@babylonjs/core 7.22.3 → 7.22.4

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Files changed (177) hide show
  1. package/Animations/animationGroup.js +1 -1
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/Engines/constants.d.ts +21 -1
  6. package/Engines/constants.js +21 -1
  7. package/Engines/constants.js.map +1 -1
  8. package/Engines/engineFeatures.d.ts +2 -0
  9. package/Engines/engineFeatures.js.map +1 -1
  10. package/Engines/nativeEngine.js +1 -0
  11. package/Engines/nativeEngine.js.map +1 -1
  12. package/Engines/nullEngine.js +1 -0
  13. package/Engines/nullEngine.js.map +1 -1
  14. package/Engines/thinEngine.js +2 -0
  15. package/Engines/thinEngine.js.map +1 -1
  16. package/Engines/webgpuEngine.js +1 -0
  17. package/Engines/webgpuEngine.js.map +1 -1
  18. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +12 -0
  19. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +51 -0
  20. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  21. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +27 -0
  22. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +69 -0
  23. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  24. package/Materials/Node/nodeMaterial.d.ts +12 -0
  25. package/Materials/Node/nodeMaterial.js +24 -0
  26. package/Materials/Node/nodeMaterial.js.map +1 -1
  27. package/Materials/PBR/pbrBaseMaterial.d.ts +8 -0
  28. package/Materials/PBR/pbrBaseMaterial.js +8 -0
  29. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  30. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +4 -0
  31. package/Materials/Textures/Procedurals/proceduralTexture.js +19 -5
  32. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  33. package/Materials/materialHelper.functions.js +20 -0
  34. package/Materials/materialHelper.functions.js.map +1 -1
  35. package/Materials/prePassConfiguration.js +2 -1
  36. package/Materials/prePassConfiguration.js.map +1 -1
  37. package/Materials/standardMaterial.d.ts +8 -0
  38. package/Materials/standardMaterial.js +8 -0
  39. package/Materials/standardMaterial.js.map +1 -1
  40. package/Misc/fileTools.js +1 -1
  41. package/Misc/fileTools.js.map +1 -1
  42. package/PostProcesses/postProcessManager.d.ts +2 -0
  43. package/PostProcesses/postProcessManager.js +3 -0
  44. package/PostProcesses/postProcessManager.js.map +1 -1
  45. package/PostProcesses/volumetricLightScatteringPostProcess.js +79 -8
  46. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  47. package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +88 -0
  48. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +240 -0
  49. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -0
  50. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts +88 -0
  51. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +231 -0
  52. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -0
  53. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +340 -0
  54. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +884 -0
  55. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -0
  56. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.d.ts +67 -0
  57. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +139 -0
  58. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -0
  59. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +168 -0
  60. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +597 -0
  61. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -0
  62. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +151 -0
  63. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +291 -0
  64. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -0
  65. package/Rendering/depthRenderer.js +44 -23
