@babylonjs/core 7.19.1 → 7.20.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (273) hide show
  1. package/Bones/bone.js +3 -3
  2. package/Bones/bone.js.map +1 -1
  3. package/Bones/boneLookController.js +3 -3
  4. package/Bones/boneLookController.js.map +1 -1
  5. package/Buffers/buffer.nonFloatVertexBuffers.js +1 -1
  6. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  7. package/Collisions/gpuPicker.d.ts +8 -2
  8. package/Collisions/gpuPicker.js +41 -20
  9. package/Collisions/gpuPicker.js.map +1 -1
  10. package/Compat/compatibilityOptions.d.ts +13 -6
  11. package/Compat/compatibilityOptions.js +20 -4
  12. package/Compat/compatibilityOptions.js.map +1 -1
  13. package/Compat/index.d.ts +1 -1
  14. package/Compat/index.js +1 -1
  15. package/Compat/index.js.map +1 -1
  16. package/Culling/boundingBox.js +5 -5
  17. package/Culling/boundingBox.js.map +1 -1
  18. package/Culling/boundingInfo.js +2 -2
  19. package/Culling/boundingInfo.js.map +1 -1
  20. package/Culling/boundingSphere.js +2 -2
  21. package/Culling/boundingSphere.js.map +1 -1
  22. package/Culling/ray.js +2 -2
  23. package/Culling/ray.js.map +1 -1
  24. package/Debug/debugLayer.d.ts +3 -0
  25. package/Debug/debugLayer.js +15 -0
  26. package/Debug/debugLayer.js.map +1 -1
  27. package/Engines/Processors/shaderProcessor.d.ts +1 -0
  28. package/Engines/Processors/shaderProcessor.js +1 -0
  29. package/Engines/Processors/shaderProcessor.js.map +1 -1
  30. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -0
  31. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  32. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +1 -1
  33. package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
  34. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  35. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +2 -1
  36. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +12 -5
  37. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  38. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -4
  39. package/Engines/WebGPU/webgpuTextureManager.js +90 -75
  40. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  41. package/Engines/abstractEngine.d.ts +2 -2
  42. package/Engines/abstractEngine.js +2 -2
  43. package/Engines/abstractEngine.js.map +1 -1
  44. package/Engines/engine.js +11 -2
  45. package/Engines/engine.js.map +1 -1
  46. package/Engines/nativeEngine.d.ts +1 -1
  47. package/Engines/nativeEngine.js +2 -1
  48. package/Engines/nativeEngine.js.map +1 -1
  49. package/Engines/thinEngine.d.ts +1 -1
  50. package/Engines/thinEngine.functions.d.ts +1 -1
  51. package/Engines/thinEngine.functions.js +2 -1
  52. package/Engines/thinEngine.functions.js.map +1 -1
  53. package/Engines/thinEngine.js +2 -2
  54. package/Engines/thinEngine.js.map +1 -1
  55. package/Engines/webgpuEngine.d.ts +9 -5
  56. package/Engines/webgpuEngine.js +35 -22
  57. package/Engines/webgpuEngine.js.map +1 -1
  58. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +2 -2
  59. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +1 -1
  60. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  61. package/Layers/effectLayer.d.ts +16 -1
  62. package/Layers/effectLayer.js +32 -2
  63. package/Layers/effectLayer.js.map +1 -1
  64. package/Layers/glowLayer.d.ts +1 -2
  65. package/Layers/glowLayer.js +16 -3
  66. package/Layers/glowLayer.js.map +1 -1
  67. package/Layers/highlightLayer.d.ts +5 -4
  68. package/Layers/highlightLayer.js +35 -11
  69. package/Layers/highlightLayer.js.map +1 -1
  70. package/Layers/index.d.ts +10 -0
  71. package/Layers/index.js +12 -0
  72. package/Layers/index.js.map +1 -1
  73. package/Lights/Shadows/index.d.ts +8 -0
  74. package/Lights/Shadows/index.js +9 -0
  75. package/Lights/Shadows/index.js.map +1 -1
  76. package/Lights/Shadows/shadowGenerator.d.ts +18 -5
  77. package/Lights/Shadows/shadowGenerator.js +44 -5
  78. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  79. package/Loading/sceneLoader.d.ts +155 -16
  80. package/Loading/sceneLoader.js +197 -99
  81. package/Loading/sceneLoader.js.map +1 -1
  82. package/Materials/Node/nodeMaterial.js +8 -1
  83. package/Materials/Node/nodeMaterial.js.map +1 -1
  84. package/Materials/Node/nodeMaterialBuildState.js +1 -1
  85. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  86. package/Materials/Textures/Loaders/hdrTextureLoader.js +3 -3
  87. package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
  88. package/Materials/Textures/hdrCubeTexture.js +2 -2
