@babylonjs/core 7.17.2 → 7.19.0
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/animatable.d.ts +2 -1
- package/Animations/animatable.js +8 -3
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.d.ts +2 -1
- package/Animations/animationGroup.js +14 -5
- package/Animations/animationGroup.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +1 -0
- package/Collisions/gpuPicker.js +35 -17
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -58
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +26 -75
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +1 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +5 -3
- package/Materials/Background/backgroundMaterial.js +26 -3
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Background/index.d.ts +4 -0
- package/Materials/Background/index.js +6 -0
- package/Materials/Background/index.js.map +1 -1
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -1
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.js +3 -1
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +22 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.d.ts +2 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +14 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +28 -0
- package/Materials/Node/Blocks/Dual/index.js +33 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.d.ts +2 -9
- package/Materials/Node/Blocks/Dual/lightBlock.js +32 -9
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +2 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +14 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +1 -3
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +20 -3
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/index.d.ts +18 -0
- package/Materials/Node/Blocks/Fragment/index.js +22 -0
- package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +2 -3
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +65 -35
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +20 -0
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +8 -7
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -6
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -18
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -12
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +1 -2
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +12 -2
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/index.d.ts +12 -0
- package/Materials/Node/Blocks/Vertex/index.js +15 -0
- package/Materials/Node/Blocks/Vertex/index.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +1 -2
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +22 -2
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +19 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +10 -0
- package/Materials/Node/nodeMaterialBlock.js +13 -0
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/PBR/index.d.ts +4 -0
- package/Materials/PBR/index.js +5 -0
- package/Materials/PBR/index.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +12 -3
- package/Materials/PBR/pbrBaseMaterial.js +62 -20
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +2 -1
- package/Materials/PBR/pbrMaterial.js +3 -2
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/index.d.ts +4 -0
- package/Materials/index.js +6 -0
- package/Materials/index.js.map +1 -1
- package/Materials/material.d.ts +7 -0
- package/Materials/material.js +8 -0
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginManager.js +19 -1
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/standardMaterial.d.ts +9 -3
- package/Materials/standardMaterial.js +30 -3
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.js +2 -2
- package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +1 -0
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.js +1 -1
- package/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +1 -1
- package/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -1
- package/Shaders/shadowMap.fragment.js +6 -3
- package/Shaders/shadowMap.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragment.js +17 -17
- package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +3 -3
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +22 -42
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bumpVertex.js +14 -0
- package/ShadersWGSL/ShadersInclude/bumpVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js +14 -0
- package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/decalFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/decalFragment.js +5 -4
- package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +15 -0
- package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/depthPrePass.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/depthPrePass.js +1 -1
- package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fogFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/fogFragment.js +16 -0
- package/ShadersWGSL/ShadersInclude/fogFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +2 -3
- package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertex.js +2 -2
- package/ShadersWGSL/ShadersInclude/fogVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fresnelFunction.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/fresnelFunction.js +1 -1
