@babylonjs/core 7.18.0 → 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.
Files changed (419) hide show
  1. package/Animations/animationGroup.js +10 -2
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -58
  4. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +26 -75
  5. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  6. package/Engines/abstractEngine.js +2 -2
  7. package/Engines/abstractEngine.js.map +1 -1
  8. package/Materials/Background/backgroundMaterial.d.ts +5 -3
  9. package/Materials/Background/backgroundMaterial.js +26 -3
  10. package/Materials/Background/backgroundMaterial.js.map +1 -1
  11. package/Materials/Background/index.d.ts +4 -0
  12. package/Materials/Background/index.js +6 -0
  13. package/Materials/Background/index.js.map +1 -1
  14. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -1
  15. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js +3 -1
  16. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  17. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -0
  18. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +22 -0
  19. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  20. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +2 -1
  21. package/Materials/Node/Blocks/Dual/fogBlock.js +14 -1
  22. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  23. package/Materials/Node/Blocks/Dual/index.d.ts +28 -0
  24. package/Materials/Node/Blocks/Dual/index.js +33 -0
  25. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  26. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +2 -9
  27. package/Materials/Node/Blocks/Dual/lightBlock.js +32 -9
  28. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  29. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +2 -1
  30. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +14 -1
  31. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  32. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +1 -3
  33. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +20 -3
  34. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  35. package/Materials/Node/Blocks/Fragment/index.d.ts +18 -0
  36. package/Materials/Node/Blocks/Fragment/index.js +22 -0
  37. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  38. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +2 -3
  39. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +65 -35
  40. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -0
  42. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +20 -0
  43. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +8 -7
  45. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  46. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -6
  47. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  48. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -0
  49. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -18
  50. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -12
  52. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +1 -2
  54. package/Materials/Node/Blocks/Vertex/bonesBlock.js +12 -2
  55. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  56. package/Materials/Node/Blocks/Vertex/index.d.ts +12 -0
  57. package/Materials/Node/Blocks/Vertex/index.js +15 -0
  58. package/Materials/Node/Blocks/Vertex/index.js.map +1 -1
  59. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +1 -2
  60. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +22 -2
  61. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  62. package/Materials/Node/nodeMaterial.d.ts +1 -0
  63. package/Materials/Node/nodeMaterial.js +19 -0
  64. package/Materials/Node/nodeMaterial.js.map +1 -1
  65. package/Materials/Node/nodeMaterialBlock.d.ts +10 -0
  66. package/Materials/Node/nodeMaterialBlock.js +13 -0
  67. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  68. package/Materials/PBR/index.d.ts +4 -0
  69. package/Materials/PBR/index.js +5 -0
  70. package/Materials/PBR/index.js.map +1 -1
  71. package/Materials/PBR/pbrBaseMaterial.d.ts +12 -3
  72. package/Materials/PBR/pbrBaseMaterial.js +62 -20
  73. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  74. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  75. package/Materials/PBR/pbrMaterial.js +3 -2
  76. package/Materials/PBR/pbrMaterial.js.map +1 -1
  77. package/Materials/index.d.ts +4 -0
  78. package/Materials/index.js +6 -0
  79. package/Materials/index.js.map +1 -1
  80. package/Materials/material.d.ts +7 -0
  81. package/Materials/material.js +8 -0
  82. package/Materials/material.js.map +1 -1
  83. package/Materials/materialPluginManager.js +19 -1
  84. package/Materials/materialPluginManager.js.map +1 -1
  85. package/Materials/standardMaterial.d.ts +9 -3
  86. package/Materials/standardMaterial.js +30 -3
  87. package/Materials/standardMaterial.js.map +1 -1
  88. package/Meshes/Builders/greasedLineBuilder.js +2 -2
  89. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  90. package/Meshes/Builders/linesBuilder.js +1 -0
  91. package/Meshes/Builders/linesBuilder.js.map +1 -1
  92. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.d.ts +6 -0
  93. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +12 -0
  94. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -0
  95. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +1 -1
  96. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +1 -1
  97. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  98. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +1 -1
  99. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +1 -1
  100. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  101. package/ShadersWGSL/ShadersInclude/bonesDeclaration.d.ts +1 -1
  102. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
  103. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  104. package/ShadersWGSL/ShadersInclude/bonesVertex.d.ts +1 -1
  105. package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
  106. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  107. package/ShadersWGSL/ShadersInclude/bumpFragment.d.ts +1 -1
  108. package/ShadersWGSL/ShadersInclude/bumpFragment.js +17 -17
  109. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.d.ts +1 -1
  111. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +3 -3
  112. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.d.ts +1 -1
  114. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +22 -42
  115. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/bumpVertex.d.ts +5 -0
  117. package/ShadersWGSL/ShadersInclude/bumpVertex.js +14 -0
  118. package/ShadersWGSL/ShadersInclude/bumpVertex.js.map +1 -0
  119. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.d.ts +5 -0
  120. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js +14 -0
  121. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js.map +1 -0
  122. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +1 -1
  123. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +1 -1
  124. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  125. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +1 -1
  126. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +1 -1
  127. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  128. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +1 -1
  129. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +1 -1
  130. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  131. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +1 -1