  66. package/Rendering/depthRenderer.js.map +1 -1
  67. package/Rendering/index.d.ts +1 -0
  68. package/Rendering/index.js +1 -0
  69. package/Rendering/index.js.map +1 -1
  70. package/Rendering/outlineRenderer.js +3 -3
  71. package/Rendering/outlineRenderer.js.map +1 -1
  72. package/Rendering/prePassRenderer.js +25 -1
  73. package/Rendering/prePassRenderer.js.map +1 -1
  74. package/Shaders/ShadersInclude/instancesDeclaration.js +4 -2
  75. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  76. package/Shaders/ShadersInclude/instancesVertex.js +8 -4
  77. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  78. package/Shaders/ShadersInclude/prePassDeclaration.js +4 -1
  79. package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
  80. package/Shaders/ShadersInclude/prePassVertex.js +5 -1
  81. package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
  82. package/Shaders/ShadersInclude/prePassVertexDeclaration.js +4 -1
  83. package/Shaders/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  84. package/Shaders/combineVoxelGrids.fragment.d.ts +5 -0
  85. package/Shaders/combineVoxelGrids.fragment.js +9 -0
  86. package/Shaders/combineVoxelGrids.fragment.js.map +1 -0
  87. package/Shaders/copyTexture3DLayerToTexture.fragment.d.ts +5 -0
  88. package/Shaders/copyTexture3DLayerToTexture.fragment.js +10 -0
  89. package/Shaders/copyTexture3DLayerToTexture.fragment.js.map +1 -0
  90. package/Shaders/default.fragment.js +31 -6
  91. package/Shaders/default.fragment.js.map +1 -1
  92. package/Shaders/default.vertex.js +6 -2
  93. package/Shaders/default.vertex.js.map +1 -1
  94. package/Shaders/generateVoxelMip.fragment.d.ts +5 -0
  95. package/Shaders/generateVoxelMip.fragment.js +25 -0
  96. package/Shaders/generateVoxelMip.fragment.js.map +1 -0
  97. package/Shaders/geometry.fragment.js +1 -1
  98. package/Shaders/geometry.fragment.js.map +1 -1
  99. package/Shaders/iblShadowAccumulation.fragment.d.ts +5 -0
  100. package/Shaders/iblShadowAccumulation.fragment.js +27 -0
  101. package/Shaders/iblShadowAccumulation.fragment.js.map +1 -0
  102. package/Shaders/iblShadowDebug.fragment.d.ts +5 -0
  103. package/Shaders/iblShadowDebug.fragment.js +18 -0
  104. package/Shaders/iblShadowDebug.fragment.js.map +1 -0
  105. package/Shaders/iblShadowGBufferDebug.fragment.d.ts +5 -0
  106. package/Shaders/iblShadowGBufferDebug.fragment.js +19 -0
  107. package/Shaders/iblShadowGBufferDebug.fragment.js.map +1 -0
  108. package/Shaders/iblShadowSpatialBlur.fragment.d.ts +5 -0
  109. package/Shaders/iblShadowSpatialBlur.fragment.js +21 -0
  110. package/Shaders/iblShadowSpatialBlur.fragment.js.map +1 -0
  111. package/Shaders/iblShadowVoxelTracing.fragment.d.ts +5 -0
  112. package/Shaders/iblShadowVoxelTracing.fragment.js +152 -0
  113. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -0
  114. package/Shaders/iblShadowsCdfx.fragment.d.ts +5 -0
  115. package/Shaders/iblShadowsCdfx.fragment.js +12 -0
  116. package/Shaders/iblShadowsCdfx.fragment.js.map +1 -0
  117. package/Shaders/iblShadowsCdfy.fragment.d.ts +5 -0
  118. package/Shaders/iblShadowsCdfy.fragment.js +33 -0
  119. package/Shaders/iblShadowsCdfy.fragment.js.map +1 -0
  120. package/Shaders/iblShadowsCombine.fragment.d.ts +5 -0
  121. package/Shaders/iblShadowsCombine.fragment.js +10 -0
  122. package/Shaders/iblShadowsCombine.fragment.js.map +1 -0
  123. package/Shaders/iblShadowsIcdfx.fragment.d.ts +5 -0
  124. package/Shaders/iblShadowsIcdfx.fragment.js +19 -0
  125. package/Shaders/iblShadowsIcdfx.fragment.js.map +1 -0
  126. package/Shaders/iblShadowsIcdfy.fragment.d.ts +5 -0
  127. package/Shaders/iblShadowsIcdfy.fragment.js +19 -0