  89. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  90. package/Materials/Textures/renderTargetTexture.js +2 -2
  91. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  92. package/Materials/Textures/texture.js +3 -3
  93. package/Materials/Textures/texture.js.map +1 -1
  94. package/Materials/effect.functions.d.ts +1 -1
  95. package/Materials/effect.functions.js +6 -3
  96. package/Materials/effect.functions.js.map +1 -1
  97. package/Materials/effect.js +1 -1
  98. package/Materials/effect.js.map +1 -1
  99. package/Materials/standardMaterial.d.ts +1 -1
  100. package/Materials/standardMaterial.js +1 -1
  101. package/Materials/standardMaterial.js.map +1 -1
  102. package/Maths/math.color.js +3 -3
  103. package/Maths/math.color.js.map +1 -1
  104. package/Maths/math.constants.d.ts +1 -2
  105. package/Maths/math.constants.js +1 -2
  106. package/Maths/math.constants.js.map +1 -1
  107. package/Maths/math.like.d.ts +9 -0
  108. package/Maths/math.like.js.map +1 -1
  109. package/Maths/math.vector.d.ts +23 -23
  110. package/Maths/math.vector.js +56 -25
  111. package/Maths/math.vector.js.map +1 -1
  112. package/Meshes/Builders/boxBuilder.js +5 -5
  113. package/Meshes/Builders/boxBuilder.js.map +1 -1
  114. package/Meshes/Builders/capsuleBuilder.js +4 -4
  115. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  116. package/Meshes/Builders/cylinderBuilder.js +8 -8
  117. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  118. package/Meshes/Builders/decalBuilder.js +3 -3
  119. package/Meshes/Builders/decalBuilder.js.map +1 -1
  120. package/Meshes/Builders/discBuilder.js +3 -3
  121. package/Meshes/Builders/discBuilder.js.map +1 -1
  122. package/Meshes/Builders/goldbergBuilder.js +2 -2
  123. package/Meshes/Builders/goldbergBuilder.js.map +1 -1
  124. package/Meshes/Builders/groundBuilder.js +2 -2
  125. package/Meshes/Builders/groundBuilder.js.map +1 -1
  126. package/Meshes/Builders/icoSphereBuilder.js +2 -2
  127. package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
  128. package/Meshes/Builders/planeBuilder.js +5 -5
  129. package/Meshes/Builders/planeBuilder.js.map +1 -1
  130. package/Meshes/Builders/polygonBuilder.js +4 -4
  131. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  132. package/Meshes/Builders/polyhedronBuilder.js +3 -3
  133. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  134. package/Meshes/Builders/ribbonBuilder.js +4 -4
  135. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  136. package/Meshes/Builders/sphereBuilder.js +2 -2
  137. package/Meshes/Builders/sphereBuilder.js.map +1 -1
  138. package/Meshes/Builders/tiledBoxBuilder.js +2 -2
  139. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  140. package/Meshes/Builders/torusBuilder.js +2 -2
  141. package/Meshes/Builders/torusBuilder.js.map +1 -1
  142. package/Meshes/Builders/torusKnotBuilder.js +2 -2
  143. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  144. package/Meshes/geometry.js +7 -7
  145. package/Meshes/geometry.js.map +1 -1
  146. package/Misc/HighDynamicRange/hdr.d.ts +40 -42
  147. package/Misc/HighDynamicRange/hdr.js +209 -202
  148. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  149. package/Misc/HighDynamicRange/index.d.ts +1 -1
  150. package/Misc/HighDynamicRange/index.js +1 -1
  151. package/Misc/HighDynamicRange/index.js.map +1 -1
  152. package/Misc/arrayTools.d.ts +12 -17
  153. package/Misc/arrayTools.js +18 -23
  154. package/Misc/arrayTools.js.map +1 -1
  155. package/Misc/dumpTools.d.ts +50 -47
  156. package/Misc/dumpTools.js +153 -143
  157. package/Misc/dumpTools.js.map +1 -1
  158. package/Misc/environmentTextureTools.js +2 -2
  159. package/Misc/environmentTextureTools.js.map +1 -1
  160. package/Misc/equirectangularCapture.js +2 -2
  161. package/Misc/equirectangularCapture.js.map +1 -1
  162. package/Misc/index.d.ts +6 -1
  163. package/Misc/index.js +7 -1
  164. package/Misc/index.js.map +1 -1
  165. package/Misc/rgbdTextureTools.d.ts +1 -0
  166. package/Misc/rgbdTextureTools.js +16 -2
  167. package/Misc/rgbdTextureTools.js.map +1 -1
  168. package/Misc/screenshotTools.js +3 -3
  169. package/Misc/screenshotTools.js.map +1 -1
  170. package/Physics/v1/physicsImpostor.js +2 -2
  171. package/Physics/v1/physicsImpostor.js.map +1 -1
  172. package/Physics/v2/Plugins/havokPlugin.js +2 -2
  173. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  174. package/PostProcesses/blurPostProcess.d.ts +6 -0
