@babylonjs/core 7.19.0 → 7.20.0
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/Buffers/buffer.nonFloatVertexBuffers.js +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +8 -2
- package/Collisions/gpuPicker.js +41 -20
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +1 -0
- package/Engines/Processors/shaderProcessor.js +1 -0
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -0
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +2 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +12 -5
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -4
- package/Engines/WebGPU/webgpuTextureManager.js +90 -75
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -2
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -1
- package/Engines/nativeEngine.js +2 -1
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +1 -1
- package/Engines/thinEngine.functions.d.ts +1 -1
- package/Engines/thinEngine.functions.js +2 -1
- package/Engines/thinEngine.functions.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +9 -5
- package/Engines/webgpuEngine.js +35 -22
- package/Engines/webgpuEngine.js.map +1 -1
- package/Layers/effectLayer.d.ts +16 -1
- package/Layers/effectLayer.js +32 -2
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -2
- package/Layers/glowLayer.js +16 -3
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +5 -4
- package/Layers/highlightLayer.js +36 -11
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/index.d.ts +10 -0
- package/Layers/index.js +12 -0
- package/Layers/index.js.map +1 -1
- package/Lights/Shadows/index.d.ts +8 -0
- package/Lights/Shadows/index.js +9 -0
- package/Lights/Shadows/index.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +18 -5
- package/Lights/Shadows/shadowGenerator.js +44 -5
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/sceneLoader.d.ts +155 -16
- package/Loading/sceneLoader.js +197 -99
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +15 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +1 -1
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/effect.functions.d.ts +1 -1
- package/Materials/effect.functions.js +6 -3
- package/Materials/effect.functions.js.map +1 -1
- package/Materials/effect.js +1 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/standardMaterial.d.ts +1 -1
- package/Materials/standardMaterial.js +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.constants.d.ts +1 -2
- package/Maths/math.constants.js +1 -2
- package/Maths/math.constants.js.map +1 -1
- package/Maths/math.like.d.ts +9 -0
- package/Maths/math.like.js.map +1 -1
- package/Maths/math.vector.d.ts +23 -23
- package/Maths/math.vector.js +43 -11
- package/Maths/math.vector.js.map +1 -1
- package/Misc/index.d.ts +4 -0
- package/Misc/index.js +5 -0
- package/Misc/index.js.map +1 -1
- package/Misc/rgbdTextureTools.d.ts +1 -0
- package/Misc/rgbdTextureTools.js +15 -2
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +6 -0
- package/PostProcesses/blurPostProcess.js +21 -2
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/index.d.ts +8 -0
- package/PostProcesses/index.js +10 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/passPostProcess.d.ts +2 -0
- package/PostProcesses/passPostProcess.js +26 -2
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +11 -2
- package/PostProcesses/postProcess.js +17 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js +17 -0
- package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js +20 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js +19 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js +9 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js +9 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +4 -4
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +5 -5
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js +26 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +12 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js +19 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +4 -4
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js +17 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js.map +1 -0
- package/ShadersWGSL/default.fragment.js +2 -2
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/depthBoxBlur.fragment.d.ts +5 -0
- package/ShadersWGSL/depthBoxBlur.fragment.js +14 -0
- package/ShadersWGSL/depthBoxBlur.fragment.js.map +1 -0
- package/ShadersWGSL/glowBlurPostProcess.fragment.d.ts +5 -0
- package/ShadersWGSL/glowBlurPostProcess.fragment.js +15 -0
- package/ShadersWGSL/glowBlurPostProcess.fragment.js.map +1 -0
- package/ShadersWGSL/glowMapGeneration.fragment.d.ts +8 -0
- package/ShadersWGSL/glowMapGeneration.fragment.js +74 -0
- package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -0
- package/ShadersWGSL/glowMapGeneration.vertex.d.ts +17 -0
- package/ShadersWGSL/glowMapGeneration.vertex.js +92 -0
- package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -0
- package/ShadersWGSL/glowMapMerge.fragment.d.ts +5 -0
- package/ShadersWGSL/glowMapMerge.fragment.js +32 -0
- package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -0
- package/ShadersWGSL/glowMapMerge.vertex.d.ts +5 -0
- package/ShadersWGSL/glowMapMerge.vertex.js +16 -0
- package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -0
- package/ShadersWGSL/kernelBlur.fragment.d.ts +9 -0
- package/ShadersWGSL/kernelBlur.fragment.js +48 -0
- package/ShadersWGSL/kernelBlur.fragment.js.map +1 -0
- package/ShadersWGSL/kernelBlur.vertex.d.ts +7 -0
- package/ShadersWGSL/kernelBlur.vertex.js +21 -0
- package/ShadersWGSL/kernelBlur.vertex.js.map +1 -0
- package/ShadersWGSL/pass.fragment.d.ts +5 -0
- package/ShadersWGSL/pass.fragment.js +12 -0
- package/ShadersWGSL/pass.fragment.js.map +1 -0
- package/ShadersWGSL/passCube.fragment.d.ts +5 -0
- package/ShadersWGSL/passCube.fragment.js +31 -0
- package/ShadersWGSL/passCube.fragment.js.map +1 -0
- package/ShadersWGSL/rgbdDecode.fragment.d.ts +6 -0
- package/ShadersWGSL/rgbdDecode.fragment.js +14 -0
- package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -0
- package/ShadersWGSL/rgbdEncode.fragment.d.ts +6 -0
- package/ShadersWGSL/rgbdEncode.fragment.js +14 -0
- package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -0
- package/ShadersWGSL/shadowMap.fragment.d.ts +9 -0
- package/ShadersWGSL/shadowMap.fragment.js +39 -0
- package/ShadersWGSL/shadowMap.fragment.js.map +1 -0
- package/ShadersWGSL/shadowMap.vertex.d.ts +22 -0
- package/ShadersWGSL/shadowMap.vertex.js +89 -0