- package/ShadersWGSL/ShadersInclude/fresnelFunction.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/harmonicsFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.js +15 -6
- package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -3
- package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +5 -5
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.js +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js +4 -4
- package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +8 -8
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +2 -2
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js +33 -0
- package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +3 -3
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/logDepthFragment.js +12 -0
- package/ShadersWGSL/ShadersInclude/logDepthFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/logDepthVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthVertex.js +2 -2
- package/ShadersWGSL/ShadersInclude/logDepthVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +6 -6
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/oitDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/oitDeclaration.js +13 -0
- package/ShadersWGSL/ShadersInclude/oitDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/oitFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/oitFragment.js +34 -0
- package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/packingFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/packingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/packingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +12 -8
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +5 -6
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +7 -8
- package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +5 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +5 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +3 -3
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +6 -6
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +7 -7
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +4 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +3 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +5 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +4 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js +19 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +6 -6
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSheen.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js +4 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +4 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js +10 -10
- package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +24 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +96 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +3 -3
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js +3 -3
- package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +15 -0
- package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +17 -0
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/prePassVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/prePassVertex.js +42 -0
- package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js +17 -0
- package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/reflectionFunction.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/reflectionFunction.js +12 -10
- package/ShadersWGSL/ShadersInclude/reflectionFunction.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js +26 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js +2 -2
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js +33 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsVertex.js +2 -2
- package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js +10 -0
- package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js +17 -0
- package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/vertexColorMixing.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/vertexColorMixing.js +22 -0
- package/ShadersWGSL/ShadersInclude/vertexColorMixing.js.map +1 -0
- package/ShadersWGSL/background.fragment.d.ts +20 -0
- package/ShadersWGSL/background.fragment.js +225 -0
- package/ShadersWGSL/background.fragment.js.map +1 -0
- package/ShadersWGSL/background.vertex.d.ts +21 -0
- package/ShadersWGSL/background.vertex.js +123 -0
- package/ShadersWGSL/background.vertex.js.map +1 -0
- package/ShadersWGSL/boundingInfo.compute.d.ts +1 -1
- package/ShadersWGSL/boundingInfo.compute.js +1 -1
- package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
- package/ShadersWGSL/clearQuad.fragment.d.ts +1 -1
- package/ShadersWGSL/clearQuad.fragment.js +1 -1
- package/ShadersWGSL/clearQuad.fragment.js.map +1 -1
- package/ShadersWGSL/clearQuad.vertex.d.ts +1 -1
- package/ShadersWGSL/clearQuad.vertex.js +1 -1
- package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
- package/ShadersWGSL/default.fragment.d.ts +31 -0
- package/ShadersWGSL/default.fragment.js +381 -0
- package/ShadersWGSL/default.fragment.js.map +1 -0
- package/ShadersWGSL/default.vertex.d.ts +36 -0
- package/ShadersWGSL/default.vertex.js +169 -0
- package/ShadersWGSL/default.vertex.js.map +1 -0
- package/ShadersWGSL/gpuUpdateParticles.compute.d.ts +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/particles.vertex.d.ts +1 -1
- package/ShadersWGSL/particles.vertex.js +1 -1