  175. package/PostProcesses/blurPostProcess.js +20 -2
  176. package/PostProcesses/blurPostProcess.js.map +1 -1
  177. package/PostProcesses/index.d.ts +8 -0
  178. package/PostProcesses/index.js +10 -0
  179. package/PostProcesses/index.js.map +1 -1
  180. package/PostProcesses/passPostProcess.d.ts +2 -0
  181. package/PostProcesses/passPostProcess.js +24 -2
  182. package/PostProcesses/passPostProcess.js.map +1 -1
  183. package/PostProcesses/postProcess.d.ts +17 -2
  184. package/PostProcesses/postProcess.js +38 -1
  185. package/PostProcesses/postProcess.js.map +1 -1
  186. package/Shaders/ShadersInclude/pbrDebug.js +1 -1
  187. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  188. package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.d.ts +5 -0
  189. package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js +17 -0
  190. package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js.map +1 -0
  191. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +1 -1
  192. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  193. package/ShadersWGSL/ShadersInclude/kernelBlurFragment.d.ts +5 -0
  194. package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js +20 -0
  195. package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js.map +1 -0
  196. package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.d.ts +5 -0
  197. package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js +19 -0
  198. package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js.map +1 -0
  199. package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.d.ts +5 -0
  200. package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js +9 -0
  201. package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -0
  202. package/ShadersWGSL/ShadersInclude/kernelBlurVertex.d.ts +5 -0
  203. package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js +9 -0
  204. package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js.map +1 -0
  205. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +4 -4
  206. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  207. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +1 -1
  208. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  209. package/ShadersWGSL/ShadersInclude/pbrDebug.js +1 -1
  210. package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
  211. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +5 -5
  212. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -1
  213. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.d.ts +7 -0
  214. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js +26 -0
  215. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -0
  216. package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.d.ts +5 -0
  217. package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +12 -0
  218. package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -0
  219. package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.d.ts +5 -0
  220. package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js +19 -0
  221. package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js.map +1 -0
  222. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +4 -4
  223. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
  224. package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.d.ts +5 -0
  225. package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js +17 -0
  226. package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js.map +1 -0
  227. package/ShadersWGSL/background.fragment.js +1 -1
  228. package/ShadersWGSL/background.fragment.js.map +1 -1
  229. package/ShadersWGSL/default.fragment.js +2 -2
  230. package/ShadersWGSL/default.fragment.js.map +1 -1
  231. package/ShadersWGSL/depthBoxBlur.fragment.d.ts +5 -0
  232. package/ShadersWGSL/depthBoxBlur.fragment.js +14 -0
  233. package/ShadersWGSL/depthBoxBlur.fragment.js.map +1 -0
  234. package/ShadersWGSL/glowBlurPostProcess.fragment.d.ts +5 -0
  235. package/ShadersWGSL/glowBlurPostProcess.fragment.js +15 -0
  236. package/ShadersWGSL/glowBlurPostProcess.fragment.js.map +1 -0
  237. package/ShadersWGSL/glowMapGeneration.fragment.d.ts +8 -0
  238. package/ShadersWGSL/glowMapGeneration.fragment.js +74 -0
  239. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -0
  240. package/ShadersWGSL/glowMapGeneration.vertex.d.ts +17 -0
  241. package/ShadersWGSL/glowMapGeneration.vertex.js +92 -0
  242. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -0