  128. package/Shaders/iblShadowsIcdfy.fragment.js.map +1 -0
  129. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.d.ts +5 -0
  130. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js +48 -0
  131. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -0
  132. package/Shaders/pbr.fragment.js +32 -7
  133. package/Shaders/pbr.fragment.js.map +1 -1
  134. package/Shaders/pbr.vertex.js +3 -1
  135. package/Shaders/pbr.vertex.js.map +1 -1
  136. package/Shaders/voxelGrid.fragment.d.ts +5 -0
  137. package/Shaders/voxelGrid.fragment.js +14 -0
  138. package/Shaders/voxelGrid.fragment.js.map +1 -0
  139. package/Shaders/voxelGrid.vertex.d.ts +5 -0
  140. package/Shaders/voxelGrid.vertex.js +9 -0
  141. package/Shaders/voxelGrid.vertex.js.map +1 -0
  142. package/Shaders/voxelGrid2dArrayDebug.fragment.d.ts +5 -0
  143. package/Shaders/voxelGrid2dArrayDebug.fragment.js +9 -0
  144. package/Shaders/voxelGrid2dArrayDebug.fragment.js.map +1 -0
  145. package/Shaders/voxelGrid3dDebug.fragment.d.ts +5 -0
  146. package/Shaders/voxelGrid3dDebug.fragment.js +22 -0
  147. package/Shaders/voxelGrid3dDebug.fragment.js.map +1 -0
  148. package/Shaders/voxelSlabDebug.fragment.d.ts +5 -0
  149. package/Shaders/voxelSlabDebug.fragment.js +11 -0
  150. package/Shaders/voxelSlabDebug.fragment.js.map +1 -0
  151. package/Shaders/voxelSlabDebug.vertex.d.ts +5 -0
  152. package/Shaders/voxelSlabDebug.vertex.js +9 -0
  153. package/Shaders/voxelSlabDebug.vertex.js.map +1 -0
  154. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +4 -2
  155. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  156. package/ShadersWGSL/ShadersInclude/instancesVertex.js +9 -4
  157. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  158. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +4 -1
  159. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
  160. package/ShadersWGSL/ShadersInclude/prePassVertex.js +5 -1
  161. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
  162. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js +4 -1
  163. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  164. package/ShadersWGSL/default.fragment.js +42 -16
  165. package/ShadersWGSL/default.fragment.js.map +1 -1
  166. package/ShadersWGSL/default.vertex.js +5 -2
  167. package/ShadersWGSL/default.vertex.js.map +1 -1
  168. package/ShadersWGSL/geometry.fragment.js +1 -1
  169. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  170. package/ShadersWGSL/pbr.fragment.js +37 -20
  171. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  172. package/ShadersWGSL/pbr.vertex.js +1 -1
  173. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  174. package/package.json +1 -1
  175. package/sceneComponent.d.ts +1 -0
  176. package/sceneComponent.js +1 -0
  177. package/sceneComponent.js.map +1 -1
@@ -0,0 +1,33 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "iblShadowsCdfyPixelShader";
4
+ const shader = `precision highp sampler2D;precision highp samplerCube;
5
+ #define PI 3.1415927
6
+ varying vec2 vUV;
7
+ #ifdef IBL_USE_CUBE_MAP
8
+ uniform samplerCube iblSource;
9
+ #else
10
+ uniform sampler2D iblSource;
11
+ #endif
12
+ uniform int iblHeight;
13
+ #ifdef IBL_USE_CUBE_MAP
14
+ vec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*2.0*PI-PI;float latitude=PI*0.5-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}
15
+ float fetchCube(vec2 uv) {vec3 direction=equirectangularToCubemapDirection(uv);return sin(PI*uv.y)*dot(textureCubeLodEXT(iblSource,direction,0.0).rgb,
16
+ vec3(0.3,0.6,0.1));}
17
+ #else
18
+ float fetchPanoramic(ivec2 Coords,float envmapHeight) {return sin(PI*(float(Coords.y)+0.5)/envmapHeight) *
19