- package/ShadersWGSL/shadowMap.vertex.js.map +1 -0
- package/package.json +1 -1
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/bonesDeclaration.js";
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import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexDeclaration.js";
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import "./ShadersInclude/clipPlaneVertexDeclaration.js";
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import "./ShadersInclude/instancesDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobal.js";
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import "./ShadersInclude/morphTargetsVertex.js";
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import "./ShadersInclude/instancesVertex.js";
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import "./ShadersInclude/bonesVertex.js";
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import "./ShadersInclude/bakedVertexAnimation.js";
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import "./ShadersInclude/clipPlaneVertex.js";
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const name = "glowMapGenerationVertexShader";
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const shader = `attribute position: vec3f;
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#include<bonesDeclaration>
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#include<bakedVertexAnimationDeclaration>
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#include<morphTargetsVertexGlobalDeclaration>
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#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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#include<clipPlaneVertexDeclaration>
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#include<instancesDeclaration>
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uniform viewProjection: mat4x4f;varying vPosition: vec4f;
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#ifdef UV1
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attribute uv: vec2f;
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#endif
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#ifdef UV2
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attribute uv2: vec2f;
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#endif
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#ifdef DIFFUSE
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varying vUVDiffuse: vec2f;uniform diffuseMatrix: mat4x4f;
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#endif
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#ifdef OPACITY
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varying vUVOpacity: vec2f;uniform opacityMatrix: mat4x4f;
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#endif
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#ifdef EMISSIVE
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varying vUVEmissive: vec2f;uniform emissiveMatrix: mat4x4f;
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#endif
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#ifdef VERTEXALPHA
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attribute color: vec4f;varying vColor: vec4f;
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#endif
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#define CUSTOM_VERTEX_DEFINITIONS
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;
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#ifdef UV1
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var uvUpdated: vec2f=input.uv;
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#endif
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#include<morphTargetsVertexGlobal>
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#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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#include<instancesVertex>
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#include<bonesVertex>
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#include<bakedVertexAnimation>
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var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
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#ifdef CUBEMAP
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vertexOutputs.vPosition=worldPos;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(input.position,1.0);
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#else
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vertexOutputs.vPosition=uniforms.viewProjection*worldPos;vertexOutputs.position=vertexOutputs.vPosition;
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#endif
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#ifdef DIFFUSE
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#ifdef DIFFUSEUV1
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vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
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#endif
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#ifdef DIFFUSEUV2
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vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(input.uv2,1.0,0.0)).xy;
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#endif
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#endif
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#ifdef OPACITY
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#ifdef OPACITYUV1
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vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
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#endif
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#ifdef OPACITYUV2
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vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(input.uv2,1.0,0.0)).xy;
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#endif
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#endif
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#ifdef EMISSIVE
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#ifdef EMISSIVEUV1
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vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
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#endif
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#ifdef EMISSIVEUV2
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vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(input.uv2,1.0,0.0)).xy;