  132. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +1 -1
  133. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  134. package/ShadersWGSL/ShadersInclude/decalFragment.d.ts +1 -1
  135. package/ShadersWGSL/ShadersInclude/decalFragment.js +5 -4
  136. package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -1
  137. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.d.ts +5 -0
  138. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js +12 -0
  139. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js.map +1 -0
  140. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.d.ts +5 -0
  141. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js +12 -0
  142. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js.map +1 -0
  143. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.d.ts +7 -0
  144. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +15 -0
  145. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -0
  146. package/ShadersWGSL/ShadersInclude/depthPrePass.d.ts +1 -1
  147. package/ShadersWGSL/ShadersInclude/depthPrePass.js +1 -1
  148. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  149. package/ShadersWGSL/ShadersInclude/fogFragment.d.ts +5 -0
  150. package/ShadersWGSL/ShadersInclude/fogFragment.js +16 -0
  151. package/ShadersWGSL/ShadersInclude/fogFragment.js.map +1 -0
  152. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.d.ts +1 -1
  153. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +2 -3
  154. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  155. package/ShadersWGSL/ShadersInclude/fogVertex.d.ts +1 -1
  156. package/ShadersWGSL/ShadersInclude/fogVertex.js +2 -2
  157. package/ShadersWGSL/ShadersInclude/fogVertex.js.map +1 -1
  158. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.d.ts +1 -1
  159. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js +1 -1
  160. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  161. package/ShadersWGSL/ShadersInclude/fresnelFunction.d.ts +1 -1
  162. package/ShadersWGSL/ShadersInclude/fresnelFunction.js +1 -1
  163. package/ShadersWGSL/ShadersInclude/fresnelFunction.js.map +1 -1
  164. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.d.ts +1 -1
  165. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +1 -1
  166. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -1
  167. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.d.ts +1 -1
  168. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +1 -1
  169. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  170. package/ShadersWGSL/ShadersInclude/helperFunctions.d.ts +1 -1
  171. package/ShadersWGSL/ShadersInclude/helperFunctions.js +15 -6
  172. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  173. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.d.ts +1 -1
  174. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -3
  175. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  176. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.d.ts +1 -1
  177. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +5 -5
  178. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  179. package/ShadersWGSL/ShadersInclude/importanceSampling.d.ts +1 -1
  180. package/ShadersWGSL/ShadersInclude/importanceSampling.js +1 -1
  181. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  182. package/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts +1 -1
  183. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
  184. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  185. package/ShadersWGSL/ShadersInclude/instancesVertex.d.ts +1 -1
  186. package/ShadersWGSL/ShadersInclude/instancesVertex.js +4 -4
  187. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  188. package/ShadersWGSL/ShadersInclude/lightFragment.d.ts +1 -1
  189. package/ShadersWGSL/ShadersInclude/lightFragment.js +8 -8
  190. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  191. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.d.ts +1 -1
  192. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +2 -2
  193. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  194. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.d.ts +5 -0
  195. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js +33 -0
  196. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -0
  197. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.d.ts +1 -1
  198. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +1 -1
  199. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  200. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -1
  201. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +3 -3
  202. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  203. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.d.ts +1 -1
  204. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js +1 -1
  205. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js.map +1 -1
  206. package/ShadersWGSL/ShadersInclude/logDepthFragment.d.ts +5 -0
  207. package/ShadersWGSL/ShadersInclude/logDepthFragment.js +12 -0
  208. package/ShadersWGSL/ShadersInclude/logDepthFragment.js.map +1 -0
  209. package/ShadersWGSL/ShadersInclude/logDepthVertex.d.ts +1 -1
  210. package/ShadersWGSL/ShadersInclude/logDepthVertex.js +2 -2
  211. package/ShadersWGSL/ShadersInclude/logDepthVertex.js.map +1 -1
  212. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.d.ts +5 -0
  213. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js +12 -0
  214. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -0
  215. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts +1 -1
  216. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
  217. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  218. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts +1 -1
  219. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +6 -6
  220. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  221. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.d.ts +1 -1
  222. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
  223. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  224. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.d.ts +1 -1
  225. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +1 -1
  226. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  227. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.d.ts +1 -1
  228. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -1
  229. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  230. package/ShadersWGSL/ShadersInclude/oitDeclaration.d.ts +5 -0
  231. package/ShadersWGSL/ShadersInclude/oitDeclaration.js +13 -0
  232. package/ShadersWGSL/ShadersInclude/oitDeclaration.js.map +1 -0
  233. package/ShadersWGSL/ShadersInclude/oitFragment.d.ts +5 -0
  234. package/ShadersWGSL/ShadersInclude/oitFragment.js +34 -0
  235. package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -0
  236. package/ShadersWGSL/ShadersInclude/packingFunctions.d.ts +1 -1
  237. package/ShadersWGSL/ShadersInclude/packingFunctions.js +1 -1
  238. package/ShadersWGSL/ShadersInclude/packingFunctions.js.map +1 -1
  239. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.d.ts +1 -1
  240. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +12 -8
  241. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  242. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.d.ts +1 -1
  243. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +5 -6