+ dot(texelFetch(iblSource,Coords,0).rgb,vec3(0.3,0.6,0.1));}
20
+ #endif
21
+ void main(void) {ivec2 coords=ivec2(gl_FragCoord.x,gl_FragCoord.y);float cdfy=0.0;for (int y=1; y<=coords.y; y++) {
22
+ #ifdef IBL_USE_CUBE_MAP
23
+ vec2 uv=vec2(vUV.x,(float(y-1)+0.5)/float(iblHeight));cdfy+=fetchCube(uv);
24
+ #else
25
+ cdfy+=fetchPanoramic(ivec2(coords.x,y-1),float(iblHeight));
26
+ #endif
27
+ }
28
+ gl_FragColor=vec4(cdfy,0.0,0.0,1.0);}`;
29
+ // Sideeffect
30
+ ShaderStore.ShadersStore[name] = shader;
31
+ /** @internal */
32
+ export const iblShadowsCdfyPixelShader = { name, shader };
33
+ //# sourceMappingURL=iblShadowsCdfy.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblShadowsCdfy.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowsCdfy.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;sCAwBuB,CAAC;AACvC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowsCdfyPixelShader\";\nconst shader = `precision highp sampler2D;precision highp samplerCube;\n#define PI 3.1415927\nvarying vec2 vUV;\n#ifdef IBL_USE_CUBE_MAP\nuniform samplerCube iblSource;\n#else\nuniform sampler2D iblSource;\n#endif\nuniform int iblHeight;\n#ifdef IBL_USE_CUBE_MAP\nvec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*2.0*PI-PI;float latitude=PI*0.5-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfloat fetchCube(vec2 uv) {vec3 direction=equirectangularToCubemapDirection(uv);return sin(PI*uv.y)*dot(textureCubeLodEXT(iblSource,direction,0.0).rgb,\nvec3(0.3,0.6,0.1));}\n#else\nfloat fetchPanoramic(ivec2 Coords,float envmapHeight) {return sin(PI*(float(Coords.y)+0.5)/envmapHeight) *\ndot(texelFetch(iblSource,Coords,0).rgb,vec3(0.3,0.6,0.1));}\n#endif\nvoid main(void) {ivec2 coords=ivec2(gl_FragCoord.x,gl_FragCoord.y);float cdfy=0.0;for (int y=1; y<=coords.y; y++) {\n#ifdef IBL_USE_CUBE_MAP\nvec2 uv=vec2(vUV.x,(float(y-1)+0.5)/float(iblHeight));cdfy+=fetchCube(uv);\n#else\ncdfy+=fetchPanoramic(ivec2(coords.x,y-1),float(iblHeight));\n#endif\n}\ngl_FragColor=vec4(cdfy,0.0,0.0,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowsCdfyPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const iblShadowsCombinePixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,10 @@
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+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "iblShadowsCombinePixelShader";
4
+ const shader = `precision highp float;varying vec2 vUV;uniform sampler2D sceneTexture;uniform sampler2D textureSampler;uniform float shadowOpacity;void main(void)
5
+ {vec3 color=texture(sceneTexture,vUV).rgb;vec3 shadow=texture(textureSampler,vUV).rgb;float shadowValue=mix(1.0,shadow.x,shadowOpacity);gl_FragColor=vec4(color*shadowValue,1.0);}`;
6
+ // Sideeffect
7
+ ShaderStore.ShadersStore[name] = shader;
8
+ /** @internal */
9
+ export const iblShadowsCombinePixelShader = { name, shader };
10
+ //# sourceMappingURL=iblShadowsCombine.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblShadowsCombine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowsCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;mLACoK,CAAC;AACpL,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"iblShadowsCombinePixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform sampler2D sceneTexture;uniform sampler2D textureSampler;uniform float shadowOpacity;void main(void)\n{vec3 color=texture(sceneTexture,vUV).rgb;vec3 shadow=texture(textureSampler,vUV).rgb;float shadowValue=mix(1.0,shadow.x,shadowOpacity);gl_FragColor=vec4(color*shadowValue,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowsCombinePixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const iblShadowsIcdfxPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,19 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "iblShadowsIcdfxPixelShader";