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#endif
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#endif
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#ifdef VERTEXALPHA
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vertexOutputs.vColor=color;
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#endif
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#include<clipPlaneVertex>
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}`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name] = shader;
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/** @internal */
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export const glowMapGenerationVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=glowMapGeneration.vertex.js.map
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{"version":3,"file":"glowMapGeneration.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapGeneration.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"glowMapGenerationVertexShader\";\nconst shader = `attribute position: vec3f;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;varying vPosition: vec4f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef DIFFUSE\nvarying vUVDiffuse: vec2f;uniform diffuseMatrix: mat4x4f;\n#endif\n#ifdef OPACITY\nvarying vUVOpacity: vec2f;uniform opacityMatrix: mat4x4f;\n#endif\n#ifdef EMISSIVE\nvarying vUVEmissive: vec2f;uniform emissiveMatrix: mat4x4f;\n#endif\n#ifdef VERTEXALPHA\nattribute color: vec4f;varying vColor: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;\n#ifdef UV1\nvar uvUpdated: vec2f=input.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);\n#ifdef CUBEMAP\nvertexOutputs.vPosition=worldPos;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(input.position,1.0);\n#else\nvertexOutputs.vPosition=uniforms.viewProjection*worldPos;vertexOutputs.position=vertexOutputs.vPosition;\n#endif\n#ifdef DIFFUSE\n#ifdef DIFFUSEUV1\nvertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef DIFFUSEUV2\nvertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(input.uv2,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef OPACITY\n#ifdef OPACITYUV1\nvertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef OPACITYUV2\nvertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(input.uv2,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef EMISSIVEUV2\nvertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(input.uv2,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef VERTEXALPHA\nvertexOutputs.vColor=color;\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapGenerationVertexShaderWGSL = { name, shader };\n"]}
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// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
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3
|
+
const name = "glowMapMergePixelShader";
|
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const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
|
|
5
|
+
#ifdef EMISSIVE
|
|
6
|
+
var textureSampler2Sampler: sampler;var textureSampler2: texture_2d<f32>;
|
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7
|
+
#endif
|
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+
uniform offset: f32;
|
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9
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
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10
|
+
@fragment
|
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11
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
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12
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
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13
|
+
var baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);
|
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14
|
+
#ifdef EMISSIVE
|
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+
baseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset;
|
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+
#else
|
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baseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a));
|
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|
+
#ifdef STROKE
|
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+
var alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha);
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#endif
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#endif
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#if LDR
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baseColor=clamp(baseColor,0.,1.0);
|
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+
#endif
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fragmentOutputs.color=baseColor;
|
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+
#define CUSTOM_FRAGMENT_MAIN_END
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|
+
}`;
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+
// Sideeffect
|
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+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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+
/** @internal */
|
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|
+
export const glowMapMergePixelShaderWGSL = { name, shader };
|
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|
+
//# sourceMappingURL=glowMapMerge.fragment.js.map
|
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@@ -0,0 +1 @@
|
|
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1
|
+
{"version":3,"file":"glowMapMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#ifdef EMISSIVE\nvar textureSampler2Sampler: sampler;var textureSampler2: texture_2d<f32>;\n#endif\nuniform offset: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvar baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);\n#ifdef EMISSIVE\nbaseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset;\n#else\nbaseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a));\n#ifdef STROKE\nvar alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha);\n#endif\n#endif\n#if LDR\nbaseColor=clamp(baseColor,0.,1.0);\n#endif\nfragmentOutputs.color=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapMergePixelShaderWGSL = { name, shader };\n"]}
|
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@@ -0,0 +1,16 @@
|
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1
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+
// Do not edit.