  243. package/ShadersWGSL/glowMapMerge.fragment.d.ts +5 -0
  244. package/ShadersWGSL/glowMapMerge.fragment.js +32 -0
  245. package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -0
  246. package/ShadersWGSL/glowMapMerge.vertex.d.ts +5 -0
  247. package/ShadersWGSL/glowMapMerge.vertex.js +16 -0
  248. package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -0
  249. package/ShadersWGSL/kernelBlur.fragment.d.ts +9 -0
  250. package/ShadersWGSL/kernelBlur.fragment.js +48 -0
  251. package/ShadersWGSL/kernelBlur.fragment.js.map +1 -0
  252. package/ShadersWGSL/kernelBlur.vertex.d.ts +7 -0
  253. package/ShadersWGSL/kernelBlur.vertex.js +21 -0
  254. package/ShadersWGSL/kernelBlur.vertex.js.map +1 -0
  255. package/ShadersWGSL/pass.fragment.d.ts +5 -0
  256. package/ShadersWGSL/pass.fragment.js +12 -0
  257. package/ShadersWGSL/pass.fragment.js.map +1 -0
  258. package/ShadersWGSL/passCube.fragment.d.ts +5 -0
  259. package/ShadersWGSL/passCube.fragment.js +31 -0
  260. package/ShadersWGSL/passCube.fragment.js.map +1 -0
  261. package/ShadersWGSL/rgbdDecode.fragment.d.ts +6 -0
  262. package/ShadersWGSL/rgbdDecode.fragment.js +14 -0
  263. package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -0
  264. package/ShadersWGSL/rgbdEncode.fragment.d.ts +6 -0
  265. package/ShadersWGSL/rgbdEncode.fragment.js +14 -0
  266. package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -0
  267. package/ShadersWGSL/shadowMap.fragment.d.ts +9 -0
  268. package/ShadersWGSL/shadowMap.fragment.js +39 -0
  269. package/ShadersWGSL/shadowMap.fragment.js.map +1 -0
  270. package/ShadersWGSL/shadowMap.vertex.d.ts +22 -0
  271. package/ShadersWGSL/shadowMap.vertex.js +89 -0
  272. package/ShadersWGSL/shadowMap.vertex.js.map +1 -0
  273. package/package.json +1 -1
@@ -0,0 +1,15 @@
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+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
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+ const name = "glowBlurPostProcessPixelShader";
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+ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;uniform direction: vec2f;uniform blurWidth: f32;fn getLuminance(color: vec3f)->f32
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+ {return dot(color, vec3f(0.2126,0.7152,0.0722));}
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+ #define CUSTOM_FRAGMENT_DEFINITIONS
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+ @fragment
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+ fn main(input: FragmentInputs)->FragmentOutputs {var weights: array<f32 ,7>;weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;var texelSize: vec2f= vec2f(1.0/uniforms.screenSize.x,1.0/uniforms.screenSize.y);var texelStep: vec2f=texelSize*uniforms.direction*uniforms.blurWidth;var start: vec2f=input.vUV-3.0*texelStep;var baseColor: vec4f= vec4f(0.,0.,0.,0.);var texelOffset: vec2f= vec2f(0.,0.);for (var i: i32=0; i<7; i++)
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+ {var texel: vec4f=textureSample(textureSampler,textureSamplerSampler,start+texelOffset);baseColor=vec4f(baseColor.rgb,baseColor.a+texel.a*weights[i]);var luminance: f32=getLuminance(baseColor.rgb);var luminanceTexel: f32=getLuminance(texel.rgb);var choice: f32=step(luminanceTexel,luminance);baseColor=vec4f(choice*baseColor.rgb+(1.0-choice)*texel.rgb,baseColor.a);texelOffset+=texelStep;}
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+ fragmentOutputs.color=baseColor;}`;
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+ // Sideeffect
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+ ShaderStore.ShadersStoreWGSL[name] = shader;
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+ /** @internal */
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+ export const glowBlurPostProcessPixelShaderWGSL = { name, shader };