  244. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  245. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.d.ts +1 -1
  246. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +7 -8
  247. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  248. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.d.ts +1 -1
  249. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +1 -1
  250. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  251. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.d.ts +1 -1
  252. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +5 -5
  253. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  254. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.d.ts +1 -1
  255. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +5 -5
  256. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  257. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.d.ts +1 -1
  258. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +1 -1
  259. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  260. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.d.ts +1 -1
  261. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +3 -3
  262. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  263. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.d.ts +1 -1
  264. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +6 -6
  265. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  266. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.d.ts +1 -1
  267. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +7 -7
  268. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  269. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.d.ts +1 -1
  270. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +1 -1
  271. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
  272. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.d.ts +1 -1
  273. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +4 -4
  274. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  275. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.d.ts +1 -1
  276. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +3 -5
  277. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  278. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.d.ts +1 -1
  279. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +5 -5
  280. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  281. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.d.ts +1 -1
  282. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +4 -4
  283. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
  284. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.d.ts +5 -0
  285. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js +19 -0
  286. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -0
  287. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.d.ts +1 -1
  288. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +1 -1
  289. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  290. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.d.ts +1 -1
  291. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +1 -1
  292. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  293. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.d.ts +1 -1
  294. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +6 -6
  295. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  296. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.d.ts +1 -1
  297. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +1 -1
  298. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  299. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.d.ts +1 -1
  300. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js +4 -4
  301. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js.map +1 -1
  302. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.d.ts +1 -1
  303. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +4 -4
  304. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  305. package/ShadersWGSL/ShadersInclude/pbrDebug.d.ts +1 -1
  306. package/ShadersWGSL/ShadersInclude/pbrDebug.js +10 -10
  307. package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
  308. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.d.ts +1 -1
  309. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +1 -1
  310. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
  311. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +1 -1
  312. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  313. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  314. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.d.ts +1 -1
  315. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
  316. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  317. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.d.ts +6 -0
  318. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +24 -0
  319. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -0
  320. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +7 -0
  321. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +96 -0
  322. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -0
  323. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.d.ts +1 -1
  324. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +3 -3
  325. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  326. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.d.ts +1 -1
  327. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js +3 -3
  328. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js.map +1 -1
  329. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.d.ts +7 -0
  330. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +15 -0
  331. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -0
  332. package/ShadersWGSL/ShadersInclude/prePassDeclaration.d.ts +5 -0
  333. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +17 -0
  334. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -0
  335. package/ShadersWGSL/ShadersInclude/prePassVertex.d.ts +5 -0
  336. package/ShadersWGSL/ShadersInclude/prePassVertex.js +42 -0
  337. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -0
  338. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.d.ts +5 -0
  339. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js +17 -0
  340. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js.map +1 -0
  341. package/ShadersWGSL/ShadersInclude/reflectionFunction.d.ts +1 -1
  342. package/ShadersWGSL/ShadersInclude/reflectionFunction.js +12 -10
  343. package/ShadersWGSL/ShadersInclude/reflectionFunction.js.map +1 -1
  344. package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.d.ts +5 -0
  345. package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js +26 -0
  346. package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js.map +1 -0
  347. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.d.ts +1 -1
  348. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js +2 -2
  349. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js.map +1 -1
  350. package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.d.ts +5 -0
  351. package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js +12 -0
  352. package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js.map +1 -0
  353. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.d.ts +5 -0
  354. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js +33 -0
  355. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js.map +1 -0