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.d.ts +60 -0
- package/ShadersWGSL/pbr.fragment.js +667 -0
- package/ShadersWGSL/pbr.fragment.js.map +1 -0
- package/ShadersWGSL/pbr.vertex.d.ts +36 -0
- package/ShadersWGSL/pbr.vertex.js +232 -0
- package/ShadersWGSL/pbr.vertex.js.map +1 -0
- package/ShadersWGSL/postprocess.vertex.d.ts +1 -1
- package/ShadersWGSL/postprocess.vertex.js +1 -1
- package/ShadersWGSL/postprocess.vertex.js.map +1 -1
- package/package.json +1 -1
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@@ -7,5 +7,5 @@ fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=uniforms.
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name] = shader;
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/** @internal */
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export const
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export const clearQuadPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=clearQuad.fragment.js.map
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{"version":3,"file":"clearQuad.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/clearQuad.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,
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{"version":3,"file":"clearQuad.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/clearQuad.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"clearQuadPixelShader\";\nconst shader = `uniform color: vec4f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=uniforms.color;}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clearQuadPixelShaderWGSL = { name, shader };\n"]}
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@@ -18,5 +18,5 @@ vertexOutputs.position=vec4f(pos[input.vertexIndex],uniforms.depthValue,1.0);
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name] = shader;
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export const
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export const clearQuadVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=clearQuad.vertex.js.map
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{"version":3,"file":"clearQuad.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/clearQuad.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,
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{"version":3,"file":"clearQuad.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/clearQuad.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"clearQuadVertexShader\";\nconst shader = `uniform depthValue: f32;const pos=array(\nvec2f(-1.0,1.0),\nvec2f(1.0,1.0),\nvec2f(-1.0,-1.0),\nvec2f(1.0,-1.0)\n);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.position=vec4f(pos[input.vertexIndex],uniforms.depthValue,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clearQuadVertexShaderWGSL = { name, shader };\n"]}
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import "./ShadersInclude/defaultUboDeclaration";
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import "./ShadersInclude/prePassDeclaration";
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import "./ShadersInclude/oitDeclaration";
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import "./ShadersInclude/mainUVVaryingDeclaration";
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import "./ShadersInclude/helperFunctions";
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import "./ShadersInclude/lightUboDeclaration";
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import "./ShadersInclude/lightsFragmentFunctions";
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import "./ShadersInclude/logDepthFragment";
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import "./ShadersInclude/fogFragment";
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import "./ShadersInclude/oitFragment";
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/** @internal */
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export declare const defaultPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/defaultUboDeclaration.js";
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import "./ShadersInclude/prePassDeclaration.js";
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import "./ShadersInclude/oitDeclaration.js";
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import "./ShadersInclude/mainUVVaryingDeclaration.js";
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import "./ShadersInclude/helperFunctions.js";
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import "./ShadersInclude/lightUboDeclaration.js";
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import "./ShadersInclude/lightsFragmentFunctions.js";
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import "./ShadersInclude/samplerFragmentDeclaration.js";
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const name = "defaultPixelShader";
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const shader = `#include<defaultUboDeclaration>
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#include<prePassDeclaration>[SCENE_MRT_COUNT]
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#include<oitDeclaration>
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#define CUSTOM_FRAGMENT_BEGIN
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varying vPositionW: vec3f;