|
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2
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+
import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "glowMapMergeVertexShader";
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const shader = `attribute position: vec2f;varying vUV: vec2f;
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#define CUSTOM_VERTEX_DEFINITIONS
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {const madd: vec2f= vec2f(0.5,0.5);
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#define CUSTOM_VERTEX_MAIN_BEGIN
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vertexOutputs.vUV=input.position*madd+madd;vertexOutputs.position= vec4f(input.position,0.0,1.0);
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#define CUSTOM_VERTEX_MAIN_END
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+
}`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name] = shader;
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/** @internal */
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export const glowMapMergeVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=glowMapMerge.vertex.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"glowMapMerge.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapMerge.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergeVertexShader\";\nconst shader = `attribute position: vec2f;varying vUV: vec2f;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=input.position*madd+madd;vertexOutputs.position= vec4f(input.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapMergeVertexShaderWGSL = { name, shader };\n"]}
|
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@@ -0,0 +1,9 @@
|
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1
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+
import "./ShadersInclude/kernelBlurVaryingDeclaration";
|
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2
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+
import "./ShadersInclude/packingFunctions";
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3
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+
import "./ShadersInclude/kernelBlurFragment";
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4
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+
import "./ShadersInclude/kernelBlurFragment2";
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5
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+
/** @internal */
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6
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+
export declare const kernelBlurPixelShaderWGSL: {
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7
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name: string;
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8
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+
shader: string;
|
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9
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+
};
|
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@@ -0,0 +1,48 @@
|
|
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1
|
+
// Do not edit.
|
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2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
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3
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+
import "./ShadersInclude/kernelBlurVaryingDeclaration.js";
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4
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+
import "./ShadersInclude/packingFunctions.js";
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5
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+
import "./ShadersInclude/kernelBlurFragment.js";
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+
import "./ShadersInclude/kernelBlurFragment2.js";
|
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7
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+
const name = "kernelBlurPixelShader";
|
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+
const shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform delta: vec2f;varying sampleCenter: vec2f;
|
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9
|
+
#ifdef DOF
|
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10
|
+
var circleOfConfusionSamplerSampler: sampler;var circleOfConfusionSampler: texture_2d<f32>;fn sampleCoC(offset: vec2f)->f32 {var coc: f32=textureSample(circleOfConfusionSampler,circleOfConfusionSamplerSampler,offset).r;return coc; }
|
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11
|
+
#endif
|
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12
|
+
#include<kernelBlurVaryingDeclaration>[0..varyingCount]
|
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13
|
+
#ifdef PACKEDFLOAT
|
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14
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+
#include<packingFunctions>
|
|
15
|
+
#endif
|
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16
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
17
|
+
@fragment
|
|
18
|
+
fn main(input: FragmentInputs)->FragmentOutputs {var computedWeight: f32=0.0;