  356. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.d.ts +1 -1
  357. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +1 -1
  358. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  359. package/ShadersWGSL/ShadersInclude/shadowMapFragment.d.ts +1 -1
  360. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +1 -1
  361. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -1
  362. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.d.ts +1 -1
  363. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +1 -1
  364. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
  365. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.d.ts +1 -1
  366. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  367. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  368. package/ShadersWGSL/ShadersInclude/shadowsVertex.d.ts +1 -1
  369. package/ShadersWGSL/ShadersInclude/shadowsVertex.js +2 -2
  370. package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -1
  371. package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.d.ts +5 -0
  372. package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js +10 -0
  373. package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js.map +1 -0
  374. package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.d.ts +5 -0
  375. package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js +12 -0
  376. package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js.map +1 -0
  377. package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.d.ts +5 -0
  378. package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js +17 -0
  379. package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js.map +1 -0
  380. package/ShadersWGSL/ShadersInclude/vertexColorMixing.d.ts +5 -0
  381. package/ShadersWGSL/ShadersInclude/vertexColorMixing.js +22 -0
  382. package/ShadersWGSL/ShadersInclude/vertexColorMixing.js.map +1 -0
  383. package/ShadersWGSL/background.fragment.d.ts +20 -0
  384. package/ShadersWGSL/background.fragment.js +225 -0
  385. package/ShadersWGSL/background.fragment.js.map +1 -0
  386. package/ShadersWGSL/background.vertex.d.ts +21 -0
  387. package/ShadersWGSL/background.vertex.js +123 -0
  388. package/ShadersWGSL/background.vertex.js.map +1 -0
  389. package/ShadersWGSL/boundingInfo.compute.d.ts +1 -1
  390. package/ShadersWGSL/boundingInfo.compute.js +1 -1
  391. package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
  392. package/ShadersWGSL/clearQuad.fragment.d.ts +1 -1
  393. package/ShadersWGSL/clearQuad.fragment.js +1 -1
  394. package/ShadersWGSL/clearQuad.fragment.js.map +1 -1
  395. package/ShadersWGSL/clearQuad.vertex.d.ts +1 -1
  396. package/ShadersWGSL/clearQuad.vertex.js +1 -1
  397. package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
  398. package/ShadersWGSL/default.fragment.d.ts +31 -0
  399. package/ShadersWGSL/default.fragment.js +381 -0
  400. package/ShadersWGSL/default.fragment.js.map +1 -0
  401. package/ShadersWGSL/default.vertex.d.ts +36 -0
  402. package/ShadersWGSL/default.vertex.js +169 -0
  403. package/ShadersWGSL/default.vertex.js.map +1 -0
  404. package/ShadersWGSL/gpuUpdateParticles.compute.d.ts +1 -1
  405. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  406. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  407. package/ShadersWGSL/particles.vertex.d.ts +1 -1
  408. package/ShadersWGSL/particles.vertex.js +1 -1
  409. package/ShadersWGSL/particles.vertex.js.map +1 -1
  410. package/ShadersWGSL/pbr.fragment.d.ts +60 -0
  411. package/ShadersWGSL/pbr.fragment.js +667 -0
  412. package/ShadersWGSL/pbr.fragment.js.map +1 -0
  413. package/ShadersWGSL/pbr.vertex.d.ts +36 -0
  414. package/ShadersWGSL/pbr.vertex.js +232 -0
  415. package/ShadersWGSL/pbr.vertex.js.map +1 -0
  416. package/ShadersWGSL/postprocess.vertex.d.ts +1 -1
  417. package/ShadersWGSL/postprocess.vertex.js +1 -1
  418. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  419. package/package.json +1 -1
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const fresnelFunction: {
2
+ export declare const fresnelFunctionWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -9,5 +9,5 @@ fn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f
9
9
  // Sideeffect
10
10
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
11
11
  /** @internal */
12
- export const fresnelFunction = { name, shader };
12
+ export const fresnelFunctionWGSL = { name, shader };
13
13
  //# sourceMappingURL=fresnelFunction.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fresnelFunction.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/fresnelFunction.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"fresnelFunction\";\nconst shader = `#ifdef FRESNEL\nfn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f32)->f32\n{let fresnelTerm: f32=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fresnelFunction = { name, shader };\n"]}
1
+ {"version":3,"file":"fresnelFunction.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/fresnelFunction.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"fresnelFunction\";\nconst shader = `#ifdef FRESNEL\nfn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f32)->f32\n{let fresnelTerm: f32=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fresnelFunctionWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const harmonicsFunctions: {
2
+ export declare const harmonicsFunctionsWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -20,5 +20,5 @@ fn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var
20
20
  // Sideeffect
21
21
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
22
22
  /** @internal */
23
- export const harmonicsFunctions = { name, shader };
23
+ export const harmonicsFunctionsWGSL = { name, shader };
24
24
  //# sourceMappingURL=harmonicsFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"harmonicsFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/harmonicsFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const harmonicsFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"harmonicsFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/harmonicsFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const harmonicsFunctionsWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const hdrFilteringFunctions: {
2
+ export declare const hdrFilteringFunctionsWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -35,5 +35,5 @@ result=result/weight;return result;}}
35
35
  // Sideeffect
36
36
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
37
37
  /** @internal */
38
- export const hdrFilteringFunctions = { name, shader };
38
+ export const hdrFilteringFunctionsWGSL = { name, shader };
39
39
  //# sourceMappingURL=hdrFilteringFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);if (NoL>0.) {var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nresult+=c;}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);if (NoL>0.) {var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nresult+=c;}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const helperFunctions: {
2
+ export declare const helperFunctionsWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -2,7 +2,8 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "helperFunctions";
4
4
  const shader = `const PI: f32=3.1415926535897932384626433832795;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const HALF_MIN: f32=5.96046448e-08;
5