4
+ const shader = `precision highp sampler2D;
5
+ #define PI 3.1415927
6
+ varying vec2 vUV;uniform sampler2D cdfx;float fetchCDF(int x) {return texelFetch(cdfx,ivec2(x,0),0).x;}
7
+ float bisect(int size,float targetValue)
8
+ {int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDF(c)<targetValue)
9
+ a=c;else
10
+ b=c;}
11
+ return mix(float(a),float(b),(targetValue-fetchCDF(a))/(fetchCDF(b)-fetchCDF(a)))/float(size-1);}
12
+ void main(void) {ivec2 cdfSize=textureSize(cdfx,0);int cdfWidth=cdfSize.x;int icdfWidth=cdfWidth-1;ivec2 currentPixel=ivec2(gl_FragCoord.xy);if (currentPixel.x==0)
13
+ {gl_FragColor=vec4(0.0);}
14
+ else if (currentPixel.x==icdfWidth-1) {gl_FragColor=vec4(1.0);} else {float targetValue=fetchCDF(cdfWidth-1)*vUV.x;gl_FragColor=vec4(vec3(bisect(cdfWidth,targetValue)),1.0);}}`;
15
+ // Sideeffect
16
+ ShaderStore.ShadersStore[name] = shader;
17
+ /** @internal */
18
+ export const iblShadowsIcdfxPixelShader = { name, shader };
19
+ //# sourceMappingURL=iblShadowsIcdfx.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblShadowsIcdfx.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowsIcdfx.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;gLAUiK,CAAC;AACjL,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowsIcdfxPixelShader\";\nconst shader = `precision highp sampler2D;\n#define PI 3.1415927\nvarying vec2 vUV;uniform sampler2D cdfx;float fetchCDF(int x) {return texelFetch(cdfx,ivec2(x,0),0).x;}\nfloat bisect(int size,float targetValue)\n{int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDF(c)<targetValue)\na=c;else\nb=c;}\nreturn mix(float(a),float(b),(targetValue-fetchCDF(a))/(fetchCDF(b)-fetchCDF(a)))/float(size-1);}\nvoid main(void) {ivec2 cdfSize=textureSize(cdfx,0);int cdfWidth=cdfSize.x;int icdfWidth=cdfWidth-1;ivec2 currentPixel=ivec2(gl_FragCoord.xy);if (currentPixel.x==0)\n{gl_FragColor=vec4(0.0);}\nelse if (currentPixel.x==icdfWidth-1) {gl_FragColor=vec4(1.0);} else {float targetValue=fetchCDF(cdfWidth-1)*vUV.x;gl_FragColor=vec4(vec3(bisect(cdfWidth,targetValue)),1.0);}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowsIcdfxPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const iblShadowsIcdfyPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,19 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "iblShadowsIcdfyPixelShader";
4
+ const shader = `precision highp sampler2D;
5
+ #define PI 3.1415927
6
+ varying vec2 vUV;uniform sampler2D cdfy;float fetchCDF(int y,int invocationId) {return texelFetch(cdfy,ivec2(invocationId,y),0).x;}
7
+ float bisect(int size,float targetValue,int invocationId)
8
+ {int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDF(c,invocationId)<targetValue)
9
+ a=c;else
10
+ b=c;}
11
+ return mix(float(a),float(b),(targetValue-fetchCDF(a,invocationId))/(fetchCDF(b,invocationId)-fetchCDF(a,invocationId)))/float(size-1);}
12
+ void main(void) {ivec2 cdfSize=textureSize(cdfy,0);int cdfHeight=cdfSize.y;ivec2 currentPixel=ivec2(gl_FragCoord.xy);if (currentPixel.y==0)
13
+ {gl_FragColor=vec4(0.0);}
14
+ else if (currentPixel.y==cdfHeight-2) {gl_FragColor=vec4(1.0);} else {float targetValue=fetchCDF(cdfHeight-1,currentPixel.x)*vUV.y;gl_FragColor=vec4(vec3(bisect(cdfHeight,targetValue,currentPixel.x)),1.0);}}`;
15
+ // Sideeffect
16
+ ShaderStore.ShadersStore[name] = shader;
17
+ /** @internal */
18
+ export const iblShadowsIcdfyPixelShader = { name, shader };
19
+ //# sourceMappingURL=iblShadowsIcdfy.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblShadowsIcdfy.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowsIcdfy.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;gNAUiM,CAAC;AACjN,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowsIcdfyPixelShader\";\nconst shader = `precision highp sampler2D;\n#define PI 3.1415927\nvarying vec2 vUV;uniform sampler2D cdfy;float fetchCDF(int y,int invocationId) {return texelFetch(cdfy,ivec2(invocationId,y),0).x;}\nfloat bisect(int size,float targetValue,int invocationId)\n{int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDF(c,invocationId)<targetValue)\na=c;else\nb=c;}\nreturn mix(float(a),float(b),(targetValue-fetchCDF(a,invocationId))/(fetchCDF(b,invocationId)-fetchCDF(a,invocationId)))/float(size-1);}\nvoid main(void) {ivec2 cdfSize=textureSize(cdfy,0);int cdfHeight=cdfSize.y;ivec2 currentPixel=ivec2(gl_FragCoord.xy);if (currentPixel.y==0)\n{gl_FragColor=vec4(0.0);}\nelse if (currentPixel.y==cdfHeight-2) {gl_FragColor=vec4(1.0);} else {float targetValue=fetchCDF(cdfHeight-1,currentPixel.x)*vUV.y;gl_FragColor=vec4(vec3(bisect(cdfHeight,targetValue,currentPixel.x)),1.0);}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowsIcdfyPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const iblShadowsImportanceSamplingDebugPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,48 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "iblShadowsImportanceSamplingDebugPixelShader";
4
+ const shader = `precision highp samplerCube;
5
+ #define PI 3.1415927
6
+ varying vec2 vUV;uniform sampler2D cdfy;uniform sampler2D icdfy;uniform sampler2D cdfx;uniform sampler2D icdfx;
7
+ #ifdef IBL_USE_CUBE_MAP
8
+ uniform samplerCube iblSource;
9
+ #else
10
+ uniform sampler2D iblSource;
11
+ #endif
12
+ uniform sampler2D textureSampler;
13
+ #define cdfyVSize 0.4
14
+ #define cdfxVSize 0.1
15
+ #define cdfyHSize 0.5
16
+ uniform vec4 sizeParams;
17
+ #define offsetX sizeParams.x
18
+ #define offsetY sizeParams.y
19
+ #define widthScale sizeParams.z
20
+ #define heightScale sizeParams.w
21
+ #ifdef IBL_USE_CUBE_MAP
22
+ vec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*2.0*PI-PI;float latitude=PI*0.5-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}
23
+ #endif
24
+ void main(void) {vec3 colour=vec3(0.0);vec2 uv =
25
+ vec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec3 backgroundColour=texture2D(textureSampler,vUV).rgb;const float iblStart=1.0-cdfyVSize;const float cdfyStart=1.0-2.0*cdfyVSize;const float cdfxStart=1.0-2.0*cdfyVSize-cdfxVSize;const float icdfxStart=1.0-2.0*cdfyVSize-2.0*cdfxVSize;
26
+ #ifdef IBL_USE_CUBE_MAP
27
+ vec3 direction=equirectangularToCubemapDirection(
28
+ (uv-vec2(0.0,iblStart))*vec2(1.0,1.0/cdfyVSize));vec3 iblColour=textureCubeLodEXT(iblSource,direction,0.0).rgb;
29
+ #else
30
+ vec3 iblColour=texture2D(iblSource,(uv-vec2(0.0,iblStart)) *
31
+ vec2(1.0,1.0/cdfyVSize))
32
+ .rgb;
33
+ #endif
34
+ float cdfyColour =
35
+ texture2D(cdfy,(uv-vec2(0.0,cdfyStart))*vec2(2.0,1.0/cdfyVSize))
36
+ .r;float icdfyColour =
37
+ texture2D(icdfy,(uv-vec2(0.5,cdfyStart))*vec2(2.0,1.0/cdfyVSize))
38
+ .r;float cdfxColour =
39
+ texture2D(cdfx,(uv-vec2(0.0,cdfxStart))*vec2(1.0,1.0/cdfxVSize))
40
+ .r;float icdfxColour=texture2D(icdfx,(uv-vec2(0.0,icdfxStart)) *
41
+ vec2(1.0,1.0/cdfxVSize))
42
+ .r;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {colour=backgroundColour;} else if (uv.y>iblStart) {colour+=iblColour;} else if (uv.y>cdfyStart && uv.x<0.5) {colour.r+=0.003*cdfyColour;} else if (uv.y>cdfyStart && uv.x>0.5) {colour.r+=icdfyColour;} else if (uv.y>cdfxStart) {colour.r+=0.00003*cdfxColour;} else if (uv.y>icdfxStart) {colour.r+=icdfxColour;}
43
+ gl_FragColor=vec4(colour,1.0);glFragColor.rgb=mix(gl_FragColor.rgb,backgroundColour,0.5);}`;
44
+ // Sideeffect
45
