@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.
- package/Animations/animationGroup.js +10 -2
- package/Animations/animationGroup.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -58
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +26 -75
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +5 -3
- package/Materials/Background/backgroundMaterial.js +26 -3
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Background/index.d.ts +4 -0
- package/Materials/Background/index.js +6 -0
- package/Materials/Background/index.js.map +1 -1
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -1
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.js +3 -1
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +22 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.d.ts +2 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +14 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +28 -0
- package/Materials/Node/Blocks/Dual/index.js +33 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.d.ts +2 -9
- package/Materials/Node/Blocks/Dual/lightBlock.js +32 -9
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +2 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +14 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +1 -3
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +20 -3
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/index.d.ts +18 -0
- package/Materials/Node/Blocks/Fragment/index.js +22 -0
- package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +2 -3
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +65 -35
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +20 -0
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +8 -7
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -6
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -18
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -12
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +1 -2
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +12 -2
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/index.d.ts +12 -0
- package/Materials/Node/Blocks/Vertex/index.js +15 -0
- package/Materials/Node/Blocks/Vertex/index.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +1 -2
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +22 -2
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +19 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +10 -0
- package/Materials/Node/nodeMaterialBlock.js +13 -0
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/PBR/index.d.ts +4 -0
- package/Materials/PBR/index.js +5 -0
- package/Materials/PBR/index.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +12 -3
- package/Materials/PBR/pbrBaseMaterial.js +62 -20
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +2 -1
- package/Materials/PBR/pbrMaterial.js +3 -2
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/index.d.ts +4 -0
- package/Materials/index.js +6 -0
- package/Materials/index.js.map +1 -1
- package/Materials/material.d.ts +7 -0
- package/Materials/material.js +8 -0
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginManager.js +19 -1
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/standardMaterial.d.ts +9 -3
- package/Materials/standardMaterial.js +30 -3
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.js +2 -2
- package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +1 -0
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragment.js +17 -17
- package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +3 -3
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +22 -42
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bumpVertex.js +14 -0
- package/ShadersWGSL/ShadersInclude/bumpVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js +14 -0
- package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/decalFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/decalFragment.js +5 -4
- package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +15 -0
- package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/depthPrePass.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/depthPrePass.js +1 -1
- package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fogFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/fogFragment.js +16 -0
- package/ShadersWGSL/ShadersInclude/fogFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +2 -3
- package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertex.js +2 -2
- package/ShadersWGSL/ShadersInclude/fogVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fresnelFunction.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/fresnelFunction.js +1 -1
- package/ShadersWGSL/ShadersInclude/fresnelFunction.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/harmonicsFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.js +15 -6
- package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -3
- package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +5 -5
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.js +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js +4 -4
- package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +8 -8
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +2 -2
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js +33 -0
- package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +3 -3
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/logDepthFragment.js +12 -0
- package/ShadersWGSL/ShadersInclude/logDepthFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/logDepthVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/logDepthVertex.js +2 -2
- package/ShadersWGSL/ShadersInclude/logDepthVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +6 -6
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/oitDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/oitDeclaration.js +13 -0
- package/ShadersWGSL/ShadersInclude/oitDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/oitFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/oitFragment.js +34 -0
- package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/packingFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/packingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/packingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +12 -8
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +5 -6
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +7 -8
- package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +5 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +5 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +3 -3
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +6 -6
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +7 -7
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +4 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +3 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +5 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +4 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js +19 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +6 -6
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSheen.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js +4 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +4 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js +10 -10
- package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +24 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +96 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +3 -3
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js +3 -3
- package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +15 -0
- package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +17 -0
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/prePassVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/prePassVertex.js +42 -0
- package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js +17 -0
- package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/reflectionFunction.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/reflectionFunction.js +12 -10
- package/ShadersWGSL/ShadersInclude/reflectionFunction.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js +26 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js +2 -2