- const LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3<f32>=vec3<f32> (0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}
5
+ const LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3<f32>=vec3<f32> (0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}
6
+ fn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}
6
7
  fn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(0.0),vec3f(1.0));}
7
8
  fn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}
8
9
  fn maxEps(x: f32)->f32 {return max(x,Epsilon);}
@@ -22,12 +23,12 @@ fn toLinearSpaceExact(color: vec3<f32>)->vec3<f32>
22
23
  fn toGammaSpaceExact(color: vec3<f32>)->vec3<f32>
23
24
  {let nearZeroSection: vec3<f32>=12.92*color;let remainingSection: vec3<f32>=1.055*pow(color,vec3<f32>(0.41666))-vec3<f32>(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.0031308)));}
24
25
  #endif
25
- fn toLinearSpace(color: vec4<f32>)->vec4<f32>
26
+ fn toLinearSpace(color: f32)->f32
26
27
  {
27
28
  #if USE_EXACT_SRGB_CONVERSIONS
28
- return vec4<f32>(toLinearSpaceExact(color.rgb),color.a);
29
+ var nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);
29
30
  #else
30
- return vec4<f32>(pow(color.rgb,vec3<f32>(LinearEncodePowerApprox)),color.a);
31
+ return pow(color,LinearEncodePowerApprox);
31
32
  #endif
32
33
  }
33
34
  fn toLinearSpaceVec3(color: vec3<f32>)->vec3<f32>
@@ -38,6 +39,14 @@ return toLinearSpaceExact(color);
38
39
  return pow(color,vec3<f32>(LinearEncodePowerApprox));
39
40
  #endif
40
41
  }
42
+ fn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>
43
+ {
44
+ #if USE_EXACT_SRGB_CONVERSIONS
45
+ return vec4f(toLinearSpaceExact(color.rgb),color.a);
46
+ #else
47
+ return vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);
48
+ #endif
49
+ }
41
50
  fn toGammaSpace(color: vec4<f32>)->vec4<f32>
42
51
  {
43
52
  #if USE_EXACT_SRGB_CONVERSIONS
@@ -54,7 +63,7 @@ return toGammaSpaceExact(color);
54
63
  return pow(color,vec3<f32>(GammaEncodePowerApprox));
55
64
  #endif
56
65
  }
57
- fn square(value: vec3<f32>)->vec3<f32>
66
+ fn squareVec3(value: vec3<f32>)->vec3<f32>
58
67
  {return value*value;}
59
68
  fn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}
60
69
  fn getLuminance(color: vec3<f32>)->f32
@@ -68,5 +77,5 @@ fn parallaxCorrectNormal(vertexPos: vec3<f32>,origVec: vec3<f32>,cubeSize: vec3<
68
77
  // Sideeffect
69
78
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
70
79
  /** @internal */
71
- export const helperFunctions = { name, shader };
80
+ export const helperFunctionsWGSL = { name, shader };
72
81
  //# sourceMappingURL=helperFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3<f32>=vec3<f32> (0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(0.0),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);} \nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3<f32>=inMatrix[0];let i1: vec3<f32>=inMatrix[1];let i2: vec3<f32>=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=0.0773993808*color;let remainingSection: vec3<f32>=pow(0.947867299*(color+vec3<f32>(0.055)),vec3<f32>(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.04045)));}\nfn toGammaSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=12.92*color;let remainingSection: vec3<f32>=1.055*pow(color,vec3<f32>(0.41666))-vec3<f32>(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.0031308)));}\n#endif\nfn toLinearSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3<f32>(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(LinearEncodePowerApprox));\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3<f32>(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(GammaEncodePowerApprox));\n#endif\n}\nfn square(value: vec3<f32>)->vec3<f32>\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn getLuminance(color: vec3<f32>)->f32\n{return clamp(dot(color,LuminanceEncodeApprox),0.,1.);}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3<f32>)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3<f32> =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(clamp(rgb,vec3<f32>(0.,0.,0.),vec3<f32>(1.,1.,1.)),D); }\nfn fromRGBD(rgbd: vec4<f32>)->vec3<f32> {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3<f32>,origVec: vec3<f32>,cubeSize: vec3<f32>,cubePos: vec3<f32>)->vec3<f32> {let invOrigVec: vec3<f32>=vec3<f32>(1.0,1.0,1.0)/origVec;let halfSize: vec3<f32>=cubeSize*0.5;let intersecAtMaxPlane: vec3<f32>=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3<f32>=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3<f32>=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3<f32>=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const helperFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3<f32>=vec3<f32> (0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(0.0),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);} \nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3<f32>=inMatrix[0];let i1: vec3<f32>=inMatrix[1];let i2: vec3<f32>=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=0.0773993808*color;let remainingSection: vec3<f32>=pow(0.947867299*(color+vec3<f32>(0.055)),vec3<f32>(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.04045)));}\nfn toGammaSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=12.92*color;let remainingSection: vec3<f32>=1.055*pow(color,vec3<f32>(0.41666))-vec3<f32>(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.0031308)));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3<f32>(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3<f32>)->vec3<f32>\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn getLuminance(color: vec3<f32>)->f32\n{return clamp(dot(color,LuminanceEncodeApprox),0.,1.);}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3<f32>)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3<f32> =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(clamp(rgb,vec3<f32>(0.,0.,0.),vec3<f32>(1.,1.,1.)),D); }\nfn fromRGBD(rgbd: vec4<f32>)->vec3<f32> {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3<f32>,origVec: vec3<f32>,cubeSize: vec3<f32>,cubePos: vec3<f32>)->vec3<f32> {let invOrigVec: vec3<f32>=vec3<f32>(1.0,1.0,1.0)/origVec;let halfSize: vec3<f32>=cubeSize*0.5;let intersecAtMaxPlane: vec3<f32>=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3<f32>=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3<f32>=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3<f32>=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const helperFunctionsWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const imageProcessingDeclaration: {
2
+ export declare const imageProcessingDeclarationWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -18,9 +18,9 @@ uniform vCameraColorCurveNegative: vec4f;uniform vCameraColorCurveNeutral: vec4f
18
18
  #endif
19
19
  #ifdef COLORGRADING
20
20
  #ifdef COLORGRADING3D
21
- uniform highp sampler3D txColorTransform;
21
+ var txColorTransformSampler: sampler;var txColorTransform: texture_3d<f32>;
22
22
  #else
23
- uniform sampler2D txColorTransform;
23
+ var txColorTransformSampler: sampler;var txColorTransform: texture_2d<f32>;
24
24
  #endif
25
25
  uniform colorTransformSettings: vec4f;
26
26
  #endif
@@ -31,5 +31,5 @@ uniform ditherIntensity: f32;
31
31
  // Sideeffect
32
32
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
33
33
  /** @internal */
34
- export const imageProcessingDeclaration = { name, shader };
34
+ export const imageProcessingDeclarationWGSL = { name, shader };