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+ //# sourceMappingURL=glowBlurPostProcess.fragment.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"glowBlurPostProcess.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowBlurPostProcess.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;kCAMmB,CAAC;AACnC,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowBlurPostProcessPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;uniform direction: vec2f;uniform blurWidth: f32;fn getLuminance(color: vec3f)->f32\n{return dot(color, vec3f(0.2126,0.7152,0.0722));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var weights: array<f32 ,7>;weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;var texelSize: vec2f= vec2f(1.0/uniforms.screenSize.x,1.0/uniforms.screenSize.y);var texelStep: vec2f=texelSize*uniforms.direction*uniforms.blurWidth;var start: vec2f=input.vUV-3.0*texelStep;var baseColor: vec4f= vec4f(0.,0.,0.,0.);var texelOffset: vec2f= vec2f(0.,0.);for (var i: i32=0; i<7; i++)\n{var texel: vec4f=textureSample(textureSampler,textureSamplerSampler,start+texelOffset);baseColor=vec4f(baseColor.rgb,baseColor.a+texel.a*weights[i]);var luminance: f32=getLuminance(baseColor.rgb);var luminanceTexel: f32=getLuminance(texel.rgb);var choice: f32=step(luminanceTexel,luminance);baseColor=vec4f(choice*baseColor.rgb+(1.0-choice)*texel.rgb,baseColor.a);texelOffset+=texelStep;}\nfragmentOutputs.color=baseColor;}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowBlurPostProcessPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,8 @@
1
+ import "./ShadersInclude/helperFunctions";
2
+ import "./ShadersInclude/clipPlaneFragmentDeclaration";
3
+ import "./ShadersInclude/clipPlaneFragment";
4
+ /** @internal */
5
+ export declare const glowMapGenerationPixelShaderWGSL: {
6
+ name: string;
7
+ shader: string;
8
+ };
@@ -0,0 +1,74 @@
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+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/helperFunctions.js";
4
+ import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
5
+ import "./ShadersInclude/clipPlaneFragment.js";
6
+ const name = "glowMapGenerationPixelShader";
7
+ const shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)
8
+ #include<helperFunctions>
9
+ #endif
10
+ #ifdef DIFFUSE
11
+ varying vUVDiffuse: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
12
+ #endif
13
+ #ifdef OPACITY
14
+ varying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform var opacityIntensity: f32;
15
+ #endif
16
+ #ifdef EMISSIVE
17
+ varying vUVEmissive: vec2f;var emissiveSamplerSampler: sampler;var emissiveSampler: texture_2d<f32>;
18
+ #endif
19
+ #ifdef VERTEXALPHA
20
+ varying vColor: vec4f;
21
+ #endif
22
+ uniform glowColor: vec4f;uniform glowIntensity: f32;
23
+ #include<clipPlaneFragmentDeclaration>
24
+ #define CUSTOM_FRAGMENT_DEFINITIONS
25
+ @fragment
26
+ fn main(input: FragmentInputs)->FragmentOutputs {
27
+ #include<clipPlaneFragment>
28
+ var finalColor: vec4f=uniforms.glowColor;
29
+ #ifdef DIFFUSE
30
+ var albedoTexture: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUVDiffuse);
31
+ #ifdef DIFFUSE_ISLINEAR
32
+ albedoTexture=toGammaSpace(albedoTexture);
33
+ #endif
34
+ #ifdef GLOW
35
+ finalColor=vec4f(finalColor.rgb,finalColor.a*albedoTexture.a);
36
+ #endif
37
+ #ifdef HIGHLIGHT
38
+ finalColor=vec4f(finalColor.rgb,albedoTexture.a);
39
+ #endif
40
+ #endif
41
+ #ifdef OPACITY
42
+ var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vUVOpacity);
43
+ #ifdef OPACITYRGB
44
+ finalColor=vec4f(finalColor.rgb,finalColor.a*getLuminance(opacityMap.rgb));
45
+ #else
46
+ finalColor=vec4f(finalColor.rgb,finalColor.a*opacityMap.a);
47
+ #endif
48
+ finalColor=vec4f(finalColor.rgb,finalColor.a*opacityIntensity);
49
+ #endif
50
+ #ifdef VERTEXALPHA
51
+ finalColor=vec4f(finalColor.rgb,finalColor.a*vColor.a);
52
+ #endif
53
+ #ifdef ALPHATEST
54
+ if (finalColor.a<ALPHATESTVALUE)
55
+ discard;
56
+ #endif
57
+ #ifdef EMISSIVE
58
+ var emissive: vec4f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vUVEmissive);
59
+ #ifdef EMISSIVE_ISLINEAR
60
+ emissive=toGammaSpace(emissive);
61
+ #endif
62
+ fragmentOutputs.color=emissive*finalColor*uniforms.glowIntensity;
63
+ #else
64
+ fragmentOutputs.color=finalColor*uniforms.glowIntensity;
65
+ #endif
66
+ #ifdef HIGHLIGHT
67
+ fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb,uniforms.glowColor.a);
68
+ #endif
69
+ }`;
70
+ // Sideeffect
71
+ ShaderStore.ShadersStoreWGSL[name] = shader;
72
+ /** @internal */
73
+ export const glowMapGenerationPixelShaderWGSL = { name, shader };
74