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#ifdef NORMAL
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varying vNormalW: vec3f;
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#endif
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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varying vColor: vec4f;
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#endif
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#include<mainUVVaryingDeclaration>[1..7]
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#include<helperFunctions>
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#include<lightUboDeclaration>[0..maxSimultaneousLights]
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#include<lightsFragmentFunctions>
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#include<shadowsFragmentFunctions>
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#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
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#ifdef REFRACTION
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#ifdef REFRACTIONMAP_3D
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var refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;
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#else
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var refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;
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#endif
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#endif
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#if defined(SPECULARTERM)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
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#endif
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#include<fresnelFunction>
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#ifdef REFLECTION
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#ifdef REFLECTIONMAP_3D
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var reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;
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#else
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var reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;
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#endif
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#ifdef REFLECTIONMAP_SKYBOX
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varying vPositionUVW: vec3f;
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#else
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#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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varying vDirectionW: vec3f;
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#endif
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#endif
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#include<reflectionFunction>
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#endif
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#include<imageProcessingDeclaration>
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#include<imageProcessingFunctions>
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#include<bumpFragmentMainFunctions>
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#include<bumpFragmentFunctions>
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#include<clipPlaneFragmentDeclaration>
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#include<logDepthDeclaration>
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#include<fogFragmentDeclaration>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {
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#define CUSTOM_FRAGMENT_MAIN_BEGIN
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#include<clipPlaneFragment>
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var viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;
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+
#ifdef NORMAL
|
|
92
|
+
var normalW: vec3f=normalize(fragmentInputs.vNormalW);
|
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93
|
+
#else
|
|
94
|
+
var normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));
|
|
95
|
+
#endif
|
|
96
|
+
#include<bumpFragment>
|
|
97
|
+
#ifdef TWOSIDEDLIGHTING
|
|
98
|
+
normalW=select(-normalW,normalW,fragmentInputs.frontFacing);
|
|
99
|
+
#endif
|
|
100
|
+
#ifdef DIFFUSE
|
|
101
|
+
baseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);
|
|
102
|
+
#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
|
|
103
|
+
if (baseColor.a<uniforms.alphaCutOff) {discard;}
|
|
104
|
+
#endif
|
|
105
|
+
#ifdef ALPHAFROMDIFFUSE
|
|
106
|
+
alpha*=baseColor.a;
|
|
107
|
+
#endif
|
|
108
|
+
#define CUSTOM_FRAGMENT_UPDATE_ALPHA
|
|
109
|
+
baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
|
|
110
|
+
#endif
|
|
111
|
+
#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
|
|
112
|
+
var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,vDecalUV+uvOffset);
|
|
113
|
+
#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
|
|
114
|
+
#endif
|
|
115
|
+
#include<depthPrePass>
|
|
116
|
+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
117
|
+
baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
|
|
118
|
+
#endif
|
|
119
|
+
#ifdef DETAIL
|
|
120
|
+
baseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y),baseColor.a);
|
|
121
|
+
#endif
|
|
122
|
+
#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
|
|
123
|
+
var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,vDecalUV+uvOffset);
|
|
124
|
+
#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
|
|
125
|
+
#endif
|
|
126
|
+
#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
|
|
127
|
+
var baseAmbientColor: vec3f= vec3f(1.,1.,1.);
|
|
128
|
+
#ifdef AMBIENT
|
|
129
|
+
baseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;
|
|
130
|
+
#endif
|
|
131
|
+
#define CUSTOM_FRAGMENT_BEFORE_LIGHTS
|
|
132
|
+
#ifdef SPECULARTERM
|
|
133
|
+
var glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;
|
|
134
|
+
#ifdef SPECULAR
|
|
135
|
+
var specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
|
|
136
|
+
#ifdef GLOSSINESS
|
|
137
|
+
glossiness=glossiness*specularMapColor.a;
|
|
138
|
+
#endif
|
|
139
|
+
#endif
|
|
140
|
+
#else
|
|
141
|
+
var glossiness: f32=0.;
|
|
142
|
+
#endif
|
|
143
|
+
var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;
|
|
144
|
+
#ifdef SPECULARTERM
|
|
145
|
+
var specularBase: vec3f= vec3f(0.,0.,0.);
|
|
146
|
+
#endif
|
|
147
|
+
var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;
|
|
148
|
+
#ifdef LIGHTMAP
|
|
149
|
+
var lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);
|
|
150
|
+
#ifdef RGBDLIGHTMAP
|
|
151
|
+
lightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);
|
|
152
|
+
#endif
|
|
153
|
+
lightmapColor=vec4f(lightmapColor.rgb*vLightmapInfos.y,lightmapColor.a);
|
|
154
|
+
#endif
|
|
155
|
+
#include<lightFragment>[0..maxSimultaneousLights]
|
|
156
|
+
aggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);
|
|
157
|
+
#ifdef REFRACTION
|
|
158
|
+
var refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));
|
|
159
|
+
#ifdef REFRACTIONMAP_3D
|
|
160
|
+
#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
|
|
161
|
+
refractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);
|
|
162
|
+
#endif
|
|
163
|
+
refractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
|
|
164
|
+
#else
|
|
165
|
+
var vRefractionUVW: vec3f= vec3f(refractionMatrix*(view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0)));var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);
|
|
166
|
+
#endif
|
|
167
|
+
#ifdef RGBDREFRACTION
|
|
168
|
+
refractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);
|
|
169
|
+
#endif
|
|
170
|
+
#ifdef IS_REFRACTION_LINEAR
|
|
171
|
+
refractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);
|
|
172
|
+
#endif
|
|
173
|
+
refractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);
|
|
174
|
+
#endif
|
|
175
|
+
var reflectionColor: vec4f= vec4f(0.,0.,0.,1.);
|
|
176
|
+
#ifdef REFLECTION
|
|
177
|
+
var vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);
|
|
178
|
+
#ifdef REFLECTIONMAP_OPPOSITEZ
|
|
179
|
+
vReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);
|
|
180
|
+
#endif
|
|
181
|
+
#ifdef REFLECTIONMAP_3D
|
|
182
|
+
#ifdef ROUGHNESS
|
|
183
|
+
var bias: f32=uniforms.vReflectionInfos.y;
|
|
184
|
+
#ifdef SPECULARTERM
|
|
185
|
+
#ifdef SPECULAR
|
|
186
|
+
#ifdef GLOSSINESS
|
|
187
|
+
bias*=(1.0-specularMapColor.a);
|
|
188
|
+
#endif
|
|
189
|
+
#endif
|
|
190
|
+
#endif
|
|
191
|
+
reflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);
|
|
192
|
+
#else
|
|
193
|
+
reflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);
|
|
194
|
+
#endif
|
|
195
|
+
#else
|
|
196
|
+
var coords: vec2f=vReflectionUVW.xy;
|
|
197
|
+
#ifdef REFLECTIONMAP_PROJECTION
|
|
198
|
+
coords/=vReflectionUVW.z;
|
|
199
|
+
#endif
|
|
200
|
+
coords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);
|
|
201
|
+
#endif
|
|
202
|
+
#ifdef RGBDREFLECTION
|
|
203
|
+
reflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);
|
|
204
|
+
#endif
|
|
205
|
+
#ifdef IS_REFLECTION_LINEAR
|
|
206
|
+
reflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);
|
|
207
|
+
#endif
|
|
208
|
+
reflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);
|
|
209
|
+
#ifdef REFLECTIONFRESNEL
|
|
210
|
+
var reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);
|
|
211
|
+
#ifdef REFLECTIONFRESNELFROMSPECULAR
|
|
212
|
+
#ifdef SPECULARTERM
|
|
213
|
+
reflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
|
|
214
|
+
#else
|
|
215
|
+
reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
|
|
216
|
+
#endif
|
|
217
|
+
#else
|
|
218
|
+
reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
|
|
219
|
+
#endif
|
|
220
|
+
#endif
|
|
221
|
+
#endif
|
|
222
|
+
#ifdef REFRACTIONFRESNEL
|
|
223
|
+
var refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);
|
|
224
|
+
#endif
|
|
225
|
+
#ifdef OPACITY
|
|
226
|
+
var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
|
|
227
|
+
#ifdef OPACITYRGB
|
|
228
|
+
opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;
|
|
229
|
+
#else
|
|
230
|
+
alpha*=opacityMap.a*uniforms.vOpacityInfos.y;
|
|
231
|
+
#endif
|
|
232
|
+
#endif
|
|
233
|
+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
234
|
+
alpha*=fragmentInputs.vColor.a;
|
|
235
|
+
#endif
|
|
236
|
+
#ifdef OPACITYFRESNEL
|
|
237
|
+
var opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;
|
|
238
|
+
#endif
|
|
239
|
+
#ifdef ALPHATEST