35
35
  //# sourceMappingURL=imageProcessingDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingDeclaration\";\nconst shader = `#ifdef EXPOSURE\nuniform exposureLinear: f32;\n#endif\n#ifdef CONTRAST\nuniform contrast: f32;\n#endif\n#if defined(VIGNETTE) || defined(DITHER)\nuniform vInverseScreenSize: vec2f;\n#endif\n#ifdef VIGNETTE\nuniform vignetteSettings1: vec4f;uniform vignetteSettings2: vec4f;\n#endif\n#ifdef COLORCURVES\nuniform vCameraColorCurveNegative: vec4f;uniform vCameraColorCurveNeutral: vec4f;uniform vCameraColorCurvePositive: vec4f;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform colorTransformSettings: vec4f;\n#endif\n#ifdef DITHER\nuniform ditherIntensity: f32;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingDeclaration\";\nconst shader = `#ifdef EXPOSURE\nuniform exposureLinear: f32;\n#endif\n#ifdef CONTRAST\nuniform contrast: f32;\n#endif\n#if defined(VIGNETTE) || defined(DITHER)\nuniform vInverseScreenSize: vec2f;\n#endif\n#ifdef VIGNETTE\nuniform vignetteSettings1: vec4f;uniform vignetteSettings2: vec4f;\n#endif\n#ifdef COLORCURVES\nuniform vCameraColorCurveNegative: vec4f;uniform vCameraColorCurveNeutral: vec4f;uniform vCameraColorCurvePositive: vec4f;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nvar txColorTransformSampler: sampler;var txColorTransform: texture_3d<f32>;\n#else\nvar txColorTransformSampler: sampler;var txColorTransform: texture_2d<f32>;\n#endif\nuniform colorTransformSettings: vec4f;\n#endif\n#ifdef DITHER\nuniform ditherIntensity: f32;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingDeclarationWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const imageProcessingFunctions: {
2
+ export declare const imageProcessingFunctionsWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -47,13 +47,13 @@ rgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);
47
47
  var resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}
48
48
  #endif
49
49
  #ifdef COLORGRADING
50
- var colorTransformInput: vec3f=rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;
50
+ var colorTransformInput: vec3f=rgb*uniforms.colorTransformSettings.xxx+uniforms.colorTransformSettings.yyy;
51
51
  #ifdef COLORGRADING3D
52
- var colorTransformOutput: vec3f=texture(txColorTransform,colorTransformInput).rgb;
52
+ var colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput).rgb;
53
53
  #else
54
- var colorTransformOutput: vec3f=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;
54
+ var colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput,uniforms.colorTransformSettings.yz).rgb;
55
55
  #endif
56
- rgb=mix(rgb,colorTransformOutput,colorTransformSettings.www);
56
+ rgb=mix(rgb,colorTransformOutput,uniforms.colorTransformSettings.www);
57
57
  #endif
58
58
  #ifdef COLORCURVES
59
59
  var luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);
@@ -66,5 +66,5 @@ return vec4f(rgb,result.a);}`;
66
66
  // Sideeffect
67
67
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
68
68
  /** @internal */
69
- export const imageProcessingFunctions = { name, shader };
69
+ export const imageProcessingFunctionsWGSL = { name, shader };
70
70
  //# sourceMappingURL=imageProcessingFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;6BA6Dc,CAAC;AAC9B,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if TONEMAPPING==3\nconst PBRNeutralStartCompression: f32=0.8-0.04;const PBRNeutralDesaturation: f32=0.15;fn PBRNeutralToneMapping( color: vec3f )->vec3f {var x: f32=min(color.r,min(color.g,color.b));var offset: f32=select(0.04,x-6.25*x*x,x<0.08);var result=color;result-=offset;var peak: f32=max(result.r,max(result.g,result.b));if (peak<PBRNeutralStartCompression) {return result;}\nvar d: f32=1.-PBRNeutralStartCompression;var newPeak: f32=1.-d*d/(peak+d-PBRNeutralStartCompression);result*=newPeak/peak;var g: f32=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(result,newPeak* vec3f(1,1,1),g);}\n#endif\n#if TONEMAPPING==2\nconst ACESInputMat: mat3x3f= mat3x3f(\nvec3f(0.59719,0.07600,0.02840),\nvec3f(0.35458,0.90834,0.13383),\nvec3f(0.04823,0.01566,0.83777)\n);const ACESOutputMat: mat3x3f= mat3x3f(\nvec3f( 1.60475,-0.10208,-0.00327),\nvec3f(-0.53108, 1.10813,-0.07276),\nvec3f(-0.07367,-0.00605, 1.07602)\n);fn RRTAndODTFit(v: vec3f)->vec3f\n{var a: vec3f=v*(v+0.0245786)-0.000090537;var b: vec3f=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nfn ACESFitted(color: vec3f)->vec3f\n{var output=ACESInputMat*color;output=RRTAndODTFit(output);output=ACESOutputMat*output;output=saturate(output);return output;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nfn applyImageProcessing(result: vec4f)->vec4f {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\nvar rgb=result.rgb;;\n#ifdef EXPOSURE\nrgb*=uniforms.exposureLinear;\n#endif\n#ifdef VIGNETTE\nvar viewportXY: vec2f=fragmentInputs.position.xy*uniforms.vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;var vignetteXY1: vec3f= vec3f(viewportXY*uniforms.vignetteSettings1.xy+uniforms.vignetteSettings1.zw,1.0);var vignetteTerm: f32=dot(vignetteXY1,vignetteXY1);var vignette: f32=pow(vignetteTerm,uniforms.vignetteSettings2.w);var vignetteColor: vec3f=uniforms.vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvar vignetteColorMultiplier: vec3f=mix(vignetteColor, vec3f(1,1,1),vignette);rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nrgb=mix(vignetteColor,rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nrgb=PBRNeutralToneMapping(rgb);\n#elif TONEMAPPING==2\nrgb=ACESFitted(rgb);\n#elif TONEMAPPING==1\nconst tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);\n#endif\nrgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);\n#ifdef CONTRAST\nvar resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvar colorTransformInput: vec3f=rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvar colorTransformOutput: vec3f=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvar colorTransformOutput: vec3f=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nrgb=mix(rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nvar luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nvar rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=saturateVec3(rgb+ vec3f(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn vec4f(rgb,result.a);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;6BA6Dc,CAAC;AAC9B,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if TONEMAPPING==3\nconst PBRNeutralStartCompression: f32=0.8-0.04;const PBRNeutralDesaturation: f32=0.15;fn PBRNeutralToneMapping( color: vec3f )->vec3f {var x: f32=min(color.r,min(color.g,color.b));var offset: f32=select(0.04,x-6.25*x*x,x<0.08);var result=color;result-=offset;var peak: f32=max(result.r,max(result.g,result.b));if (peak<PBRNeutralStartCompression) {return result;}\nvar d: f32=1.-PBRNeutralStartCompression;var newPeak: f32=1.