+ //# sourceMappingURL=glowMapGeneration.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Db,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vUVDiffuse: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef OPACITY\nvarying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform var opacityIntensity: f32;\n#endif\n#ifdef EMISSIVE\nvarying vUVEmissive: vec2f;var emissiveSamplerSampler: sampler;var emissiveSampler: texture_2d<f32>;\n#endif\n#ifdef VERTEXALPHA\nvarying vColor: vec4f;\n#endif\nuniform glowColor: vec4f;uniform glowIntensity: f32;\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\nvar finalColor: vec4f=uniforms.glowColor;\n#ifdef DIFFUSE\nvar albedoTexture: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUVDiffuse);\n#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\n#endif\n#ifdef GLOW\nfinalColor=vec4f(finalColor.rgb,finalColor.a*albedoTexture.a);\n#endif\n#ifdef HIGHLIGHT\nfinalColor=vec4f(finalColor.rgb,albedoTexture.a);\n#endif\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vUVOpacity);\n#ifdef OPACITYRGB\nfinalColor=vec4f(finalColor.rgb,finalColor.a*getLuminance(opacityMap.rgb));\n#else\nfinalColor=vec4f(finalColor.rgb,finalColor.a*opacityMap.a);\n#endif\nfinalColor=vec4f(finalColor.rgb,finalColor.a*opacityIntensity);\n#endif\n#ifdef VERTEXALPHA\nfinalColor=vec4f(finalColor.rgb,finalColor.a*vColor.a);\n#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifdef EMISSIVE\nvar emissive: vec4f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vUVEmissive);\n#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\n#endif\nfragmentOutputs.color=emissive*finalColor*uniforms.glowIntensity;\n#else\nfragmentOutputs.color=finalColor*uniforms.glowIntensity;\n#endif\n#ifdef HIGHLIGHT\nfragmentOutputs.color=vec4f(fragmentOutputs.color.rgb,uniforms.glowColor.a);\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapGenerationPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,17 @@
1
+ import "./ShadersInclude/bonesDeclaration";
2
+ import "./ShadersInclude/bakedVertexAnimationDeclaration";
3
+ import "./ShadersInclude/morphTargetsVertexGlobalDeclaration";
4
+ import "./ShadersInclude/morphTargetsVertexDeclaration";
5
+ import "./ShadersInclude/clipPlaneVertexDeclaration";
6
+ import "./ShadersInclude/instancesDeclaration";
7
+ import "./ShadersInclude/morphTargetsVertexGlobal";
8
+ import "./ShadersInclude/morphTargetsVertex";
9
+ import "./ShadersInclude/instancesVertex";
10
+ import "./ShadersInclude/bonesVertex";
11
+ import "./ShadersInclude/bakedVertexAnimation";
12
+ import "./ShadersInclude/clipPlaneVertex";
13
+ /** @internal */
14
+ export declare const glowMapGenerationVertexShaderWGSL: {
15
+ name: string;
16
+ shader: string;
17
+ };
@@ -0,0 +1,92 @@
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/clipPlaneVertexDeclaration.js";
8
+ import "./ShadersInclude/instancesDeclaration.js";
9
+ import "./ShadersInclude/morphTargetsVertexGlobal.js";
10
+ import "./ShadersInclude/morphTargetsVertex.js";
11
+ import "./ShadersInclude/instancesVertex.js";
12
+ import "./ShadersInclude/bonesVertex.js";
13
+ import "./ShadersInclude/bakedVertexAnimation.js";
14
+ import "./ShadersInclude/clipPlaneVertex.js";
15
+ const name = "glowMapGenerationVertexShader";
16
+ const shader = `attribute position: vec3f;
17
+ #include<bonesDeclaration>
18
+ #include<bakedVertexAnimationDeclaration>
19
+ #include<morphTargetsVertexGlobalDeclaration>
20
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
21
+ #include<clipPlaneVertexDeclaration>
22
+ #include<instancesDeclaration>
23
+ uniform viewProjection: mat4x4f;varying vPosition: vec4f;
24
+ #ifdef UV1
25
+ attribute uv: vec2f;
26
+ #endif
27
+ #ifdef UV2
28
+ attribute uv2: vec2f;
29
+ #endif
30
+ #ifdef DIFFUSE
31
+ varying vUVDiffuse: vec2f;uniform diffuseMatrix: mat4x4f;
32
+ #endif
33
+ #ifdef OPACITY
34
+ varying vUVOpacity: vec2f;uniform opacityMatrix: mat4x4f;
35
+ #endif
36
+ #ifdef EMISSIVE
37
+ varying vUVEmissive: vec2f;uniform emissiveMatrix: mat4x4f;
38
+ #endif
39
+ #ifdef VERTEXALPHA
40
+ attribute color: vec4f;varying vColor: vec4f;
41
+ #endif
42
+ #define CUSTOM_VERTEX_DEFINITIONS
43
+ @vertex
44
+ fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;
45
+ #ifdef UV1
46
+ var uvUpdated: vec2f=input.uv;
47
+ #endif
48
+ #include<morphTargetsVertexGlobal>
49
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
50
+ #include<instancesVertex>
51
+ #include<bonesVertex>
52
+ #include<bakedVertexAnimation>
53
+ var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
54
+ #ifdef CUBEMAP
55
+ vertexOutputs.vPosition=worldPos;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(input.position,1.0);
56
+ #else
57
+ vertexOutputs.vPosition=uniforms.viewProjection*worldPos;vertexOutputs.position=vertexOutputs.vPosition;
58
+ #endif
59
+ #ifdef DIFFUSE
60
+ #ifdef DIFFUSEUV1
61
+ vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
62
+ #endif
63
+ #ifdef DIFFUSEUV2
64
+ vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(input.uv2,1.0,0.0)).xy;
65
+ #endif