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js +33 -0
- package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsVertex.js +2 -2
- package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js +10 -0
- package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js +12 -0
- package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js +17 -0
- package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/vertexColorMixing.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/vertexColorMixing.js +22 -0
- package/ShadersWGSL/ShadersInclude/vertexColorMixing.js.map +1 -0
- package/ShadersWGSL/background.fragment.d.ts +20 -0
- package/ShadersWGSL/background.fragment.js +225 -0
- package/ShadersWGSL/background.fragment.js.map +1 -0
- package/ShadersWGSL/background.vertex.d.ts +21 -0
- package/ShadersWGSL/background.vertex.js +123 -0
- package/ShadersWGSL/background.vertex.js.map +1 -0
- package/ShadersWGSL/boundingInfo.compute.d.ts +1 -1
- package/ShadersWGSL/boundingInfo.compute.js +1 -1
- package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
- package/ShadersWGSL/clearQuad.fragment.d.ts +1 -1
- package/ShadersWGSL/clearQuad.fragment.js +1 -1
- package/ShadersWGSL/clearQuad.fragment.js.map +1 -1
- package/ShadersWGSL/clearQuad.vertex.d.ts +1 -1
- package/ShadersWGSL/clearQuad.vertex.js +1 -1
- package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
- package/ShadersWGSL/default.fragment.d.ts +31 -0
- package/ShadersWGSL/default.fragment.js +381 -0
- package/ShadersWGSL/default.fragment.js.map +1 -0
- package/ShadersWGSL/default.vertex.d.ts +36 -0
- package/ShadersWGSL/default.vertex.js +169 -0
- package/ShadersWGSL/default.vertex.js.map +1 -0
- package/ShadersWGSL/gpuUpdateParticles.compute.d.ts +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/particles.vertex.d.ts +1 -1
- package/ShadersWGSL/particles.vertex.js +1 -1
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.d.ts +60 -0
- package/ShadersWGSL/pbr.fragment.js +667 -0
- package/ShadersWGSL/pbr.fragment.js.map +1 -0
- package/ShadersWGSL/pbr.vertex.d.ts +36 -0
- package/ShadersWGSL/pbr.vertex.js +232 -0
- package/ShadersWGSL/pbr.vertex.js.map +1 -0
- package/ShadersWGSL/postprocess.vertex.d.ts +1 -1
- package/ShadersWGSL/postprocess.vertex.js +1 -1
- package/ShadersWGSL/postprocess.vertex.js.map +1 -1
- package/package.json +1 -1
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@@ -9,5 +9,5 @@ fn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const
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export const fresnelFunctionWGSL = { name, shader };
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//# sourceMappingURL=fresnelFunction.js.map
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{"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,
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{"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"]}
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@@ -20,5 +20,5 @@ fn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const
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export const harmonicsFunctionsWGSL = { name, shader };
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//# sourceMappingURL=harmonicsFunctions.js.map
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{"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,
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{"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"]}
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export const
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export const hdrFilteringFunctionsWGSL = { name, shader };
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//# sourceMappingURL=hdrFilteringFunctions.js.map
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{"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,
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{"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"]}
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "helperFunctions";
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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;
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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
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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;}
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fn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}
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fn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(0.0),vec3f(1.0));}
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fn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}
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fn maxEps(x: f32)->f32 {return max(x,Epsilon);}
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@@ -22,12 +23,12 @@ fn toLinearSpaceExact(color: vec3<f32>)->vec3<f32>
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fn toGammaSpaceExact(color: vec3<f32>)->vec3<f32>
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{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)));}
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#endif
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fn toLinearSpace(color:
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fn toLinearSpace(color: f32)->f32
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var nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);
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return
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return pow(color,LinearEncodePowerApprox);
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fn toLinearSpaceVec3(color: vec3<f32>)->vec3<f32>
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@@ -38,6 +39,14 @@ return toLinearSpaceExact(color);
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return pow(color,vec3<f32>(LinearEncodePowerApprox));
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#endif
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fn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>
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{
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#if USE_EXACT_SRGB_CONVERSIONS
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return vec4f(toLinearSpaceExact(color.rgb),color.a);
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#else
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return vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);
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#endif
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}
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fn toGammaSpace(color: vec4<f32>)->vec4<f32>
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{
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@@ -54,7 +63,7 @@ return toGammaSpaceExact(color);
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return pow(color,vec3<f32>(GammaEncodePowerApprox));
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}
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fn
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fn squareVec3(value: vec3<f32>)->vec3<f32>
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{return value*value;}
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fn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}
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fn getLuminance(color: vec3<f32>)->f32
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// Sideeffect
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export const
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export const helperFunctionsWGSL = { name, shader };
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@@ -1 +1 @@
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-
{"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
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1
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+
{"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"]}
|
