@babylonjs/core 7.15.1 → 7.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +6 -0
- package/Collisions/gpuPicker.js +47 -20
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +3 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +19 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinEngine.js +4 -3
- package/Engines/thinEngine.js.map +1 -1
- package/Layers/effectLayer.js +9 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +13 -5
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +2 -0
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +36 -8
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +15 -9
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +2 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +6 -2
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +27 -3
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/rawTexture.d.ts +5 -0
- package/Materials/Textures/rawTexture.js +13 -0
- package/Materials/Textures/rawTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +1 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Meshes/Node/Blocks/randomBlock.d.ts +3 -1
- package/Meshes/Node/Blocks/randomBlock.js +6 -0
- package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +13 -1
- package/Meshes/abstractMesh.js +37 -4
- package/Meshes/abstractMesh.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/packingFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/packingFunctions.js +12 -0
- package/ShadersWGSL/ShadersInclude/packingFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +36 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +33 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -0
- package/package.json +1 -1
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "packingFunctions";
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const shader = `fn pack(depth: f32)->vec4f
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{const bit_shift: vec4f= vec4f(255.0*255.0*255.0,255.0*255.0,255.0,1.0);const bit_mask: vec4f= vec4f(0.0,1.0/255.0,1.0/255.0,1.0/255.0);var res: vec4f=fract(depth*bit_shift);res-=res.xxyz*bit_mask;return res;}
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fn unpack(color: vec4f)->f32
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{const bit_shift: vec4f= vec4f(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const packingFunctions = { name, shader };
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//# sourceMappingURL=packingFunctions.js.map
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{"version":3,"file":"packingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/packingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;sHAGuG,CAAC;AACvH,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"packingFunctions\";\nconst shader = `fn pack(depth: f32)->vec4f\n{const bit_shift: vec4f= vec4f(255.0*255.0*255.0,255.0*255.0,255.0,1.0);const bit_mask: vec4f= vec4f(0.0,1.0/255.0,1.0/255.0,1.0/255.0);var res: vec4f=fract(depth*bit_shift);res-=res.xxyz*bit_mask;return res;}\nfn unpack(color: vec4f)->f32\n{const bit_shift: vec4f= vec4f(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const packingFunctions = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "shadowMapFragment";
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const shader = `var depthSM: f32=vDepthMetricSM;
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#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
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#if SM_USEDISTANCE==1
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depthSM=(length(vPositionWSM-uniforms.lightDataSM)+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
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#else
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#ifdef USE_REVERSE_DEPTHBUFFER
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depthSM=(-zSM+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
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#else
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depthSM=(zSM+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
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#endif
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#endif
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#ifdef USE_REVERSE_DEPTHBUFFER
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fragmentOutputs.fragDepth=clamp(1.0-depthSM,0.0,1.0);
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#else
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fragmentOutputs.fragDepth=clamp(depthSM,0.0,1.0);
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#endif
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#elif SM_USEDISTANCE==1
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depthSM=(length(vPositionWSM-uniforms.lightDataSM)+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
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#endif
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#if SM_ESM==1
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depthSM=clamp(exp(-min(87.,uniforms.biasAndScaleSM.z*depthSM)),0.,1.);
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#endif
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#if SM_FLOAT==1
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fragmentOutputs.color= vec4f(depthSM,1.0,1.0,1.0);
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#else
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fragmentOutputs.color=pack(depthSM);
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const shadowMapFragment = { name, shader };
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//# sourceMappingURL=shadowMapFragment.js.map
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{"version":3,"file":"shadowMapFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/shadowMapFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"shadowMapFragment\";\nconst shader = `var depthSM: f32=vDepthMetricSM;\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\n#if SM_USEDISTANCE==1\ndepthSM=(length(vPositionWSM-uniforms.lightDataSM)+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\ndepthSM=(-zSM+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;\n#else\ndepthSM=(zSM+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;\n#endif\n#endif\n#ifdef USE_REVERSE_DEPTHBUFFER\nfragmentOutputs.fragDepth=clamp(1.0-depthSM,0.0,1.0);\n#else\nfragmentOutputs.fragDepth=clamp(depthSM,0.0,1.0); \n#endif\n#elif SM_USEDISTANCE==1\ndepthSM=(length(vPositionWSM-uniforms.lightDataSM)+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;\n#endif\n#if SM_ESM==1\ndepthSM=clamp(exp(-min(87.,uniforms.biasAndScaleSM.z*depthSM)),0.,1.);\n#endif\n#if SM_FLOAT==1\nfragmentOutputs.color= vec4f(depthSM,1.0,1.0,1.0);\n#else\nfragmentOutputs.color=pack(depthSM);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowMapFragment = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "shadowMapVertexMetric";
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const shader = `#if SM_USEDISTANCE==1
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vPositionWSM=worldPos.xyz;
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#endif
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#if SM_DEPTHTEXTURE==1
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#ifdef IS_NDC_HALF_ZRANGE
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#define BIASFACTOR 0.5
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#else
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#define BIASFACTOR 1.0
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#endif
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#ifdef USE_REVERSE_DEPTHBUFFER
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vertexOutputs.position.z-=uniforms.biasAndScaleSM.x*vertexOutputs.position.w*BIASFACTOR;
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#else
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vertexOutputs.position.z+=uniforms.biasAndScaleSM.x*vertexOutputs.position.w*BIASFACTOR;
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#endif
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#endif
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#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
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zSM=vertexOutputs.position.z;vertexOutputs.position.z=0.0;
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#elif SM_USEDISTANCE==0
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#ifdef USE_REVERSE_DEPTHBUFFER
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vDepthMetricSM=(-vertexOutputs.position.z+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
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#else
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vDepthMetricSM=(vertexOutputs.position.z+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
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#endif
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const shadowMapVertexMetric = { name, shader };
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//# sourceMappingURL=shadowMapVertexMetric.js.map
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{"version":3,"file":"shadowMapVertexMetric.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowMapVertexMetric\";\nconst shader = `#if SM_USEDISTANCE==1\nvPositionWSM=worldPos.xyz;\n#endif\n#if SM_DEPTHTEXTURE==1\n#ifdef IS_NDC_HALF_ZRANGE\n#define BIASFACTOR 0.5\n#else\n#define BIASFACTOR 1.0\n#endif\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.position.z-=uniforms.biasAndScaleSM.x*vertexOutputs.position.w*BIASFACTOR;\n#else\nvertexOutputs.position.z+=uniforms.biasAndScaleSM.x*vertexOutputs.position.w*BIASFACTOR;\n#endif\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nzSM=vertexOutputs.position.z;vertexOutputs.position.z=0.0;\n#elif SM_USEDISTANCE==0\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetricSM=(-vertexOutputs.position.z+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;\n#else\nvDepthMetricSM=(vertexOutputs.position.z+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowMapVertexMetric = { name, shader };\n"]}
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