@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.
- package/Bones/bone.js +3 -3
- package/Bones/bone.js.map +1 -1
- package/Bones/boneLookController.js +3 -3
- package/Bones/boneLookController.js.map +1 -1
- 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/Compat/compatibilityOptions.d.ts +13 -6
- package/Compat/compatibilityOptions.js +20 -4
- package/Compat/compatibilityOptions.js.map +1 -1
- package/Compat/index.d.ts +1 -1
- package/Compat/index.js +1 -1
- package/Compat/index.js.map +1 -1
- package/Culling/boundingBox.js +5 -5
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.js +2 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.js +2 -2
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.js +2 -2
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +3 -0
- package/Debug/debugLayer.js +15 -0
- package/Debug/debugLayer.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/engine.js +11 -2
- package/Engines/engine.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/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.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 +35 -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.js +8 -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/Textures/Loaders/hdrTextureLoader.js +3 -3
- package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +2 -2
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +2 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js +3 -3
- package/Materials/Textures/texture.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.color.js +3 -3
- package/Maths/math.color.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 +56 -25
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.js +5 -5
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +4 -4
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +8 -8
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +3 -3
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.js +3 -3
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.js +2 -2
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +2 -2
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.js +5 -5
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.js +4 -4
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +3 -3
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.js +4 -4
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.js +2 -2
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js +2 -2
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.js +2 -2
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.js +2 -2
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/geometry.js +7 -7
- package/Meshes/geometry.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.d.ts +40 -42
- package/Misc/HighDynamicRange/hdr.js +209 -202
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/index.d.ts +1 -1
- package/Misc/HighDynamicRange/index.js +1 -1
- package/Misc/HighDynamicRange/index.js.map +1 -1
- package/Misc/arrayTools.d.ts +12 -17
- package/Misc/arrayTools.js +18 -23
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/dumpTools.d.ts +50 -47
- package/Misc/dumpTools.js +153 -143
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/environmentTextureTools.js +2 -2
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/equirectangularCapture.js +2 -2
- package/Misc/equirectangularCapture.js.map +1 -1
- package/Misc/index.d.ts +6 -1
- package/Misc/index.js +7 -1
- package/Misc/index.js.map +1 -1
- package/Misc/rgbdTextureTools.d.ts +1 -0
- package/Misc/rgbdTextureTools.js +16 -2
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/screenshotTools.js +3 -3
- package/Misc/screenshotTools.js.map +1 -1
- package/Physics/v1/physicsImpostor.js +2 -2
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +2 -2
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +6 -0
- package/PostProcesses/blurPostProcess.js +20 -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 +24 -2
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +17 -2
- package/PostProcesses/postProcess.js +38 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +1 -1
- package/Shaders/ShadersInclude/pbrDebug.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/pbrDebug.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.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/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- 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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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
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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"]}
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/helperFunctions.js";
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import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "./ShadersInclude/clipPlaneFragment.js";
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const name = "glowMapGenerationPixelShader";
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const shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)
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#include<helperFunctions>
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#endif
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#ifdef DIFFUSE
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varying vUVDiffuse: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
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#endif
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#ifdef OPACITY
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varying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform var opacityIntensity: f32;
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#endif
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#ifdef EMISSIVE
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varying vUVEmissive: vec2f;var emissiveSamplerSampler: sampler;var emissiveSampler: texture_2d<f32>;
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#endif
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#ifdef VERTEXALPHA
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+
varying vColor: vec4f;
|
|
21
|
+
#endif
|
|
22
|
+
uniform glowColor: vec4f;uniform glowIntensity: f32;
|
|
23
|
+
#include<clipPlaneFragmentDeclaration>
|
|
24
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
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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
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+
albedoTexture=toGammaSpace(albedoTexture);
|
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33
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+
#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 +1,32 @@
|
|
|
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 };
|
|
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|
+
//# 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 +1,16 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
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3
|
+
const name = "glowMapMergeVertexShader";
|
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|
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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 };
|
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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";
|
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4
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+
import "./ShadersInclude/packingFunctions.js";
|
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5
|
+
import "./ShadersInclude/kernelBlurFragment.js";
|
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6
|
+
import "./ShadersInclude/kernelBlurFragment2.js";
|
|
7
|
+
const name = "kernelBlurPixelShader";
|
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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.;
|
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21
|
+
#else
|
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22
|
+
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]
|
|
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 +1,21 @@
|
|
|
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"]}
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@@ -0,0 +1,14 @@
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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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3
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+
import "./ShadersInclude/helperFunctions.js";
|
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4
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+
const name = "rgbdDecodePixelShader";
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5
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+
const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
|
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6
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+
#include<helperFunctions>
|
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7
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+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
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8
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+
@fragment
|
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9
|
+
fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=vec4f(fromRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV)),1.0);}`;
|
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10
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+
// Sideeffect
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11
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+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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12
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+
/** @internal */
|
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13
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+
export const rgbdDecodePixelShaderWGSL = { name, shader };
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//# sourceMappingURL=rgbdDecode.fragment.js.map
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{"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"]}
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@@ -0,0 +1,14 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/helperFunctions.js";
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4
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const name = "rgbdEncodePixelShader";
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const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
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#include<helperFunctions>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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@fragment
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9
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fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=toRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb);}`;
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// Sideeffect
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11
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ShaderStore.ShadersStoreWGSL[name] = shader;
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/** @internal */
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export const rgbdEncodePixelShaderWGSL = { name, shader };
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//# sourceMappingURL=rgbdEncode.fragment.js.map
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{"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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import "./ShadersInclude/shadowMapFragmentExtraDeclaration";
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import "./ShadersInclude/clipPlaneFragmentDeclaration";
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import "./ShadersInclude/clipPlaneFragment";
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import "./ShadersInclude/shadowMapFragment";
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/** @internal */
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export declare const shadowMapPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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@@ -0,0 +1,39 @@
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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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import "./ShadersInclude/shadowMapFragmentExtraDeclaration.js";
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import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
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5
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import "./ShadersInclude/clipPlaneFragment.js";
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+
import "./ShadersInclude/shadowMapFragment.js";
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7
|
+
const name = "shadowMapPixelShader";
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8
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+
const shader = `#include<shadowMapFragmentExtraDeclaration>
|
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9
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+
#ifdef ALPHATEXTURE
|
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10
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+
varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
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11
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+
#endif
|
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12
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+
#include<clipPlaneFragmentDeclaration>
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13
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+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
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14
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+
@fragment
|
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15
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
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#include<clipPlaneFragment>
|
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17
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+
#ifdef ALPHATEXTURE
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18
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var opacityMap: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV);var alphaFromAlphaTexture: f32=opacityMap.a;
|
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19
|
+
#if SM_SOFTTRANSPARENTSHADOW==1
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20
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+
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;}
|
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21
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+
#endif
|
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22
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+
#ifdef ALPHATESTVALUE
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23
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+
if (alphaFromAlphaTexture<ALPHATESTVALUE) {discard;}
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+
#endif
|
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25
|
+
#endif
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26
|
+
#if SM_SOFTTRANSPARENTSHADOW==1
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27
|
+
#ifdef ALPHATEXTURE
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28
|
+
if ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x*alphaFromAlphaTexture) {discard;}
|
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29
|
+
#else
|
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30
|
+
if ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x) {discard;}
|
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31
|
+
#endif
|
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32
|
+
#endif
|
|
33
|
+
#include<shadowMapFragment>
|
|
34
|
+
}`;
|
|
35
|
+
// Sideeffect
|
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36
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
37
|
+
/** @internal */
|
|
38
|
+
export const shadowMapPixelShaderWGSL = { name, shader };
|
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39
|
+
//# sourceMappingURL=shadowMap.fragment.js.map
|
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@@ -0,0 +1 @@
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1
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+
{"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"]}
|
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@@ -0,0 +1,22 @@
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|
1
|
+
import "./ShadersInclude/bonesDeclaration";
|
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2
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+
import "./ShadersInclude/bakedVertexAnimationDeclaration";
|
|
3
|
+
import "./ShadersInclude/morphTargetsVertexGlobalDeclaration";
|
|
4
|
+
import "./ShadersInclude/morphTargetsVertexDeclaration";
|
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5
|
+
import "./ShadersInclude/helperFunctions";
|
|
6
|
+
import "./ShadersInclude/sceneUboDeclaration";
|
|
7
|
+
import "./ShadersInclude/meshUboDeclaration";
|
|
8
|
+
import "./ShadersInclude/shadowMapVertexExtraDeclaration";
|
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9
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+
import "./ShadersInclude/clipPlaneVertexDeclaration";
|
|
10
|
+
import "./ShadersInclude/morphTargetsVertexGlobal";
|
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11
|
+
import "./ShadersInclude/morphTargetsVertex";
|
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12
|
+
import "./ShadersInclude/instancesVertex";
|
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13
|
+
import "./ShadersInclude/bonesVertex";
|
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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
|
+
};
|