|
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19
|
+
#ifdef PACKEDFLOAT
|
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20
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+
var blend: f32=0.;
|
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21
|
+
#else
|
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|
+
var blend: vec4f= vec4f(0.);
|
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23
|
+
#endif
|
|
24
|
+
#ifdef DOF
|
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25
|
+
var sumOfWeights: f32=CENTER_WEIGHT;
|
|
26
|
+
var factor: f32=0.0;
|
|
27
|
+
#ifdef PACKEDFLOAT
|
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28
|
+
blend+=unpack(textureSample(textureSampler,textureSamplerSampler,input.sampleCenter))*CENTER_WEIGHT;
|
|
29
|
+
#else
|
|
30
|
+
blend+=textureSample(textureSampler,textureSamplerSampler,input.sampleCenter)*CENTER_WEIGHT;
|
|
31
|
+
#endif
|
|
32
|
+
#endif
|
|
33
|
+
#include<kernelBlurFragment>[0..varyingCount]
|
|
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|
+
#include<kernelBlurFragment2>[0..depCount]
|
|
35
|
+
#ifdef PACKEDFLOAT
|
|
36
|
+
fragmentOutputs.color=pack(blend);
|
|
37
|
+
#else
|
|
38
|
+
fragmentOutputs.color=blend;
|
|
39
|
+
#endif
|
|
40
|
+
#ifdef DOF
|
|
41
|
+
fragmentOutputs.color/=sumOfWeights;
|
|
42
|
+
#endif
|
|
43
|
+
}`;
|
|
44
|
+
// Sideeffect
|
|
45
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
46
|
+
/** @internal */
|
|
47
|
+
export const kernelBlurPixelShaderWGSL = { name, shader };
|
|
48
|
+
//# sourceMappingURL=kernelBlur.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"kernelBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/kernelBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/kernelBlurFragment\";\nimport \"./ShadersInclude/kernelBlurFragment2\";\n\nconst name = \"kernelBlurPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform delta: vec2f;varying sampleCenter: vec2f;\n#ifdef DOF\nvar circleOfConfusionSamplerSampler: sampler;var circleOfConfusionSampler: texture_2d<f32>;fn sampleCoC(offset: vec2f)->f32 {var coc: f32=textureSample(circleOfConfusionSampler,circleOfConfusionSamplerSampler,offset).r;return coc; }\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\n#include<packingFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var computedWeight: f32=0.0;\n#ifdef PACKEDFLOAT\nvar blend: f32=0.;\n#else\nvar blend: vec4f= vec4f(0.);\n#endif\n#ifdef DOF\nvar sumOfWeights: f32=CENTER_WEIGHT; \nvar factor: f32=0.0;\n#ifdef PACKEDFLOAT\nblend+=unpack(textureSample(textureSampler,textureSamplerSampler,input.sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=textureSample(textureSampler,textureSamplerSampler,input.sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\nfragmentOutputs.color=pack(blend);\n#else\nfragmentOutputs.color=blend;\n#endif\n#ifdef DOF\nfragmentOutputs.color/=sumOfWeights;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const kernelBlurPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
import "./ShadersInclude/kernelBlurVaryingDeclaration.js";
|
|
4
|
+
import "./ShadersInclude/kernelBlurVertex.js";
|
|
5
|
+
const name = "kernelBlurVertexShader";
|
|
6
|
+
const shader = `attribute position: vec2f;uniform delta: vec2f;varying sampleCenter: vec2f;
|
|
7
|
+
#include<kernelBlurVaryingDeclaration>[0..varyingCount]
|
|
8
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
9
|
+
@vertex
|
|
10
|
+
fn main(input : VertexInputs)->FragmentInputs {const madd: vec2f= vec2f(0.5,0.5);
|
|
11
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
12
|
+
vertexOutputs.sampleCenter=(input.position*madd+madd);
|
|
13
|
+
#include<kernelBlurVertex>[0..varyingCount]
|
|
14
|
+
vertexOutputs.position= vec4f(input.position,0.0,1.0);
|
|
15
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
16
|
+
}`;
|
|
17
|
+
// Sideeffect
|
|
18
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
19
|
+
/** @internal */
|
|
20
|
+
export const kernelBlurVertexShaderWGSL = { name, shader };
|
|
21
|
+
//# sourceMappingURL=kernelBlur.vertex.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"kernelBlur.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/kernelBlur.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/kernelBlurVertex\";\n\nconst name = \"kernelBlurVertexShader\";\nconst shader = `attribute position: vec2f;uniform delta: vec2f;varying sampleCenter: vec2f;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.sampleCenter=(input.position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\nvertexOutputs.position= vec4f(input.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const kernelBlurVertexShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
const name = "passPixelShader";
|
|
4
|
+
const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
|
|
5
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
6
|
+
@fragment
|
|
7
|
+
fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);}`;
|
|
8
|
+
// Sideeffect
|
|
9
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
10
|
+
/** @internal */
|
|
11
|
+
export const passPixelShaderWGSL = { name, shader };
|
|
12
|
+
