif\noutParams.sheenIntensity=sheenIntensity;outParams.sheenColor=sheenColor;outParams.sheenRoughness=sheenRoughness;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockSheen = { name, shader };\n"]}
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@@ -16,7 +16,7 @@ const shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYIN
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#ifdef CLEARCOAT
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#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)
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#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
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#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)
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+
#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)
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uniform sampler2D clearCoatRoughnessSampler;
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#endif
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#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)
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@@ -29,7 +29,7 @@ uniform sampler2D clearCoatRoughnessSampler;
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#ifdef SHEEN
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#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)
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#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
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#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)
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#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)
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uniform sampler2D sheenRoughnessSampler;
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#endif
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#endif
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