@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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// 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/uvAttributeDeclaration.js";
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import "./ShadersInclude/helperFunctions.js";
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import "./ShadersInclude/bonesDeclaration.js";
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import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "./ShadersInclude/instancesDeclaration.js";
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import "./ShadersInclude/prePassVertexDeclaration.js";
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import "./ShadersInclude/mainUVVaryingDeclaration.js";
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import "./ShadersInclude/samplerVertexDeclaration.js";
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import "./ShadersInclude/bumpVertexDeclaration.js";
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import "./ShadersInclude/clipPlaneVertexDeclaration.js";
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import "./ShadersInclude/fogVertexDeclaration.js";
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import "./ShadersInclude/lightVxFragmentDeclaration.js";
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import "./ShadersInclude/lightVxUboDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexDeclaration.js";
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import "./ShadersInclude/logDepthDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobal.js";
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import "./ShadersInclude/morphTargetsVertex.js";
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import "./ShadersInclude/instancesVertex.js";
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import "./ShadersInclude/bonesVertex.js";
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import "./ShadersInclude/bakedVertexAnimation.js";
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import "./ShadersInclude/prePassVertex.js";
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import "./ShadersInclude/uvVariableDeclaration.js";
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import "./ShadersInclude/samplerVertexImplementation.js";
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import "./ShadersInclude/bumpVertex.js";
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import "./ShadersInclude/clipPlaneVertex.js";
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import "./ShadersInclude/fogVertex.js";
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import "./ShadersInclude/shadowsVertex.js";
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import "./ShadersInclude/vertexColorMixing.js";
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import "./ShadersInclude/logDepthVertex.js";
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const name = "defaultVertexShader";
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const shader = `#include<defaultUboDeclaration>
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#define CUSTOM_VERTEX_BEGIN
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attribute position: vec3f;
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#ifdef NORMAL
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attribute normal: vec3f;
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#endif
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#ifdef TANGENT
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attribute tangent: vec4f;
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#endif
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#ifdef UV1
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attribute uv: vec2f;
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#endif
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#include<uvAttributeDeclaration>[2..7]
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#ifdef VERTEXCOLOR
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attribute color: vec4f;
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#endif
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#include<helperFunctions>
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#include<bonesDeclaration>
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#include<bakedVertexAnimationDeclaration>
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#include<instancesDeclaration>
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#include<prePassVertexDeclaration>
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#include<mainUVVaryingDeclaration>[1..7]
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#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
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#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
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#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
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#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
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#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
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#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
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#if defined(SPECULARTERM)
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#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
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#endif
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#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
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#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
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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<bumpVertexDeclaration>
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#include<clipPlaneVertexDeclaration>
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#include<fogVertexDeclaration>
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#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
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#include<morphTargetsVertexGlobalDeclaration>
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#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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#ifdef REFLECTIONMAP_SKYBOX
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varying vPositionUVW: vec3f;
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#endif
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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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#include<logDepthDeclaration>
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#define CUSTOM_VERTEX_DEFINITIONS
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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var positionUpdated: vec3f=vertexInputs.position;
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#ifdef NORMAL
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var normalUpdated: vec3f=vertexInputs.normal;
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#endif
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#ifdef TANGENT
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var tangentUpdated: vec4f=vertexInputs.tangent;
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#endif
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#ifdef UV1
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var uvUpdated: vec2f=vertexInputs.uv;
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#endif
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#include<morphTargetsVertexGlobal>
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#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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#ifdef REFLECTIONMAP_SKYBOX
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vertexOutputs.vPositionUVW=positionUpdated;
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#endif
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#define CUSTOM_VERTEX_UPDATE_POSITION
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#define CUSTOM_VERTEX_UPDATE_NORMAL
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#include<instancesVertex>
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#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)
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vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
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#endif
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#include<bonesVertex>
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#include<bakedVertexAnimation>