//# sourceMappingURL=pass.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"pass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/pass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;uIAGwH,CAAC;AACxI,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"passPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const passPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,31 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
const name = "passCubePixelShader";
|
|
4
|
+
const shader = `varying var vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;
|
|
5
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
6
|
+
@fragment
|
|
7
|
+
fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0;
|
|
8
|
+
#ifdef POSITIVEX
|
|
9
|
+
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x));
|
|
10
|
+
#endif
|
|
11
|
+
#ifdef NEGATIVEX
|
|
12
|
+
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x));
|
|
13
|
+
#endif
|
|
14
|
+
#ifdef POSITIVEY
|
|
15
|
+
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x));
|
|
16
|
+
#endif
|
|
17
|
+
#ifdef NEGATIVEY
|
|
18
|
+
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x));
|
|
19
|
+
#endif
|
|
20
|
+
#ifdef POSITIVEZ
|
|
21
|
+
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001));
|
|
22
|
+
#endif
|
|
23
|
+
#ifdef NEGATIVEZ
|
|
24
|
+
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001));
|
|
25
|
+
#endif
|
|
26
|
+
}`;
|
|
27
|
+
// Sideeffect
|
|
28
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
29
|
+
/** @internal */
|
|
30
|
+
export const passCubePixelShaderWGSL = { name, shader };
|
|
31
|
+
//# sourceMappingURL=passCube.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passCubePixelShader\";\nconst shader = `varying var vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0;\n#ifdef POSITIVEX\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001));\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const passCubePixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
import "./ShadersInclude/helperFunctions.js";
|
|
4
|
+
const name = "rgbdDecodePixelShader";
|
|
5
|
+
const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
|
|
6
|
+
#include<helperFunctions>
|
|
7
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
8
|
+
@fragment
|
|
9
|
+
fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=vec4f(fromRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV)),1.0);}`;
|
|
10
|
+
// Sideeffect
|
|
11
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
12
|
+
/** @internal */
|
|
13
|
+
export const rgbdDecodePixelShaderWGSL = { name, shader };
|
|
14
|
+
//# sourceMappingURL=rgbdDecode.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"rgbdDecode.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/rgbdDecode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;4JAI6I,CAAC;AAC7J,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=vec4f(fromRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV)),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const rgbdDecodePixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
import "./ShadersInclude/helperFunctions.js";
|
|
4
|
+
const name = "rgbdEncodePixelShader";
|
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5
|
+
const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
|
|
6
|
+
#include<helperFunctions>
|
|
7
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
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8
|
+
@fragment
|
|
9
|
+
fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=toRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb);}`;
|
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10
|
+
// Sideeffect
|
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11
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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12
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+
/** @internal */
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13
|
+
export const rgbdEncodePixelShaderWGSL = { name, shader };
|
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14
|
+
//# sourceMappingURL=rgbdEncode.fragment.js.map
|
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@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"rgbdEncode.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/rgbdEncode.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;mJAIoI,CAAC;AACpJ,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=toRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const rgbdEncodePixelShaderWGSL = { name, shader };\n"]}
|
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@@ -0,0 +1,9 @@
|
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1
|
+
import "./ShadersInclude/shadowMapFragmentExtraDeclaration";
|
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2
|
+
import "./ShadersInclude/clipPlaneFragmentDeclaration";
|
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3
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+
import "./ShadersInclude/clipPlaneFragment";
|
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4
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+
import "./ShadersInclude/shadowMapFragment";
|