-d*d/(peak+d-PBRNeutralStartCompression);result*=newPeak/peak;var g: f32=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(result,newPeak* vec3f(1,1,1),g);}\n#endif\n#if TONEMAPPING==2\nconst ACESInputMat: mat3x3f= mat3x3f(\nvec3f(0.59719,0.07600,0.02840),\nvec3f(0.35458,0.90834,0.13383),\nvec3f(0.04823,0.01566,0.83777)\n);const ACESOutputMat: mat3x3f= mat3x3f(\nvec3f( 1.60475,-0.10208,-0.00327),\nvec3f(-0.53108, 1.10813,-0.07276),\nvec3f(-0.07367,-0.00605, 1.07602)\n);fn RRTAndODTFit(v: vec3f)->vec3f\n{var a: vec3f=v*(v+0.0245786)-0.000090537;var b: vec3f=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nfn ACESFitted(color: vec3f)->vec3f\n{var output=ACESInputMat*color;output=RRTAndODTFit(output);output=ACESOutputMat*output;output=saturate(output);return output;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nfn applyImageProcessing(result: vec4f)->vec4f {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\nvar rgb=result.rgb;;\n#ifdef EXPOSURE\nrgb*=uniforms.exposureLinear;\n#endif\n#ifdef VIGNETTE\nvar viewportXY: vec2f=fragmentInputs.position.xy*uniforms.vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;var vignetteXY1: vec3f= vec3f(viewportXY*uniforms.vignetteSettings1.xy+uniforms.vignetteSettings1.zw,1.0);var vignetteTerm: f32=dot(vignetteXY1,vignetteXY1);var vignette: f32=pow(vignetteTerm,uniforms.vignetteSettings2.w);var vignetteColor: vec3f=uniforms.vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvar vignetteColorMultiplier: vec3f=mix(vignetteColor, vec3f(1,1,1),vignette);rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nrgb=mix(vignetteColor,rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nrgb=PBRNeutralToneMapping(rgb);\n#elif TONEMAPPING==2\nrgb=ACESFitted(rgb);\n#elif TONEMAPPING==1\nconst tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);\n#endif\nrgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);\n#ifdef CONTRAST\nvar resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvar colorTransformInput: vec3f=rgb*uniforms.colorTransformSettings.xxx+uniforms.colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput).rgb;\n#else\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput,uniforms.colorTransformSettings.yz).rgb;\n#endif\nrgb=mix(rgb,colorTransformOutput,uniforms.colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nvar luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nvar rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=saturateVec3(rgb+ vec3f(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn vec4f(rgb,result.a);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingFunctionsWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const importanceSampling: {
2
+ export declare const importanceSamplingWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -8,5 +8,5 @@ var phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=
8
8
  // Sideeffect
9
9
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
10
10
  /** @internal */
11
- export const importanceSampling = { name, shader };
11
+ export const importanceSamplingWGSL = { name, shader };
12
12
  //# sourceMappingURL=importanceSampling.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;wKAGyJ,CAAC;AACzK,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const importanceSampling = { name, shader };\n"]}
1
+ {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;wKAGyJ,CAAC;AACzK,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const instancesDeclaration: {
2
+ export declare const instancesDeclarationWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -27,5 +27,5 @@ uniform previousWorld : mat4x4<f32>;
27
27
  // Sideeffect
28
28
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
29
29
  /** @internal */
30
- export const instancesDeclaration = { name, shader };
30
+ export const instancesDeclarationWGSL = { name, shader };
31
31
  //# sourceMappingURL=instancesDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"instancesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/instancesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"instancesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/instancesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesDeclarationWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const instancesVertex: {
2
+ export declare const instancesVertexWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -4,7 +4,7 @@ const name = "instancesVertex";
4
4
  const shader = `#ifdef INSTANCES
5
5
  var finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);
6
6
  #if defined(PREPASS_VELOCITY) || defined(VELOCITY)
7
- var finalPreviousWorld=mat4x4<f32>(previousWorld0,previousWorld1,previousWorld2,previousWorld3);
7
+ var finalPreviousWorld=mat4x4<f32>(vertexInputs.previousWorld0,vertexInputs.previousWorld1,vertexInputs.previousWorld2,vertexInputs.previousWorld3);
8
8
  #endif
9
9
  #ifdef THIN_INSTANCES
10
10
  #if !defined(WORLD_UBO)
@@ -13,7 +13,7 @@ finalWorld=uniforms.world*finalWorld;
13
13
  finalWorld=mesh.world*finalWorld;
14
14
  #endif
15
15
  #if defined(PREPASS_VELOCITY) || defined(VELOCITY)
16
- finalPreviousWorld=previousWorld*finalPreviousWorld;
16
+ finalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;
17
17
  #endif
18
18
  #endif
19
19
  #else
@@ -23,12 +23,12 @@ var finalWorld=uniforms.world;
23
23
  var finalWorld=mesh.world;
24
24
  #endif
25
25
  #if defined(PREPASS_VELOCITY) || defined(VELOCITY)
26
- var finalPreviousWorld=previousWorld;
26
+ var finalPreviousWorld=uniforms.previousWorld;
27
27
  #endif
28
28
  #endif
29
29
  `;
30
30
  // Sideeffect
31
31
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
32
32
  /** @internal */
33
- export const instancesVertex = { name, shader };
33
+ export const instancesVertexWGSL = { name, shader };
34
34
  //# sourceMappingURL=instancesVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"instancesVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/instancesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=mat4x4<f32>(previousWorld0,previousWorld1,previousWorld2,previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nfinalPreviousWorld=previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"instancesVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/instancesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=mat4x4<f32>(vertexInputs.previousWorld0,vertexInputs.previousWorld1,vertexInputs.previousWorld2,vertexInputs.previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nfinalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=uniforms.previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesVertexWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const lightFragment: {
2
+ export declare const lightFragmentWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -6,9 +6,9 @@ const shader = `#ifdef LIGHT{X}
6
6
  #else
7
7
  #ifdef PBR
8
8
  #ifdef SPOTLIGHT{X}
9
- preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
9
+ preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);
10
10
  #elif defined(POINTLIGHT{X})
11
- preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
11
+ preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);
12
12
  #elif defined(HEMILIGHT{X})
13
13
  preInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
14
14
  #elif defined(DIRLIGHT{X})
@@ -103,7 +103,7 @@ info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightD
103
103
  #endif
104
104
  #endif
105
105
  #ifdef PROJECTEDLIGHTTEXTURE{X}
106
- info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,textureProjectionMatrix{X},vPositionW;
106
+ info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},input.vPositionW);
107
107
  #endif
108
108
  #endif
109
109
  #ifdef SHADOW{X}
@@ -181,19 +181,19 @@ shadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadow
181
181
  }
182
182
  #elif defined(SHADOWCLOSEESM{X})
183
183
  #if defined(SHADOWCUBE{X})
184
- shadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
184