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var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);
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#ifdef NORMAL
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var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
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#if defined(INSTANCES) && defined(THIN_INSTANCES)
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vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
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#else
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#ifdef NONUNIFORMSCALING
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normalWorld=transposeMat3(inverseMat3(normalWorld));
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#endif
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vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
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#endif
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#endif
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#define CUSTOM_VERTEX_UPDATE_WORLDPOS
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#ifdef MULTIVIEW
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if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
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#else
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vertexOutputs.position=scene.viewProjection*worldPos;
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#endif
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vertexOutputs.vPositionW= worldPos.xyz;
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#include<prePassVertex>
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#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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vertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);
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#endif
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#ifndef UV1
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var uvUpdated: vec2f=vec2f(0.,0.);
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#endif
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#ifdef MAINUV1
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vertexOutputs.vMainUV1=uvUpdated;
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#endif
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#include<uvVariableDeclaration>[2..7]
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#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
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#if defined(SPECULARTERM)
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#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
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#endif
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#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
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#include<bumpVertex>
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#include<clipPlaneVertex>
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#include<fogVertex>
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#include<shadowsVertex>[0..maxSimultaneousLights]
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#include<vertexColorMixing>
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#include<logDepthVertex>
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#define CUSTOM_VERTEX_MAIN_END
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}
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`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name] = shader;
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/** @internal */
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export const defaultVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=default.vertex.js.map
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@@ -0,0 +1 @@
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{"version":3,"file":"default.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/default.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"defaultVertexShader\";\nconst shader = `#include<defaultUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\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<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\nvertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultVertexShaderWGSL = { name, shader };\n"]}
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@@ -283,5 +283,5 @@ particlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));
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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 gpuUpdateParticlesComputeShaderWGSL = { name, shader };
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//# sourceMappingURL=gpuUpdateParticles.compute.js.map
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@@ -1 +1 @@
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{"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;if (newAge>=life && params.stopFactor != 0.) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;particlesOut.particles[index].life=outLife;particlesOut.particles[index].age=newAge-life;particlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesComputeShader = { name, shader };\n"]}
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{"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;if (newAge>=life && params.stopFactor != 0.) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;particlesOut.particles[index].life=outLife;particlesOut.particles[index].age=newAge-life;particlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesComputeShaderWGSL = { name, shader };\n"]}
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@@ -5,7 +5,7 @@ import "./ShadersInclude/clipPlaneVertex";
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import "./ShadersInclude/fogVertex";
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import "./ShadersInclude/logDepthVertex";
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/** @internal */
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export declare const
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export declare const particlesVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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@@ -85,5 +85,5 @@ var worldPos: vec4f= vec4f(vertexOutputs.vPositionW,1.0);
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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 particlesVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=particles.vertex.js.map
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@@ -1 +1 @@
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-
{"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Eb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,
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1
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{"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Eb,CAAC;AACH,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\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute position: vec3f;attribute color: vec4f;attribute angle: f32;attribute size: vec2f;\n#ifdef ANIMATESHEET\nattribute cellIndex: f32;\n#endif\n#ifndef BILLBOARD\nattribute direction: vec3f;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute direction: vec3f;\n#endif\n#ifdef RAMPGRADIENT\nattribute remapData: vec4f;\n#endif\nattribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform translationPivot: vec2f;\n#ifdef ANIMATESHEET\nuniform particlesInfos: vec3f; \n#endif\nvarying vUV: vec2f;varying vColor: vec4f;varying vPositionW: vec3f;\n#ifdef RAMPGRADIENT\nvarying remapRanges: vec4f;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform invView: mat4x4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform eyePosition: vec3f;\n#endif\nfn rotate(yaxis: vec3f,rotatedCorner: vec3f)->vec3f {var xaxis: vec3f=normalize(cross( vec3f(0.,1.0,0.),yaxis));var zaxis: vec3f=normalize(cross(yaxis,xaxis));var row0: vec3f= vec3f(xaxis.x,xaxis.y,xaxis.z);var row1: vec3f= vec3f(yaxis.x,yaxis.y,yaxis.z);var row2: vec3f= vec3f(zaxis.x,zaxis.y,zaxis.z);var rotMatrix: mat3x3f= mat3x3f(row0,row1,row2);var alignedCorner: vec3f=rotMatrix*rotatedCorner;return vertexInputs.position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nfn rotateAlign(toCamera: vec3f,rotatedCorner: vec3f)->vec3f {var normalizedToCamera: vec3f=normalize(toCamera);var normalizedCrossDirToCamera: vec3f=normalize(cross(normalize(direction),normalizedToCamera));var row0: vec3f= vec3f(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);var row2: vec3f= vec3f(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvar row1: vec3f=direction;\n#else\nvar crossProduct: vec3f=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));var row1: vec3f= vec3f(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nvar rotMatrix: mat3x3f= mat3x3f(row0,row1,row2);var alignedCorner: vec3f=rotMatrix*rotatedCorner;return vertexInputs.position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar cornerPos: vec2f;cornerPos=( vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y -0.5)-uniforms.translationPivot)*vertexInputs.size;\n#ifdef BILLBOARD\nvar rotatedCorner: vec3f;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.ngle);rotatedCorner.z=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle);rotatedCorner.y=0.;rotatedCorner.xz+=uniforms.translationPivot;var yaxis: vec3f=vertexInputs.position-eyePosition;yaxis.y=0.;vertexOutputs.vPositionW=rotate(normalize(yaxis),rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vertexOutputs.vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle);rotatedCorner.y=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle);rotatedCorner.z=0.;rotatedCorner.x+=uniforms.translationPivot.x;rotatedCorner.y+=uniforms.translationPivot.y;var toCamera: vec3f=vertexInputs.position-eyePosition;vertexOutputs.vPositionW=rotateAlign(toCamera,rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vertexOutputs.vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle);rotatedCorner.y=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle);rotatedCorner.z=0.;rotatedCorner.x+=uniforms.translationPivot.x;rotatedCorner.y+=uniforms.translationPivot.y;var viewPos: vec3f=(uniforms.view* vec4f(vertexInputs.position,1.0)).xyz+rotatedCorner;vertexOutputs.vPositionW=(uniforms.invView* vec4f(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\nvertexOutputs.position=uniforms.projection* vec4f(viewPos,1.0);\n#else\nvar rotatedCorner: vec3f;rotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle);rotatedCorner.z=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle);rotatedCorner.y=0.;rotatedCorner.x+=uniforms.translationPivot.x;rotatedCorner.y+=uniforms.translationPivot.y;var yaxis: vec3f=normalize(direction);vertexOutputs.vPositionW=rotate(yaxis,rotatedCorner);vertexOutputs.position=uniforms.projection*view* vec4f(vertexOutputs.vPositionW,1.0);\n#endif\nvertexOutputs.vColor=vertexInputs.color;\n#ifdef ANIMATESHEET\nvar rowOffset: f32=floor(cellIndex*particlesInfos.z);var columnOffset: f32=cellIndex-rowOffset/particlesInfos.z;var uvScale: vec2f=particlesInfos.xy;var uvOffset: vec2f= vec2f(vertexInputs.offset.x ,1.0-vertexInputs.offset.y);vertexOutputs.vUV=(uvOffset+ vec2f(columnOffset,rowOffset))*uvScale;\n#else\nvertexOutputs.vUV=vertexInputs.offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvar worldPos: vec4f= vec4f(vertexOutputs.vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const particlesVertexShaderWGSL = { name, shader };\n"]}
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@@ -0,0 +1,60 @@
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import "./ShadersInclude/prePassDeclaration";
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import "./ShadersInclude/oitDeclaration";
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import "./ShadersInclude/pbrUboDeclaration";
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import "./ShadersInclude/pbrFragmentExtraDeclaration";
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import "./ShadersInclude/lightUboDeclaration";
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import "./ShadersInclude/pbrFragmentSamplersDeclaration";
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import "./ShadersInclude/imageProcessingDeclaration";
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import "./ShadersInclude/clipPlaneFragmentDeclaration";
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import "./ShadersInclude/logDepthDeclaration";
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import "./ShadersInclude/fogFragmentDeclaration";
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import "./ShadersInclude/helperFunctions";
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import "./ShadersInclude/subSurfaceScatteringFunctions";
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import "./ShadersInclude/importanceSampling";
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import "./ShadersInclude/pbrHelperFunctions";
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import "./ShadersInclude/imageProcessingFunctions";
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import "./ShadersInclude/shadowsFragmentFunctions";
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import "./ShadersInclude/harmonicsFunctions";
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import "./ShadersInclude/pbrDirectLightingSetupFunctions";
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import "./ShadersInclude/pbrDirectLightingFalloffFunctions";
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import "./ShadersInclude/pbrBRDFFunctions";
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import "./ShadersInclude/hdrFilteringFunctions";
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import "./ShadersInclude/pbrDirectLightingFunctions";
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import "./ShadersInclude/pbrIBLFunctions";
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import "./ShadersInclude/bumpFragmentMainFunctions";
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import "./ShadersInclude/bumpFragmentFunctions";
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import "./ShadersInclude/reflectionFunction";
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import "./ShadersInclude/pbrBlockAlbedoOpacity";
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import "./ShadersInclude/pbrBlockReflectivity";
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import "./ShadersInclude/pbrBlockAmbientOcclusion";
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import "./ShadersInclude/pbrBlockAlphaFresnel";
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import "./ShadersInclude/pbrBlockAnisotropic";
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import "./ShadersInclude/pbrBlockReflection";
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import "./ShadersInclude/pbrBlockSheen";
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import "./ShadersInclude/pbrBlockClearcoat";
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import "./ShadersInclude/pbrBlockIridescence";
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import "./ShadersInclude/pbrBlockSubSurface";
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import "./ShadersInclude/clipPlaneFragment";
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import "./ShadersInclude/pbrBlockNormalGeometric";
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import "./ShadersInclude/bumpFragment";
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import "./ShadersInclude/pbrBlockNormalFinal";
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import "./ShadersInclude/depthPrePass";
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import "./ShadersInclude/pbrBlockLightmapInit";
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import "./ShadersInclude/pbrBlockGeometryInfo";
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import "./ShadersInclude/pbrBlockReflectance0";
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import "./ShadersInclude/pbrBlockReflectance";
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import "./ShadersInclude/pbrBlockDirectLighting";
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import "./ShadersInclude/lightFragment";
|
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48
|
+
import "./ShadersInclude/pbrBlockFinalLitComponents";
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+
import "./ShadersInclude/pbrBlockFinalUnlitComponents";
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+
import "./ShadersInclude/pbrBlockFinalColorComposition";
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+
import "./ShadersInclude/logDepthFragment";
|
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+
import "./ShadersInclude/fogFragment";
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+
import "./ShadersInclude/pbrBlockImageProcessing";
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+
import "./ShadersInclude/oitFragment";
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+
import "./ShadersInclude/pbrDebug";
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56
|
+
/** @internal */
|
|
57
|
+
export declare const pbrPixelShaderWGSL: {
|
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58
|
+
name: string;
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59
|
+
shader: string;
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60
|
+
};
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