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5
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+
/** @internal */
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6
|
+
export declare const shadowMapPixelShaderWGSL: {
|
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7
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+
name: string;
|
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8
|
+
shader: string;
|
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9
|
+
};
|
|
@@ -0,0 +1,39 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
import "./ShadersInclude/shadowMapFragmentExtraDeclaration.js";
|
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4
|
+
import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
|
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5
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+
import "./ShadersInclude/clipPlaneFragment.js";
|
|
6
|
+
import "./ShadersInclude/shadowMapFragment.js";
|
|
7
|
+
const name = "shadowMapPixelShader";
|
|
8
|
+
const shader = `#include<shadowMapFragmentExtraDeclaration>
|
|
9
|
+
#ifdef ALPHATEXTURE
|
|
10
|
+
varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
|
|
11
|
+
#endif
|
|
12
|
+
#include<clipPlaneFragmentDeclaration>
|
|
13
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
14
|
+
@fragment
|
|
15
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
16
|
+
#include<clipPlaneFragment>
|
|
17
|
+
#ifdef ALPHATEXTURE
|
|
18
|
+
var opacityMap: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV);var alphaFromAlphaTexture: f32=opacityMap.a;
|
|
19
|
+
#if SM_SOFTTRANSPARENTSHADOW==1
|
|
20
|
+
if (uniforms.softTransparentShadowSM.y==1.0) {opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alphaFromAlphaTexture=opacityMap.x+opacityMap.y+opacityMap.z;}
|
|
21
|
+
#endif
|
|
22
|
+
#ifdef ALPHATESTVALUE
|
|
23
|
+
if (alphaFromAlphaTexture<ALPHATESTVALUE) {discard;}
|
|
24
|
+
#endif
|
|
25
|
+
#endif
|
|
26
|
+
#if SM_SOFTTRANSPARENTSHADOW==1
|
|
27
|
+
#ifdef ALPHATEXTURE
|
|
28
|
+
if ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x*alphaFromAlphaTexture) {discard;}
|
|
29
|
+
#else
|
|
30
|
+
if ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x) {discard;}
|
|
31
|
+
#endif
|
|
32
|
+
#endif
|
|
33
|
+
#include<shadowMapFragment>
|
|
34
|
+
}`;
|
|
35
|
+
// Sideeffect
|
|
36
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
37
|
+
/** @internal */
|
|
38
|
+
export const shadowMapPixelShaderWGSL = { name, shader };
|
|
39
|
+
//# sourceMappingURL=shadowMap.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Bb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEXTURE\nvarying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEXTURE\nvar opacityMap: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV);var alphaFromAlphaTexture: f32=opacityMap.a;\n#if SM_SOFTTRANSPARENTSHADOW==1\nif (uniforms.softTransparentShadowSM.y==1.0) {opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alphaFromAlphaTexture=opacityMap.x+opacityMap.y+opacityMap.z;}\n#endif\n#ifdef ALPHATESTVALUE\nif (alphaFromAlphaTexture<ALPHATESTVALUE) {discard;}\n#endif\n#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEXTURE\nif ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x*alphaFromAlphaTexture) {discard;}\n#else\nif ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x) {discard;} \n#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowMapPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
import "./ShadersInclude/bonesDeclaration";
|
|
2
|
+
import "./ShadersInclude/bakedVertexAnimationDeclaration";
|
|
3
|
+
import "./ShadersInclude/morphTargetsVertexGlobalDeclaration";
|
|
4
|
+
import "./ShadersInclude/morphTargetsVertexDeclaration";
|
|
5
|
+
import "./ShadersInclude/helperFunctions";
|
|
6
|
+
import "./ShadersInclude/sceneUboDeclaration";
|
|
7
|
+
import "./ShadersInclude/meshUboDeclaration";
|
|
8
|
+
import "./ShadersInclude/shadowMapVertexExtraDeclaration";
|
|
9
|
+
import "./ShadersInclude/clipPlaneVertexDeclaration";
|
|
10
|
+
import "./ShadersInclude/morphTargetsVertexGlobal";
|
|
11
|
+
import "./ShadersInclude/morphTargetsVertex";
|
|
12
|
+
import "./ShadersInclude/instancesVertex";
|
|
13
|
+
import "./ShadersInclude/bonesVertex";
|
|
14
|
+
import "./ShadersInclude/bakedVertexAnimation";
|
|
15
|
+
import "./ShadersInclude/shadowMapVertexNormalBias";
|
|
16
|
+
import "./ShadersInclude/shadowMapVertexMetric";
|
|
17
|
+
import "./ShadersInclude/clipPlaneVertex";
|
|
18
|
+
/** @internal */
|
|
19
|
+
export declare const shadowMapVertexShaderWGSL: {
|
|
20
|
+
name: string;
|
|
21
|
+
shader: string;
|
|
22
|
+
};
|
|
@@ -0,0 +1,89 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
import "./ShadersInclude/bonesDeclaration.js";
|
|
4
|
+
import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
5
|
+
import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
|
|
6
|
+
import "./ShadersInclude/morphTargetsVertexDeclaration.js";
|
|
7
|
+
import "./ShadersInclude/helperFunctions.js";
|
|
8
|
+
import "./ShadersInclude/sceneUboDeclaration.js";
|
|
9
|
+
import "./ShadersInclude/meshUboDeclaration.js";
|
|
10
|
+