|
|
240
|
+
#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
|
|
241
|
+
if (alpha<uniforms.alphaCutOff) {discard;}
|
|
242
|
+
#endif
|
|
243
|
+
#ifndef ALPHABLEND
|
|
244
|
+
alpha=1.0;
|
|
245
|
+
#endif
|
|
246
|
+
#endif
|
|
247
|
+
var emissiveColor: vec3f=uniforms.vEmissiveColor;
|
|
248
|
+
#ifdef EMISSIVE
|
|
249
|
+
emissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;
|
|
250
|
+
#endif
|
|
251
|
+
#ifdef EMISSIVEFRESNEL
|
|
252
|
+
var emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;
|
|
253
|
+
#endif
|
|
254
|
+
#ifdef DIFFUSEFRESNEL
|
|
255
|
+
var diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;
|
|
256
|
+
#endif
|
|
257
|
+
#ifdef EMISSIVEASILLUMINATION
|
|
258
|
+
var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
|
|
259
|
+
#else
|
|
260
|
+
#ifdef LINKEMISSIVEWITHDIFFUSE
|
|
261
|
+
var finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
|
|
262
|
+
#else
|
|
263
|
+
var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
|
|
264
|
+
#endif
|
|
265
|
+
#endif
|
|
266
|
+
#ifdef SPECULARTERM
|
|
267
|
+
var finalSpecular: vec3f=specularBase*specularColor;
|
|
268
|
+
#ifdef SPECULAROVERALPHA
|
|
269
|
+
alpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),vec3f(0.0),vec3f(1.0));
|
|
270
|
+
#endif
|
|
271
|
+
#else
|
|
272
|
+
var finalSpecular: vec3f= vec3f(0.0);
|
|
273
|
+
#endif
|
|
274
|
+
#ifdef REFLECTIONOVERALPHA
|
|
275
|
+
alpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),vec3f(0.0),vec3f(1.0));
|
|
276
|
+
#endif
|
|
277
|
+
#ifdef EMISSIVEASILLUMINATION
|
|
278
|
+
var color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);
|
|
279
|
+
#else
|
|
280
|
+
var color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
|
|
281
|
+
#endif
|
|
282
|
+
#ifdef LIGHTMAP
|
|
283
|
+
#ifndef LIGHTMAPEXCLUDED
|
|
284
|
+
#ifdef USELIGHTMAPASSHADOWMAP
|
|
285
|
+
color=vec4f(color.rgb*lightmapColor.rgb,color.a);
|
|
286
|
+
#else
|
|
287
|
+
color=vec4f(color.rgb+lightmapColor.rgb,color.a);
|
|
288
|
+
#endif
|
|
289
|
+
#endif
|
|
290
|
+
#endif
|
|
291
|
+
#define CUSTOM_FRAGMENT_BEFORE_FOG
|
|
292
|
+
color=vec4f(max(color.rgb,vec3f(0.)),color.a);
|
|
293
|
+
#include<logDepthFragment>
|
|
294
|
+
#include<fogFragment>
|
|
295
|
+
#ifdef IMAGEPROCESSINGPOSTPROCESS
|
|
296
|
+
color=vec4f(toLinearSpaceVec3(color.rgb),color.a);
|
|
297
|
+
#else
|
|
298
|
+
#ifdef IMAGEPROCESSING
|
|
299
|
+
color=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);
|
|
300
|
+
#endif
|
|
301
|
+
#endif
|
|
302
|
+
color=vec4f(color.rgb,color.a*mesh.visibility);
|
|
303
|
+
#ifdef PREMULTIPLYALPHA
|
|
304
|
+
color=vec4f(color.rgb*color.a, color.a);
|
|
305
|
+
#endif
|
|
306
|
+
#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
|
|
307
|
+
#ifdef PREPASS
|
|
308
|
+
var writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color;
|
|
309
|
+
#ifdef PREPASS_POSITION
|
|
310
|
+
fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
|
|
311
|
+
#endif
|
|
312
|
+
#ifdef PREPASS_VELOCITY
|
|
313
|
+
var a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);
|
|
314
|
+
#endif
|
|
315
|
+
#ifdef PREPASS_IRRADIANCE
|
|
316
|
+
fragData[PREPASS_IRRADIANCE_INDEX]= vec4f(0.0,0.0,0.0,writeGeometryInfo);
|
|
317
|
+
#endif
|
|
318
|
+
#ifdef PREPASS_DEPTH
|
|
319
|
+
fragData[PREPASS_DEPTH_INDEX]= vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo);
|
|
320
|
+
#endif
|
|
321
|
+
#ifdef PREPASS_NORMAL
|
|
322
|
+
#ifdef PREPASS_NORMAL_WORLDSPACE
|
|
323
|
+
fragData[PREPASS_NORMAL_INDEX]= vec4f(normalW,writeGeometryInfo);
|
|
324
|
+
#else
|
|
325
|
+
fragData[PREPASS_NORMAL_INDEX]= vec4f(normalize((scene.view* vec4f(normalW,0.0)).rgb),writeGeometryInfo);
|
|
326
|
+
#endif
|
|
327
|
+
#endif
|
|
328
|
+
#ifdef PREPASS_ALBEDO_SQRT
|
|
329
|
+
fragData[PREPASS_ALBEDO_SQRT_INDEX]= vec4f(0.0,0.0,0.0,writeGeometryInfo);
|
|
330
|
+
#endif
|
|
331
|
+
#ifdef PREPASS_REFLECTIVITY
|
|
332
|
+
#if defined(SPECULARTERM)
|
|
333
|
+
#if defined(SPECULAR)
|
|
334
|
+
fragData[PREPASS_REFLECTIVITY_INDEX]= vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo;
|
|
335
|
+
#else
|
|
336
|
+
fragData[PREPASS_REFLECTIVITY_INDEX]= vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;
|
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337
|
+
#endif
|
|
338
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+
#else
|
|
339
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+
fragData[PREPASS_REFLECTIVITY_INDEX]= vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;
|
|
340
|
+
#endif
|
|
341
|
+
#endif
|
|
342
|
+
#if SCENE_MRT_COUNT>0
|
|
343
|
+
fragmentOutputs.fragData0= fragData[0];
|
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344
|
+
#endif
|
|
345
|
+
#if SCENE_MRT_COUNT>1
|
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346
|
+
fragmentOutputs.fragData1= fragData[1];
|
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347
|
+
#endif
|
|
348
|
+
#if SCENE_MRT_COUNT>2
|
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349
|
+
fragmentOutputs.fragData2= fragData[2];
|
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350
|
+
#endif
|
|
351
|
+
#if SCENE_MRT_COUNT>3
|
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352
|
+
fragmentOutputs.fragData3= fragData[3];
|