66
+ #endif
67
+ #ifdef OPACITY
68
+ #ifdef OPACITYUV1
69
+ vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
70
+ #endif
71
+ #ifdef OPACITYUV2
72
+ vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(input.uv2,1.0,0.0)).xy;
73
+ #endif
74
+ #endif
75
+ #ifdef EMISSIVE
76
+ #ifdef EMISSIVEUV1
77
+ vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
78
+ #endif
79
+ #ifdef EMISSIVEUV2
80
+ vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(input.uv2,1.0,0.0)).xy;
81
+ #endif
82
+ #endif
83
+ #ifdef VERTEXALPHA
84
+ vertexOutputs.vColor=color;
85
+ #endif
86
+ #include<clipPlaneVertex>
87
+ }`;
88
+ // Sideeffect
89
+ ShaderStore.ShadersStoreWGSL[name] = shader;
90
+ /** @internal */
91
+ export const glowMapGenerationVertexShaderWGSL = { name, shader };
92
+ //# sourceMappingURL=glowMapGeneration.vertex.js.map
@@ -0,0 +1 @@
1
+ {"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"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const glowMapMergePixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,32 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "glowMapMergePixelShader";
4
+ 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>;
7
+ #endif
8
+ uniform offset: f32;
9
+ #define CUSTOM_FRAGMENT_DEFINITIONS
10
+ @fragment
11
+ fn main(input: FragmentInputs)->FragmentOutputs {
12
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
13
+ var baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);
14
+ #ifdef EMISSIVE
15
+ baseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset;
16
+ #else
17
+ baseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a));
18
+ #ifdef STROKE
19
+ var alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha);
20
+ #endif
21
+ #endif
22
+ #if LDR
23
+ baseColor=clamp(baseColor,0.,1.0);
24
+ #endif
25
+ fragmentOutputs.color=baseColor;
26
+ #define CUSTOM_FRAGMENT_MAIN_END
27
+ }`;
28
+ // Sideeffect
29
+ ShaderStore.ShadersStoreWGSL[name] = shader;
30
+ /** @internal */
31
+ export const glowMapMergePixelShaderWGSL = { name, shader };
32
+ //# sourceMappingURL=glowMapMerge.fragment.js.map
@@ -0,0 +1 @@
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"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const glowMapMergeVertexShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,16 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "glowMapMergeVertexShader";
4
+ const shader = `attribute position: vec2f;varying vUV: vec2f;
5
+ #define CUSTOM_VERTEX_DEFINITIONS
6
+ @vertex
7
+ fn main(input : VertexInputs)->FragmentInputs {const madd: vec2f= vec2f(0.5,0.5);
8
+ #define CUSTOM_VERTEX_MAIN_BEGIN
9
+ vertexOutputs.vUV=input.position*madd+madd;vertexOutputs.position= vec4f(input.position,0.0,1.0);
10
+ #define CUSTOM_VERTEX_MAIN_END
11
+ }`;
12
+ // Sideeffect
13
+ ShaderStore.ShadersStoreWGSL[name] = shader;
14
+ /** @internal */
15
+ export const glowMapMergeVertexShaderWGSL = { name, shader };
16
+ //# sourceMappingURL=glowMapMerge.vertex.js.map
@@ -0,0 +1 @@
1
+ {"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"]}
@@ -0,0 +1,9 @@
1
+ import "./ShadersInclude/kernelBlurVaryingDeclaration";
2
+ import "./ShadersInclude/packingFunctions";
3
+ import "./ShadersInclude/kernelBlurFragment";
4
+ import "./ShadersInclude/kernelBlurFragment2";
5
+ /** @internal */
6
+ export declare const kernelBlurPixelShaderWGSL: {
7
+ name: string;
8
+ shader: string;
9
+ };
@@ -0,0 +1,48 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/kernelBlurVaryingDeclaration.js";
4
+ import "./ShadersInclude/packingFunctions.js";
5
+ import "./ShadersInclude/kernelBlurFragment.js";
6
+ import "./ShadersInclude/kernelBlurFragment2.js";
7
+ const name = "kernelBlurPixelShader";
8
+ const shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform delta: vec2f;varying sampleCenter: vec2f;
9
+ #ifdef DOF
10
+ var circleOfConfusionSamplerSampler: sampler;var circleOfConfusionSampler: texture_2d<f32>;fn sampleCoC(offset: vec2f)->f32 {var coc: f32=textureSample(circleOfConfusionSampler,circleOfConfusionSamplerSampler,offset).r;return coc; }
11
+ #endif
12
+ #include<kernelBlurVaryingDeclaration>[0..varyingCount]
13
+ #ifdef PACKEDFLOAT
14
+ #include<packingFunctions>
15
+ #endif
16
+ #define CUSTOM_FRAGMENT_DEFINITIONS
17
+ @fragment
18
+ fn main(input: FragmentInputs)->FragmentOutputs {var computedWeight: f32=0.0;
19
+ #ifdef PACKEDFLOAT
20
+ var blend: f32=0.;
21
+ #else
22
+ var blend: vec4f= vec4f(0.);
23
+ #endif
24
+ #ifdef DOF
25
+ var sumOfWeights: f32=CENTER_WEIGHT;
26
+ var factor: f32=0.0;
27
+ #ifdef PACKEDFLOAT
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]
34
+ #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 +1,7 @@
1
+ import "./ShadersInclude/kernelBlurVaryingDeclaration";
2
+ import "./ShadersInclude/kernelBlurVertex";
3
+ /** @internal */
4
+ export declare const kernelBlurVertexShaderWGSL: {
5
+ name: string;
6
+ shader: string;
7
+ };
@@ -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 +1,5 @@
1
+ /** @internal */
2
+ export declare const passPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -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 +1,5 @@
1
+ /** @internal */
2
+ export declare const passCubePixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -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 +1,6 @@
1
+ import "./ShadersInclude/helperFunctions";
2
+ /** @internal */
3
+ export declare const rgbdDecodePixelShaderWGSL: {
4
+ name: string;
5
+ shader: string;
6
+ };
@@ -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 +1,6 @@
1
+ import "./ShadersInclude/helperFunctions";
2
+ /** @internal */
3
+ export declare const rgbdEncodePixelShaderWGSL: {
4
+ name: string;
5
+ shader: string;
6
+ };
@@ -0,0 +1,14 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/helperFunctions.js";
4
+ const name = "rgbdEncodePixelShader";
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=toRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb);}`;
10
+ // Sideeffect
11
+ ShaderStore.ShadersStoreWGSL[name] = shader;
12
+ /** @internal */
13
+ export const rgbdEncodePixelShaderWGSL = { name, shader };
14
+ //# sourceMappingURL=rgbdEncode.fragment.js.map
@@ -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"]}
@@ -0,0 +1,9 @@
1
+ import "./ShadersInclude/shadowMapFragmentExtraDeclaration";
2
+ import "./ShadersInclude/clipPlaneFragmentDeclaration";
3
+ import "./ShadersInclude/clipPlaneFragment";
4
+ import "./ShadersInclude/shadowMapFragment";
5
+ /** @internal */
6
+ export declare const shadowMapPixelShaderWGSL: {
7
+ name: string;
8
+ shader: string;
9
+ };
@@ -0,0 +1,39 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/shadowMapFragmentExtraDeclaration.js";
4
+ import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
5
+ 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 @@
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+ import "./ShadersInclude/bonesDeclaration";
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+ import "./ShadersInclude/bakedVertexAnimationDeclaration";
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+ import "./ShadersInclude/morphTargetsVertexGlobalDeclaration";
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+ import "./ShadersInclude/morphTargetsVertexDeclaration";
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+ import "./ShadersInclude/helperFunctions";
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+ import "./ShadersInclude/sceneUboDeclaration";
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+ import "./ShadersInclude/meshUboDeclaration";
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+ import "./ShadersInclude/shadowMapVertexExtraDeclaration";
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+ import "./ShadersInclude/clipPlaneVertexDeclaration";
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+ import "./ShadersInclude/morphTargetsVertexGlobal";
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+ import "./ShadersInclude/morphTargetsVertex";
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+ import "./ShadersInclude/instancesVertex";
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+ import "./ShadersInclude/bonesVertex";
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+ import "./ShadersInclude/bakedVertexAnimation";
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+ import "./ShadersInclude/shadowMapVertexNormalBias";
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+ import "./ShadersInclude/shadowMapVertexMetric";
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+ import "./ShadersInclude/clipPlaneVertex";
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+ /** @internal */
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+ export declare const shadowMapVertexShaderWGSL: {
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+ name: string;
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+ shader: string;
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+ };