import "./ShadersInclude/shadowMapVertexExtraDeclaration.js";
|
|
11
|
+
import "./ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
12
|
+
import "./ShadersInclude/morphTargetsVertexGlobal.js";
|
|
13
|
+
import "./ShadersInclude/morphTargetsVertex.js";
|
|
14
|
+
import "./ShadersInclude/instancesVertex.js";
|
|
15
|
+
import "./ShadersInclude/bonesVertex.js";
|
|
16
|
+
import "./ShadersInclude/bakedVertexAnimation.js";
|
|
17
|
+
import "./ShadersInclude/shadowMapVertexNormalBias.js";
|
|
18
|
+
import "./ShadersInclude/shadowMapVertexMetric.js";
|
|
19
|
+
import "./ShadersInclude/clipPlaneVertex.js";
|
|
20
|
+
const name = "shadowMapVertexShader";
|
|
21
|
+
const shader = `attribute position: vec3f;
|
|
22
|
+
#ifdef NORMAL
|
|
23
|
+
attribute normal: vec3f;
|
|
24
|
+
#endif
|
|
25
|
+
#include<bonesDeclaration>
|
|
26
|
+
#include<bakedVertexAnimationDeclaration>
|
|
27
|
+
#include<morphTargetsVertexGlobalDeclaration>
|
|
28
|
+
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
|
|
29
|
+
#ifdef INSTANCES
|
|
30
|
+
attribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;
|
|
31
|
+
#endif
|
|
32
|
+
#include<helperFunctions>
|
|
33
|
+
#include<sceneUboDeclaration>
|
|
34
|
+
#include<meshUboDeclaration>
|
|
35
|
+
#ifdef ALPHATEXTURE
|
|
36
|
+
varying vUV: vec2f;uniform diffuseMatrix: mat4x4f;
|
|
37
|
+
#ifdef UV1
|
|
38
|
+
attribute uv: vec2f;
|
|
39
|
+
#endif
|
|
40
|
+
#ifdef UV2
|
|
41
|
+
attribute uv2: vec2f;
|
|
42
|
+
#endif
|
|
43
|
+
#endif
|
|
44
|
+
#include<shadowMapVertexExtraDeclaration>
|
|
45
|
+
#include<clipPlaneVertexDeclaration>
|
|
46
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
47
|
+
@vertex
|
|
48
|
+
fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;
|
|
49
|
+
#ifdef UV1
|
|
50
|
+
var uvUpdated: vec2f=input.uv;
|
|
51
|
+
#endif
|
|
52
|
+
#ifdef NORMAL
|
|
53
|
+
var normalUpdated: vec3f=input.normal;
|
|
54
|
+
#endif
|
|
55
|
+
#include<morphTargetsVertexGlobal>
|
|
56
|
+
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
|
57
|
+
#include<instancesVertex>
|
|
58
|
+
#include<bonesVertex>
|
|
59
|
+
#include<bakedVertexAnimation>
|
|
60
|
+
var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
|
|
61
|
+
#ifdef NORMAL
|
|
62
|
+
var normWorldSM: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
|
|
63
|
+
#if defined(INSTANCES) && defined(THIN_INSTANCES)
|
|
64
|
+
var vNormalW: vec3f=normalUpdated/ vec3f(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);
|
|
65
|
+
#else
|
|
66
|
+
#ifdef NONUNIFORMSCALING
|
|
67
|
+
normWorldSM=transposeMat3(inverseMat3(normWorldSM));
|
|
68
|
+
#endif
|
|
69
|
+
var vNormalW: vec3f=normalize(normWorldSM*normalUpdated);
|
|
70
|
+
#endif
|
|
71
|
+
#endif
|
|
72
|
+
#include<shadowMapVertexNormalBias>
|
|
73
|
+
vertexOutputs.position=scene.viewProjection*worldPos;
|
|
74
|
+
#include<shadowMapVertexMetric>
|
|
75
|
+
#ifdef ALPHATEXTURE
|
|
76
|
+
#ifdef UV1
|
|
77
|
+
vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
|
|
78
|
+
#endif
|
|
79
|
+
#ifdef UV2
|
|
80
|
+
vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(input.uv2,1.0,0.0)).xy;
|
|
81
|
+
#endif
|
|
82
|
+
#endif
|
|
83
|
+
#include<clipPlaneVertex>
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84
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+
}`;
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85
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+
// Sideeffect
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86
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+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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87
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+
/** @internal */
|
|
88
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+
export const shadowMapVertexShaderWGSL = { name, shader };
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89
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+
//# sourceMappingURL=shadowMap.vertex.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/shadowMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Db,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;\n#endif\n#include<helperFunctions>\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#ifdef ALPHATEXTURE\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;\n#ifdef UV1\nvar uvUpdated: vec2f=input.uv;\n#endif\n#ifdef NORMAL\nvar normalUpdated: vec3f=input.normal;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normWorldSM: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvar vNormalW: vec3f=normalUpdated/ vec3f(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvar vNormalW: vec3f=normalize(normWorldSM*normalUpdated);\n#endif\n#endif\n#include<shadowMapVertexNormalBias>\nvertexOutputs.position=scene.viewProjection*worldPos;\n#include<shadowMapVertexMetric>\n#ifdef ALPHATEXTURE\n#ifdef UV1\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef UV2\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(input.uv2,1.0,0.0)).xy;\n#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowMapVertexShaderWGSL = { name, shader };\n"]}
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