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353
|
+
#endif
|
|
354
|
+
#if SCENE_MRT_COUNT>4
|
|
355
|
+
fragmentOutputs.fragData4= fragData[4];
|
|
356
|
+
#endif
|
|
357
|
+
#if SCENE_MRT_COUNT>5
|
|
358
|
+
fragmentOutputs.fragData5= fragData[5];
|
|
359
|
+
#endif
|
|
360
|
+
#if SCENE_MRT_COUNT>6
|
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361
|
+
fragmentOutputs.fragData6= fragData[6];
|
|
362
|
+
#endif
|
|
363
|
+
#if SCENE_MRT_COUNT>7
|
|
364
|
+
fragmentOutputs.fragData7= fragData[7];
|
|
365
|
+
#endif
|
|
366
|
+
#endif
|
|
367
|
+
#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
|
|
368
|
+
fragmentOutputs.color=color;
|
|
369
|
+
#endif
|
|
370
|
+
#include<oitFragment>
|
|
371
|
+
#if ORDER_INDEPENDENT_TRANSPARENCY
|
|
372
|
+
if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}
|
|
373
|
+
#endif
|
|
374
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
375
|
+
}
|
|
376
|
+
`;
|
|
377
|
+
// Sideeffect
|
|
378
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
379
|
+
/** @internal */
|
|
380
|
+
export const defaultPixelShaderWGSL = { name, shader };
|
|
381
|
+
//# sourceMappingURL=default.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
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1
|
+
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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULAR\nvar specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nvar glossiness: f32=0.;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= vec3f(refractionMatrix*(view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0)));var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),vec3f(0.0),vec3f(1.0));\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),vec3f(0.0),vec3f(1.0));\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color; \n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]= vec4f(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]= vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]= vec4f(normalW,writeGeometryInfo); \n#else\nfragData[PREPASS_NORMAL_INDEX]= vec4f(normalize((scene.view* vec4f(normalW,0.0)).rgb),writeGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]= vec4f(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX]= vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]= vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]= vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0= fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1= fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2= fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3= fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4= fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5= fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6= fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7= fragData[7];\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n"]}
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import "./ShadersInclude/defaultUboDeclaration";
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import "./ShadersInclude/helperFunctions";
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import "./ShadersInclude/bonesDeclaration";
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import "./ShadersInclude/bakedVertexAnimationDeclaration";
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import "./ShadersInclude/instancesDeclaration";
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import "./ShadersInclude/prePassVertexDeclaration";
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import "./ShadersInclude/mainUVVaryingDeclaration";
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import "./ShadersInclude/samplerVertexDeclaration";
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import "./ShadersInclude/clipPlaneVertexDeclaration";
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import "./ShadersInclude/fogVertexDeclaration";
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import "./ShadersInclude/lightVxFragmentDeclaration";
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import "./ShadersInclude/lightVxUboDeclaration";
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import "./ShadersInclude/morphTargetsVertexGlobalDeclaration";
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import "./ShadersInclude/morphTargetsVertexGlobal";
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import "./ShadersInclude/instancesVertex";
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import "./ShadersInclude/bonesVertex";
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import "./ShadersInclude/prePassVertex";
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import "./ShadersInclude/samplerVertexImplementation";
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import "./ShadersInclude/shadowsVertex";
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import "./ShadersInclude/vertexColorMixing";
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import "./ShadersInclude/logDepthVertex";
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/** @internal */
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export declare const defaultVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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