+ shadow=computeShadowWithCloseESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
185
185
  #else
186
186
  shadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);
187
187
  #endif
188
188
  #elif defined(SHADOWESM{X})
189
189
  #if defined(SHADOWCUBE{X})
190
- shadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
190
+ shadow=computeShadowWithESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
191
191
  #else
192
192
  shadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);
193
193
  #endif
194
194
  #elif defined(SHADOWPOISSON{X})
195
195
  #if defined(SHADOWCUBE{X})
196
- shadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);
196
+ shadow=computeShadowWithPoissonSamplingCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);
197
197
  #else
198
198
  shadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
199
199
  #endif
@@ -215,7 +215,7 @@ shadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInpu
215
215
  #endif
216
216
  #else
217
217
  #if defined(SHADOWCUBE{X})
218
- shadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);
218
+ shadow=computeShadowCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);
219
219
  #else
220
220
  shadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
221
221
  #endif
@@ -275,5 +275,5 @@ sheenBase+=info.sheen.rgb*shadow;
275
275
  // Sideeffect
276
276
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
277
277
  /** @internal */
278
- export const lightFragment = { name, shader };
278
+ export const lightFragmentWGSL = { name, shader };
279
279
  //# sourceMappingURL=lightFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Qd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,textureProjectionMatrix{X},vPositionW;\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X} \nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Qd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},input.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X} \nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare const lightUboDeclaration: {
2
+ export declare const lightUboDeclarationWGSL: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -17,7 +17,7 @@ vLightGround: vec3f,
17
17
  shadowsInfo: vec4f,
18
18
  depthValues: vec2f} ;var<uniform> light{X} : Light{X};
19
19
  #ifdef PROJECTEDLIGHTTEXTURE{X}
20
- uniform textureProjectionMatrix{X}: mat4x4f;var projectionLightTexture{X}sampler: sampler;var projectionLightTexture{X}: texture_2d<f32>;
20
+ uniform textureProjectionMatrix{X}: mat4x4f;var projectionLightTexture{X}Sampler: sampler;var projectionLightTexture{X}: texture_2d<f32>;
21
21
  #endif
22
22
  #ifdef SHADOW{X}
23
23
  #ifdef SHADOWCSM{X}
@@ -66,5 +66,5 @@ uniform lightMatrix{X}: mat4x4f;
66
66
  // Sideeffect
67
67
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
68
68
  /** @internal */
69
- export const lightUboDeclaration = { name, shader };
69
+ export const lightUboDeclarationWGSL = { name, shader };
70
70
  //# sourceMappingURL=lightUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lightUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform textureProjectionMatrix{X}: mat4x4f;var projectionLightTexture{X}sampler: sampler;var projectionLightTexture{X}: texture_2d<f32>;\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;uniform viewFrustumZ{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform frustumLengths{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform cascadeBlendFactor{X}: f32;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;var<private> vPositionFromLight{X}: array<vec4f,4>;var<private> vDepthMetric{X} : array<f32,4>;\n#if defined(SHADOWPCSS{X})\nvar shadowTexture{X}Sampler: sampler_comparison; \nvar shadowTexture{X}: texture_depth_2d_array;var depthTexture{X}Sampler: sampler;var depthTexture{X}: texture_2d_array<f32>;uniform lightSizeUVCorrection{X}: array<vec2f,SHADOWCSMNUM_CASCADES{X}>;uniform depthCorrection{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform penumbraDarkness{X}: f32;\n#elif defined(SHADOWPCF{X})\nvar shadowTexture{X}Sampler: sampler_comparison;var shadowTexture{X}: texture_depth_2d_array;\n#else \nvar shadowTexture{X}Sampler: sampler; \nvar shadowTexture{X}: texture_2d_array<f32>;\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vCascadeColorsMultiplier{X}: array<vec3f,8>=array<vec3f,8>\n(\nvec3f ( 1.5,0.0,0.0 ),\nvec3f ( 0.0,1.5,0.0 ),\nvec3f ( 0.0,0.0,5.5 ),\nvec3f ( 1.5,0.0,5.5 ),\nvec3f ( 1.5,1.5,0.0 ),\nvec3f ( 1.0,1.0,1.0 ),\nvec3f ( 0.0,1.0,5.5 ),\nvec3f ( 0.5,3.5,0.75 )\n);\n#endif\n#elif defined(SHADOWCUBE{X})\nvar shadowTexture{X}Sampler: sampler;var shadowTexture{X}: texture_cube<f32>;\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;\n#if defined(SHADOWPCSS{X})\nvar shadowTexture{X}Sampler: sampler_comparison; \nvar shadowTexture{X}: texture_depth_2d;var depthTexture{X}Sampler: sampler; \nvar depthTexture{X}: texture_2d<f32>;\n#elif defined(SHADOWPCF{X})\nvar shadowTexture{X}Sampler: sampler_comparison;var shadowTexture{X}: texture_depth_2d;\n#else\nvar shadowTexture{X}Sampler: sampler; \nvar shadowTexture{X}: texture_2d<f32>;\n#endif\nuniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"lightUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform textureProjectionMatrix{X}: mat4x4f;var projectionLightTexture{X}Sampler: sampler;var projectionLightTexture{X}: texture_2d<f32>;\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;uniform viewFrustumZ{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform frustumLengths{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform cascadeBlendFactor{X}: f32;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;var<private> vPositionFromLight{X}: array<vec4f,4>;var<private> vDepthMetric{X} : array<f32,4>;\n#if defined(SHADOWPCSS{X})\nvar shadowTexture{X}Sampler: sampler_comparison; \nvar shadowTexture{X}: texture_depth_2d_array;var depthTexture{X}Sampler: sampler;var depthTexture{X}: texture_2d_array<f32>;uniform lightSizeUVCorrection{X}: array<vec2f,SHADOWCSMNUM_CASCADES{X}>;uniform depthCorrection{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform penumbraDarkness{X}: f32;\n#elif defined(SHADOWPCF{X})\nvar shadowTexture{X}Sampler: sampler_comparison;var shadowTexture{X}: texture_depth_2d_array;\n#else \nvar shadowTexture{X}Sampler: sampler; \nvar shadowTexture{X}: texture_2d_array<f32>;\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vCascadeColorsMultiplier{X}: array<vec3f,8>=array<vec3f,8>\n(\nvec3f ( 1.5,0.0,0.0 ),\nvec3f ( 0.0,1.5,0.0 ),\nvec3f ( 0.0,0.0,5.5 ),\nvec3f ( 1.5,0.0,5.5 ),\nvec3f ( 1.5,1.5,0.0 ),\nvec3f ( 1.0,1.0,1.0 ),\nvec3f ( 0.0,1.0,5.5 ),\nvec3f ( 0.5,3.5,0.75 )\n);\n#endif\n#elif defined(SHADOWCUBE{X})\nvar shadowTexture{X}Sampler: sampler;var shadowTexture{X}: texture_cube<f32>;\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;\n#if defined(SHADOWPCSS{X})\nvar shadowTexture{X}Sampler: sampler_comparison; \nvar shadowTexture{X}: texture_depth_2d;var depthTexture{X}Sampler: sampler; \nvar depthTexture{X}: texture_2d<f32>;\n#elif defined(SHADOWPCF{X})\nvar shadowTexture{X}Sampler: sampler_comparison;var shadowTexture{X}: texture_depth_2d;\n#else\nvar shadowTexture{X}Sampler: sampler; \nvar shadowTexture{X}: texture_2d<f32>;\n#endif\nuniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightUboDeclarationWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const lightVxFragmentDeclarationWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };