@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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@@ -4,10 +4,10 @@ const name = "pbrDebug";
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const shader = `#if DEBUGMODE>0
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if (input.vClipSpacePosition.x/input.vClipSpacePosition.w>=uniforms.vDebugMode.x) {var color: vec3f;
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#if DEBUGMODE==1
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color=vPositionW.rgb;
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color=fragmentInputs.vPositionW.rgb;
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#define DEBUGMODE_NORMALIZE
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#elif DEBUGMODE==2 && defined(NORMAL)
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color=vNormalW.rgb;
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color=fragmentInputs.vNormalW.rgb;
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#define DEBUGMODE_NORMALIZE
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#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)
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color=TBN[0];
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color=normalW;
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#define DEBUGMODE_NORMALIZE
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#elif DEBUGMODE==6 && defined(MAINUV1)
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color= vec3f(vMainUV1,0.0);
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color= vec3f(input.vMainUV1,0.0);
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#elif DEBUGMODE==7 && defined(MAINUV2)
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color= vec3f(vMainUV2,0.0);
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color= vec3f(input.vMainUV2,0.0);
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#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)
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color=clearcoatOut.TBNClearCoat[0];
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#define DEBUGMODE_NORMALIZE
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@@ -75,7 +75,7 @@ color=anisotropicOut.anisotropyMapData.rgb;
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#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)
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color=subSurfaceOut.thicknessMap.rgb;
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#elif DEBUGMODE==32 && defined(BUMP)
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color=
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color=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).rgb;
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#elif DEBUGMODE==40 && defined(SS_REFRACTION)
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color=subSurfaceOut.environmentRefraction.rgb;
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#define DEBUGMODE_GAMMA
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#elif DEBUGMODE==72
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color= vec3f(microSurface);
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#elif DEBUGMODE==73
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color=vAlbedoColor;
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color=uniforms.vAlbedoColor.rgb;
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#define DEBUGMODE_GAMMA
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#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)
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color=vReflectivityColor;
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color=uniforms.vReflectivityColor.rgb;
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#define DEBUGMODE_GAMMA
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#elif DEBUGMODE==75
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color=vEmissiveColor;
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color=uniforms.vEmissiveColor;
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#define DEBUGMODE_GAMMA
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#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)
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color= vec3f(seo);
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#endif
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fragmentOutputs.color=vec4f(color,1.0);
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#ifdef PREPASS
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fragmentOutputs.fragData0=
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fragmentOutputs.fragData0=toLinearSpaceVec3(color);
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fragmentOutputs.fragData1=vec4f(0.,0.,0.,0.);
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#endif
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#ifdef DEBUGMODE_FORCERETURN
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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 pbrDebugWGSL = { name, shader };
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//# sourceMappingURL=pbrDebug.js.map
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-
{"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwLd,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":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwLd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (input.vClipSpacePosition.x/input.vClipSpacePosition.w>=uniforms.vDebugMode.x) {var color: vec3f;\n#if DEBUGMODE==1\ncolor=fragmentInputs.vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ncolor=fragmentInputs.vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ncolor=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ncolor=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ncolor=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ncolor= vec3f(input.vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ncolor= vec3f(input.vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ncolor=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ncolor=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ncolor=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ncolor=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ncolor=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ncolor=lightmapColor;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ncolor= vec3f(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ncolor=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ncolor=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ncolor=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ncolor=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ncolor=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ncolor=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ncolor=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ncolor=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ncolor=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ncolor=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ncolor=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ncolor=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ncolor=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ncolor=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ncolor=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ncolor= vec3f(reflectivityOut.metallicRoughness.r);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ncolor= vec3f(roughness);\n#elif DEBUGMODE==64\ncolor= vec3f(alphaG);\n#elif DEBUGMODE==65\ncolor= vec3f(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ncolor=clearcoatOut.clearCoatColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ncolor=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ncolor=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==72\ncolor= vec3f(microSurface);\n#elif DEBUGMODE==73\ncolor=uniforms.vAlbedoColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ncolor=uniforms.vReflectivityColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ncolor=uniforms.vEmissiveColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ncolor= vec3f(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\ncolor= vec3f(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ncolor= vec3f(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=specularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ncolor=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ncolor= vec3f(luminanceOverAlpha);\n#elif DEBUGMODE==87\ncolor= vec3f(alpha);\n#elif DEBUGMODE==88 && defined(ALBEDO)\ncolor= vec3f(albedoTexture.a);\n#elif DEBUGMODE==89\ncolor=aoOut.ambientOcclusionColor;\n#else\nvar stripeWidth: f32=30.;var stripePos: f32=floor((input.position.x+input.position.y)/stripeWidth);var whichColor: f32=((stripePos)%(2.));var color1: vec3f= vec3f(.6,.2,.2);var color2: vec3f= vec3f(.3,.1,.1);color=mix(color1,color2,whichColor);\n#endif\ncolor*=uniforms.vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ncolor=normalize(color)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ncolor=toGammaSpaceVec3(color);\n#endif\nfragmentOutputs.color=vec4f(color,1.0);\n#ifdef PREPASS\nfragmentOutputs.fragData0=toLinearSpaceVec3(color); \nfragmentOutputs.fragData1=vec4f(0.,0.,0.,0.); \n#endif\n#ifdef DEBUGMODE_FORCERETURN\nreturn fragmentOutputs;\n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDebugWGSL = { name, shader };\n"]}
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@@ -39,5 +39,5 @@ return computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCe
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// Sideeffect
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export const
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export const pbrDirectLightingFalloffFunctionsWGSL = { name, shader };
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//# sourceMappingURL=pbrDirectLightingFalloffFunctions.js.map
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@@ -1 +1 @@
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-
{"version":3,"file":"pbrDirectLightingFalloffFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,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":"pbrDirectLightingFalloffFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFalloffFunctions\";\nconst shader = `fn computeDistanceLightFalloff_Standard(lightOffset: vec3f,range: f32)->f32\n{return max(0.,1.0-length(lightOffset)/range);}\nfn computeDistanceLightFalloff_Physical(lightDistanceSquared: f32)->f32\n{return 1.0/maxEps(lightDistanceSquared);}\nfn computeDistanceLightFalloff_GLTF(lightDistanceSquared: f32,inverseSquaredRange: f32)->f32\n{var lightDistanceFalloff: f32=1.0/maxEps(lightDistanceSquared);var factor: f32=lightDistanceSquared*inverseSquaredRange;var attenuation: f32=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}\nfn computeDistanceLightFalloff(lightOffset: vec3f,lightDistanceSquared: f32,range: f32,inverseSquaredRange: f32)->f32\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfn computeDirectionalLightFalloff_Standard(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32)->f32\n{var falloff: f32=0.0;var cosAngle: f32=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)\n{falloff=max(0.,pow(cosAngle,exponent));}\nreturn falloff;}\nfn computeDirectionalLightFalloff_Physical(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32)->f32\n{const kMinusLog2ConeAngleIntensityRatio: f32=6.64385618977; \nvar concentrationKappa: f32=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);var lightDirectionSpreadSG: vec4f= vec4f(-lightDirection*concentrationKappa,-concentrationKappa);var falloff: f32=exp2(dot( vec4f(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}\nfn computeDirectionalLightFalloff_GLTF(lightDirection: vec3f,directionToLightCenterW: vec3f,lightAngleScale: f32,lightAngleOffset: f32)->f32\n{var cd: f32=dot(-lightDirection,directionToLightCenterW);var falloff: f32=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}\nfn computeDirectionalLightFalloff(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32,lightAngleScale: f32,lightAngleOffset: f32)->f32\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFalloffFunctionsWGSL = { name, shader };\n"]}
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@@ -64,5 +64,5 @@ var sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenua
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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 pbrDirectLightingFunctionsWGSL = { name, shader };
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//# sourceMappingURL=pbrDirectLightingFunctions.js.map
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{"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Dd,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":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Dd,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 = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: f32=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*info.attenuation*info.NdotL*lightColor;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f{var strq: vec4f=textureProjectionMatrix* vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseAndTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var NdotL: f32=absEps(info.NdotLUnclamped);var wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);var transmittanceNdotL: vec3f=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);var diffuseTerm: f32=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef ANISOTROPIC\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFunctionsWGSL = { name, shader };\n"]}
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@@ -26,5 +26,5 @@ return result;}`;
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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 pbrDirectLightingSetupFunctionsWGSL = { name, shader };
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//# sourceMappingURL=pbrDirectLightingSetupFunctions.js.map
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{"version":3,"file":"pbrDirectLightingSetupFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;gBAqBC,CAAC;AACjB,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM
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{"version":3,"file":"pbrDirectLightingSetupFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;gBAqBC,CAAC;AACjB,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingSetupFunctions\";\nconst shader = `struct preLightingInfo\n{lightOffset: vec3f,\nlightDistanceSquared: f32,\nlightDistance: f32,\nattenuation: f32,\nL: vec3f,\nH: vec3f,\nNdotV: f32,\nNdotLUnclamped: f32,\nNdotL: f32,\nVdotH: f32,\nroughness: f32,\n#ifdef IRIDESCENCE\niridescenceIntensity: f32\n#endif\n};fn computePointAndSpotPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f,posW: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeDirectionalPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeHemisphericPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingSetupFunctionsWGSL = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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import "./mainUVVaryingDeclaration.js";
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const name = "pbrFragmentExtraDeclaration";
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const shader = `varying vPositionW: vec3f;
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#if DEBUGMODE>0
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varying vClipSpacePosition: vec4f;
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#endif
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#include<mainUVVaryingDeclaration>[1..7]
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#ifdef NORMAL
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varying vNormalW: vec3f;
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#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
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varying vEnvironmentIrradiance: vec3f;
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#endif
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#endif
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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varying vColor: vec4f;
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const pbrFragmentExtraDeclarationWGSL = { name, shader };
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//# sourceMappingURL=pbrFragmentExtraDeclaration.js.map
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@@ -0,0 +1 @@
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{"version":3,"file":"pbrFragmentExtraDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,4BAA4B,CAAC;AAEpC,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./mainUVVaryingDeclaration\";\n\nconst name = \"pbrFragmentExtraDeclaration\";\nconst shader = `varying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrFragmentExtraDeclarationWGSL = { name, shader };\n"]}
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@@ -0,0 +1,96 @@
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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import "./samplerFragmentDeclaration.js";
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import "./samplerFragmentAlternateDeclaration.js";
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const name = "pbrFragmentSamplersDeclaration";
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const shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)
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#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
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#ifdef CLEARCOAT
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#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)
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#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
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#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)
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var clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>;
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#endif
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#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)
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+
#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)
|
|
24
|
+
#endif
|
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25
|
+
#ifdef IRIDESCENCE
|
|
26
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)
|
|
27
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)
|
|
28
|
+
#endif
|
|
29
|
+
#ifdef SHEEN
|
|
30
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)
|
|
31
|
+
#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
|
|
32
|
+
#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)
|
|
33
|
+
var sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>;
|
|
34
|
+
#endif
|
|
35
|
+
#endif
|
|
36
|
+
#ifdef ANISOTROPIC
|
|
37
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)
|
|
38
|
+
#endif
|
|
39
|
+
#ifdef REFLECTION
|
|
40
|
+
#ifdef REFLECTIONMAP_3D
|
|
41
|
+
var reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;
|
|
42
|
+
#ifdef LODBASEDMICROSFURACE
|
|
43
|
+
#else
|
|
44
|
+
var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;
|
|
45
|
+
#endif
|
|
46
|
+
#ifdef USEIRRADIANCEMAP
|
|
47
|
+
var irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;
|
|
48
|
+
#endif
|
|
49
|
+
#else
|
|
50
|
+
var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;
|
|
51
|
+
#ifdef LODBASEDMICROSFURACE
|
|
52
|
+
#else
|
|
53
|
+
var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;
|
|
54
|
+
#endif
|
|
55
|
+
#ifdef USEIRRADIANCEMAP
|
|
56
|
+
var irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;
|
|
57
|
+
#endif
|
|
58
|
+
#endif
|
|
59
|
+
#ifdef REFLECTIONMAP_SKYBOX
|
|
60
|
+
varying vPositionUVW: vec3f;
|
|
61
|
+
#else
|
|
62
|
+
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
|
63
|
+
varying vDirectionW: vec3f;
|
|
64
|
+
#endif
|
|
65
|
+
#endif
|
|
66
|
+
#endif
|
|
67
|
+
#ifdef ENVIRONMENTBRDF
|
|
68
|
+
var environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;
|
|
69
|
+
#endif
|
|
70
|
+
#ifdef SUBSURFACE
|
|
71
|
+
#ifdef SS_REFRACTION
|
|
72
|
+
#ifdef SS_REFRACTIONMAP_3D
|
|
73
|
+
var refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>;
|
|
74
|
+
#ifdef LODBASEDMICROSFURACE
|
|
75
|
+
#else
|
|
76
|
+
var refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>;
|
|
77
|
+
#endif
|
|
78
|
+
#else
|
|
79
|
+
var refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;
|
|
80
|
+
#ifdef LODBASEDMICROSFURACE
|
|
81
|
+
#else
|
|
82
|
+
var refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>;
|
|
83
|
+
#endif
|
|
84
|
+
#endif
|
|
85
|
+
#endif
|
|
86
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)
|
|
87
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)
|
|
88
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)
|
|
89
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor)
|
|
90
|
+
#endif
|
|
91
|
+
`;
|
|
92
|
+
// Sideeffect
|
|
93
|
+
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
|
|
94
|
+
/** @internal */
|
|
95
|
+
export const pbrFragmentSamplersDeclarationWGSL = { name, shader };
|
|
96
|
+
//# sourceMappingURL=pbrFragmentSamplersDeclaration.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"pbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqFd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\nimport \"./samplerFragmentAlternateDeclaration\";\n\nconst name = \"pbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef CLEARCOAT\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nvar clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>;\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)\nvar sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor)\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrFragmentSamplersDeclarationWGSL = { name, shader };\n"]}
|
|
@@ -18,7 +18,7 @@ fn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=
|
|
|
18
18
|
fn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var anisotropicFrameDirection: vec3f=select(T,B,anisotropy>=0.0);var anisotropicFrameTangent: vec3f=cross(normalize(anisotropicFrameDirection),V);var anisotropicFrameNormal: vec3f=cross(anisotropicFrameTangent,anisotropicFrameDirection);var anisotropicNormal: vec3f=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}
|
|
19
19
|
#else
|
|
20
20
|
fn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG,MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}
|
|
21
|
-
fn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var bentNormal: vec3f=cross(B,V);bentNormal=normalize(cross(bentNormal,B));var
|
|
21
|
+
fn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var bentNormal: vec3f=cross(B,V);bentNormal=normalize(cross(bentNormal,B));var sq=1.0-anisotropy*(1.0-roughness);var a: f32=sq*sq*sq*sq;bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}
|
|
22
22
|
#endif
|
|
23
23
|
#endif
|
|
24
24
|
#if defined(CLEARCOAT) || defined(SS_REFRACTION)
|
|
@@ -31,11 +31,11 @@ clearCoatIntensity);return clearCoatAbsorption;}
|
|
|
31
31
|
#endif
|
|
32
32
|
#ifdef MICROSURFACEAUTOMATIC
|
|
33
33
|
fn computeDefaultMicroSurface(microSurface: f32,reflectivityColor: vec3f)->f32
|
|
34
|
-
{const kReflectivityNoAlphaWorkflow_SmoothnessMax: f32=0.95;var reflectivityLuminance: f32=getLuminance(reflectivityColor);var reflectivityLuma: f32=sqrt(reflectivityLuminance);
|
|
34
|
+
{const kReflectivityNoAlphaWorkflow_SmoothnessMax: f32=0.95;var reflectivityLuminance: f32=getLuminance(reflectivityColor);var reflectivityLuma: f32=sqrt(reflectivityLuminance);var resultMicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return resultMicroSurface;}
|
|
35
35
|
#endif
|
|
36
36
|
`;
|
|
37
37
|
// Sideeffect
|
|
38
38
|
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
|
|
39
39
|
/** @internal */
|
|
40
|
-
export const
|
|
40
|
+
export const pbrHelperFunctionsWGSL = { name, shader };
|
|
41
41
|
//# sourceMappingURL=pbrHelperFunctions.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrHelperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrHelperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,
|
|
1
|
+
{"version":3,"file":"pbrHelperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrHelperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,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 = \"pbrHelperFunctions\";\nconst shader = `#define MINIMUMVARIANCE 0.0005\nfn convertRoughnessToAverageSlope(roughness: f32)->f32\n{return roughness*roughness+MINIMUMVARIANCE;}\nfn fresnelGrazingReflectance(reflectance0: f32)->f32 {var reflectance90: f32=saturate(reflectance0*25.0);return reflectance90;}\nfn getAARoughnessFactors(normalVector: vec3f)->vec2f {\n#ifdef SPECULARAA\nvar nDfdx: vec3f=dpdx(normalVector.xyz);var nDfdy: vec3f=dpdy(normalVector.xyz);var slopeSquare: f32=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));var geometricRoughnessFactor: f32=pow(saturate(slopeSquare),0.333);var geometricAlphaGFactor: f32=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2f(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2f(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_LEGACY\nfn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}\nfn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var anisotropicFrameDirection: vec3f=select(T,B,anisotropy>=0.0);var anisotropicFrameTangent: vec3f=cross(normalize(anisotropicFrameDirection),V);var anisotropicFrameNormal: vec3f=cross(anisotropicFrameTangent,anisotropicFrameDirection);var anisotropicNormal: vec3f=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}\n#else\nfn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG,MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}\nfn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var bentNormal: vec3f=cross(B,V);bentNormal=normalize(cross(bentNormal,B));var sq=1.0-anisotropy*(1.0-roughness);var a: f32=sq*sq*sq*sq;bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}\n#endif\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nfn cocaLambertVec3(alpha: vec3f,distance: f32)->vec3f {return exp(-alpha*distance);}\nfn cocaLambert(NdotVRefract: f32,NdotLRefract: f32,alpha: vec3f,thickness: f32)->vec3f {return cocaLambertVec3(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}\nfn computeColorAtDistanceInMedia(color: vec3f,distance: f32)->vec3f {return -log(color)/distance;}\nfn computeClearCoatAbsorption(NdotVRefract: f32,NdotLRefract: f32,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var clearCoatAbsorption: vec3f=mix( vec3f(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);return clearCoatAbsorption;}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfn computeDefaultMicroSurface(microSurface: f32,reflectivityColor: vec3f)->f32\n{const kReflectivityNoAlphaWorkflow_SmoothnessMax: f32=0.95;var reflectivityLuminance: f32=getLuminance(reflectivityColor);var reflectivityLuma: f32=sqrt(reflectivityLuminance);var resultMicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return resultMicroSurface;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrHelperFunctionsWGSL = { name, shader };\n"]}
|
|
@@ -12,12 +12,12 @@ fn environmentRadianceOcclusion(ambientOcclusion: f32,NdotVUnclamped: f32)->f32
|
|
|
12
12
|
fn environmentHorizonOcclusion(view: vec3f,normal: vec3f,geometricNormal: vec3f)->f32 {var reflection: vec3f=reflect(view,normal);var temp: f32=saturate(1.0+1.1*dot(reflection,geometricNormal));return temp*temp;}
|
|
13
13
|
#endif
|
|
14
14
|
#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)
|
|
15
|
-
|
|
16
|
-
fn
|
|
15
|
+
fn UNPACK_LOD(x: f32)->f32 {return (1.0-x)*255.0;}
|
|
16
|
+
fn getLodFromAlphaGNdotV(cubeMapDimensionPixels: f32,alphaG: f32,NdotV: f32)->f32 {var microsurfaceAverageSlope: f32=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}
|
|
17
17
|
#endif
|
|
18
18
|
`;
|
|
19
19
|
// Sideeffect
|
|
20
20
|
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
|
|
21
21
|
/** @internal */
|
|
22
|
-
export const
|
|
22
|
+
export const pbrIBLFunctionsWGSL = { name, shader };
|
|
23
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//# sourceMappingURL=pbrIBLFunctions.js.map
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{"version":3,"file":"pbrIBLFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrIBLFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,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":"pbrIBLFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrIBLFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,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 = \"pbrIBLFunctions\";\nconst shader = `#if defined(REFLECTION) || defined(SS_REFRACTION)\nfn getLodFromAlphaG(cubeMapDimensionPixels: f32,microsurfaceAverageSlope: f32)->f32 {var microsurfaceAverageSlopeTexels: f32=cubeMapDimensionPixels*microsurfaceAverageSlope;var lod: f32=log2(microsurfaceAverageSlopeTexels);return lod;}\nfn getLinearLodFromRoughness(cubeMapDimensionPixels: f32,roughness: f32)->f32 {var lod: f32=log2(cubeMapDimensionPixels)*roughness;return lod;}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)\nfn environmentRadianceOcclusion(ambientOcclusion: f32,NdotVUnclamped: f32)->f32 {var temp: f32=NdotVUnclamped+ambientOcclusion;return saturate(temp*temp-1.0+ambientOcclusion);}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)\nfn environmentHorizonOcclusion(view: vec3f,normal: vec3f,geometricNormal: vec3f)->f32 {var reflection: vec3f=reflect(view,normal);var temp: f32=saturate(1.0+1.1*dot(reflection,geometricNormal));return temp*temp;}\n#endif\n#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)\nfn UNPACK_LOD(x: f32)->f32 {return (1.0-x)*255.0;}\nfn getLodFromAlphaGNdotV(cubeMapDimensionPixels: f32,alphaG: f32,NdotV: f32)->f32 {var microsurfaceAverageSlope: f32=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrIBLFunctionsWGSL = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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import "./sceneUboDeclaration.js";
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import "./meshUboDeclaration.js";
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const name = "pbrUboDeclaration";
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const shader = `uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;
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#define ADDITIONAL_UBO_DECLARATION
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#include<sceneUboDeclaration>
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#include<meshUboDeclaration>
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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 pbrUboDeclarationWGSL = { name, shader };
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//# sourceMappingURL=pbrUboDeclaration.js.map
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{"version":3,"file":"pbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"pbrUboDeclaration\";\nconst shader = `uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrUboDeclarationWGSL = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "prePassDeclaration";
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const shader = `#ifdef PREPASS
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#ifdef PREPASS_DEPTH
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varying vViewPos: vec3f;
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#endif
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#ifdef PREPASS_VELOCITY
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varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
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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 prePassDeclarationWGSL = { name, shader };
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//# sourceMappingURL=prePassDeclaration.js.map
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{"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/prePassDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;CAQd,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 = \"prePassDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_VELOCITY\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const prePassDeclarationWGSL = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "prePassVertex";
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const shader = `#ifdef PREPASS_DEPTH
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vertexOutputs.vViewPos=(scene.view*worldPos).rgb;
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#endif
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#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED)
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vertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;
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#if NUM_BONE_INFLUENCERS>0
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var previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];
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#if NUM_BONE_INFLUENCERS>1
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previousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];
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#endif
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#if NUM_BONE_INFLUENCERS>2
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previousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];
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#endif
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17
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#if NUM_BONE_INFLUENCERS>3
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previousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];
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#endif
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#if NUM_BONE_INFLUENCERS>4
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previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
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#endif
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#if NUM_BONE_INFLUENCERS>5
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previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
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#endif
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#if NUM_BONE_INFLUENCERS>6
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previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
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#endif
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+
#if NUM_BONE_INFLUENCERS>7
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previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
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#endif
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vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);
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#else
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vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
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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 prePassVertexWGSL = { name, shader };
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//# sourceMappingURL=prePassVertex.js.map
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{"version":3,"file":"prePassVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/prePassVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCd,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 = \"prePassVertex\";\nconst shader = `#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const prePassVertexWGSL = { name, shader };\n"]}
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