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@@ -18,9 +18,9 @@ uniform vCameraColorCurveNegative: vec4f;uniform vCameraColorCurveNeutral: vec4f
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#endif
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#ifdef COLORGRADING
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#ifdef COLORGRADING3D
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+
var txColorTransformSampler: sampler;var txColorTransform: texture_3d<f32>;
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var txColorTransformSampler: sampler;var txColorTransform: texture_2d<f32>;
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uniform colorTransformSettings: vec4f;
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#endif
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@@ -31,5 +31,5 @@ uniform ditherIntensity: f32;
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// Sideeffect
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export const
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export const imageProcessingDeclarationWGSL = { name, shader };
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//# sourceMappingURL=imageProcessingDeclaration.js.map
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@@ -1 +1 @@
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{"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,
|
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+
{"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"]}
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@@ -47,13 +47,13 @@ rgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);
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|
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);}
|
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var colorTransformInput: vec3f=rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;
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var colorTransformInput: vec3f=rgb*uniforms.colorTransformSettings.xxx+uniforms.colorTransformSettings.yyy;
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|
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|
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var colorTransformOutput: vec3f=
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var colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput).rgb;
|
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|
#else
|
|
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|
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var colorTransformOutput: vec3f=
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var colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput,uniforms.colorTransformSettings.yz).rgb;
|
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|
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|
|
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|
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rgb=mix(rgb,colorTransformOutput,colorTransformSettings.www);
|
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|
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rgb=mix(rgb,colorTransformOutput,uniforms.colorTransformSettings.www);
|
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|
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|
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|
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);
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@@ -66,5 +66,5 @@ return vec4f(rgb,result.a);}`;
|
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|
// Sideeffect
|
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|
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|
/** @internal */
|
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|
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export const
|
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|
+
export const imageProcessingFunctionsWGSL = { name, shader };
|
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@@ -1 +1 @@
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|
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{"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,
|
|
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"]}
|
|
@@ -8,5 +8,5 @@ var phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=
|
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8
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|
// Sideeffect
|
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9
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const
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export const importanceSamplingWGSL = { name, shader };
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//# sourceMappingURL=importanceSampling.js.map
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@@ -1 +1 @@
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-
{"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,
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1
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+
{"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"]}
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@@ -27,5 +27,5 @@ uniform previousWorld : mat4x4<f32>;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const
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export const instancesDeclarationWGSL = { name, shader };
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//# sourceMappingURL=instancesDeclaration.js.map
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@@ -1 +1 @@
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{"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,
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1
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+
{"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"]}
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@@ -4,7 +4,7 @@ const name = "instancesVertex";
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4
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const shader = `#ifdef INSTANCES
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var finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);
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#if defined(PREPASS_VELOCITY) || defined(VELOCITY)
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-
var finalPreviousWorld=mat4x4<f32>(previousWorld0,previousWorld1,previousWorld2,previousWorld3);
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+
var finalPreviousWorld=mat4x4<f32>(vertexInputs.previousWorld0,vertexInputs.previousWorld1,vertexInputs.previousWorld2,vertexInputs.previousWorld3);
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#endif
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#ifdef THIN_INSTANCES
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#if !defined(WORLD_UBO)
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@@ -13,7 +13,7 @@ finalWorld=uniforms.world*finalWorld;
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finalWorld=mesh.world*finalWorld;
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#endif
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#if defined(PREPASS_VELOCITY) || defined(VELOCITY)
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-
finalPreviousWorld=previousWorld*finalPreviousWorld;
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finalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;
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#endif
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#endif
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#else
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@@ -23,12 +23,12 @@ var finalWorld=uniforms.world;
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var finalWorld=mesh.world;
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#endif
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#if defined(PREPASS_VELOCITY) || defined(VELOCITY)
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var finalPreviousWorld=previousWorld;
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var finalPreviousWorld=uniforms.previousWorld;
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#endif
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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|
-
export const
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export const instancesVertexWGSL = { name, shader };
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//# sourceMappingURL=instancesVertex.js.map
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@@ -1 +1 @@
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1
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{"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,
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1
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+
{"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"]}
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@@ -6,9 +6,9 @@ const shader = `#ifdef LIGHT{X}
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#else
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#ifdef PBR
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#ifdef SPOTLIGHT{X}
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-
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
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preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);
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#elif defined(POINTLIGHT{X})
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preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
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preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);
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#elif defined(HEMILIGHT{X})
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preInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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#elif defined(DIRLIGHT{X})
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@@ -103,7 +103,7 @@ info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightD
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#endif
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#ifdef PROJECTEDLIGHTTEXTURE{X}
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info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,textureProjectionMatrix{X},vPositionW;
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info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},input.vPositionW);
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#endif
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#endif
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#ifdef SHADOW{X}
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@@ -181,19 +181,19 @@ shadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadow
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}
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#elif defined(SHADOWCLOSEESM{X})
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#if defined(SHADOWCUBE{X})
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shadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
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shadow=computeShadowWithCloseESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
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#else
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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);
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#endif
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#elif defined(SHADOWESM{X})
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#if defined(SHADOWCUBE{X})
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-
shadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
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+
shadow=computeShadowWithESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
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#else
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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);
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#endif
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#elif defined(SHADOWPOISSON{X})
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#if defined(SHADOWCUBE{X})
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-
shadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);
|
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|
+
shadow=computeShadowWithPoissonSamplingCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);
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#else
|
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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);
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#endif
|
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@@ -215,7 +215,7 @@ shadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInpu
|
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#endif
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#else
|
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|
#if defined(SHADOWCUBE{X})
|
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|
-
shadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);
|
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|
+
shadow=computeShadowCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);
|
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|
#else
|
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|
shadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
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|
#endif
|
|
@@ -275,5 +275,5 @@ sheenBase+=info.sheen.rgb*shadow;
|
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// Sideeffect
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|
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
|
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|
/** @internal */
|
|
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|
-
export const
|
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|
+
export const lightFragmentWGSL = { name, shader };
|
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|
//# sourceMappingURL=lightFragment.js.map
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|
@@ -1 +1 @@
|
|
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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"]}
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{"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"]}
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@@ -17,7 +17,7 @@ vLightGround: vec3f,
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shadowsInfo: vec4f,
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depthValues: vec2f} ;var<uniform> light{X} : Light{X};
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#ifdef PROJECTEDLIGHTTEXTURE{X}
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-
uniform textureProjectionMatrix{X}: mat4x4f;var projectionLightTexture{X}
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+
uniform textureProjectionMatrix{X}: mat4x4f;var projectionLightTexture{X}Sampler: sampler;var projectionLightTexture{X}: texture_2d<f32>;
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#endif
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#ifdef SHADOW{X}
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#ifdef SHADOWCSM{X}
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@@ -66,5 +66,5 @@ uniform lightMatrix{X}: mat4x4f;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const
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+
export const lightUboDeclarationWGSL = { name, shader };
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//# sourceMappingURL=lightUboDeclaration.js.map
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@@ -1 +1 @@
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{"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,
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1
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{"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"]}
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