+ ShaderStore.ShadersStore[name] = shader;
46
+ /** @internal */
47
+ export const iblShadowsImportanceSamplingDebugPixelShader = { name, shader };
48
+ //# sourceMappingURL=iblShadowsImportanceSamplingDebug.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblShadowsImportanceSamplingDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowsImportanceSamplingDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8CAA8C,CAAC;AAC5D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;2FAuC4E,CAAC;AAC5F,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4CAA4C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowsImportanceSamplingDebugPixelShader\";\nconst shader = `precision highp samplerCube;\n#define PI 3.1415927\nvarying vec2 vUV;uniform sampler2D cdfy;uniform sampler2D icdfy;uniform sampler2D cdfx;uniform sampler2D icdfx;\n#ifdef IBL_USE_CUBE_MAP\nuniform samplerCube iblSource;\n#else\nuniform sampler2D iblSource;\n#endif\nuniform sampler2D textureSampler;\n#define cdfyVSize 0.4\n#define cdfxVSize 0.1\n#define cdfyHSize 0.5\nuniform vec4 sizeParams;\n#define offsetX sizeParams.x\n#define offsetY sizeParams.y\n#define widthScale sizeParams.z\n#define heightScale sizeParams.w\n#ifdef IBL_USE_CUBE_MAP\nvec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*2.0*PI-PI;float latitude=PI*0.5-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\n#endif\nvoid main(void) {vec3 colour=vec3(0.0);vec2 uv =\nvec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec3 backgroundColour=texture2D(textureSampler,vUV).rgb;const float iblStart=1.0-cdfyVSize;const float cdfyStart=1.0-2.0*cdfyVSize;const float cdfxStart=1.0-2.0*cdfyVSize-cdfxVSize;const float icdfxStart=1.0-2.0*cdfyVSize-2.0*cdfxVSize;\n#ifdef IBL_USE_CUBE_MAP\nvec3 direction=equirectangularToCubemapDirection(\n(uv-vec2(0.0,iblStart))*vec2(1.0,1.0/cdfyVSize));vec3 iblColour=textureCubeLodEXT(iblSource,direction,0.0).rgb;\n#else\nvec3 iblColour=texture2D(iblSource,(uv-vec2(0.0,iblStart)) *\nvec2(1.0,1.0/cdfyVSize))\n.rgb;\n#endif\nfloat cdfyColour =\ntexture2D(cdfy,(uv-vec2(0.0,cdfyStart))*vec2(2.0,1.0/cdfyVSize))\n.r;float icdfyColour =\ntexture2D(icdfy,(uv-vec2(0.5,cdfyStart))*vec2(2.0,1.0/cdfyVSize))\n.r;float cdfxColour =\ntexture2D(cdfx,(uv-vec2(0.0,cdfxStart))*vec2(1.0,1.0/cdfxVSize))\n.r;float icdfxColour=texture2D(icdfx,(uv-vec2(0.0,icdfxStart)) *\nvec2(1.0,1.0/cdfxVSize))\n.r;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {colour=backgroundColour;} else if (uv.y>iblStart) {colour+=iblColour;} else if (uv.y>cdfyStart && uv.x<0.5) {colour.r+=0.003*cdfyColour;} else if (uv.y>cdfyStart && uv.x>0.5) {colour.r+=icdfyColour;} else if (uv.y>cdfxStart) {colour.r+=0.00003*cdfxColour;} else if (uv.y>icdfxStart) {colour.r+=icdfxColour;}\ngl_FragColor=vec4(colour,1.0);glFragColor.rgb=mix(gl_FragColor.rgb,backgroundColour,0.5);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowsImportanceSamplingDebugPixelShader = { name, shader };\n"]}
@@ -576,8 +576,18 @@ float writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;
576
576
  #ifdef PREPASS_POSITION
577
577
  gl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);
578
578
  #endif
579
- #ifdef PREPASS_VELOCITY
580
- vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);
579
+ #ifdef PREPASS_LOCAL_POSITION
580
+ gl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition*0.5+0.5,writeGeometryInfo);
581
+ #endif
582
+ #if defined(PREPASS_VELOCITY)
583
+ vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0)) *
584
+ sign(a-b)*0.5 +
585
+ 0.5;gl_FragData[PREPASS_VELOCITY_INDEX] =
586
+ vec4(velocity,0.0,writeGeometryInfo);
587
+ #elif defined(PREPASS_VELOCITY_LINEAR)
588
+ vec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -
589
+ (vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX] =
590
+ vec4(velocity,0.0,writeGeometryInfo);
581
591
  #endif
582
592
  #ifdef PREPASS_ALBEDO_SQRT
583
593
  vec3 sqAlbedo=sqrt(surfaceAlbedo);
@@ -590,25 +600,40 @@ irradiance+=finalIrradiance;
590
600
  #endif
591
601
  #endif
592
602
  #ifdef SS_SCATTERING
593
- gl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a);
603
+ gl_FragData[0]=vec4(finalColor.rgb-irradiance,
604
+ finalColor.a);
594
605
  irradiance/=sqAlbedo;
595
606
  #else
596
607
  gl_FragData[0]=finalColor;
597
608
  float scatteringDiffusionProfile=255.;
598
609
  #endif
599
- gl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.);
610
+ gl_FragData[PREPASS_IRRADIANCE_INDEX] =
611
+ vec4(clamp(irradiance,vec3(0.),vec3(1.)),
612
+ writeGeometryInfo*scatteringDiffusionProfile /
613
+ 255.);
600
614
  #else
601
615
  gl_FragData[0]=vec4(finalColor.rgb,finalColor.a);
602
616
  #endif
603
617
  #ifdef PREPASS_DEPTH
604
- gl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);
618
+ gl_FragData[PREPASS_DEPTH_INDEX] =
619
+ vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);
620
+ #endif
621
+ #ifdef PREPASS_NDC_DEPTH
622
+ gl_FragData[PREPASS_NDC_DEPTH_INDEX]=vec4(
623
+ gl_FragCoord.z,0.0,0.0,writeGeometryInfo);
605
624
  #endif
606
625
  #ifdef PREPASS_NORMAL
607
626
  #ifdef PREPASS_NORMAL_WORLDSPACE
608
- gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);
627
+ gl_FragData[PREPASS_NORMAL_INDEX] =
628
+ vec4(normalW,writeGeometryInfo);
609
629
  #else
610
- gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);
630
+ gl_FragData[PREPASS_NORMAL_INDEX] =
631
+ vec4(normalize((view*vec4(normalW,0.0)).rgb),
632
+ writeGeometryInfo);
633
+ #endif
611
634
  #endif
635
+ #ifdef PREPASS_WORLD_NORMAL
636
+ gl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo);
612
637
  #endif
613
638
  #ifdef PREPASS_ALBEDO_SQRT
614
639
  gl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo);
@@ -1 +1 @@
1
- {"version":3,"file":"pbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AACvC,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+BAA+B,CAAC;AACvC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6jBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\n,ambientMonochrome\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a); \nirradiance/=sqAlbedo;\n#else\ngl_FragData[0]=finalColor; \nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \n#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo); \n#else\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\n,ambientMonochrome\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition*0.5+0.5,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0)) *\nsign(a-b)*0.5 +\n0.5;gl_FragData[PREPASS_VELOCITY_INDEX] =\nvec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX] =\nvec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,\nfinalColor.a); \nirradiance/=sqAlbedo;\n#else\ngl_FragData[0]=finalColor; \nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX] =\nvec4(clamp(irradiance,vec3(0.),vec3(1.)),\nwriteGeometryInfo*scatteringDiffusionProfile /\n255.); \n#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX] =\nvec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NDC_DEPTH\ngl_FragData[PREPASS_NDC_DEPTH_INDEX]=vec4(\ngl_FragCoord.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX] =\nvec4(normalW,writeGeometryInfo); \n#else\ngl_FragData[PREPASS_NORMAL_INDEX] =\nvec4(normalize((view*vec4(normalW,0.0)).rgb),\nwriteGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
@@ -140,7 +140,9 @@ vPositionUVW=positionUpdated;
140
140
  #define CUSTOM_VERTEX_UPDATE_POSITION
141
141
  #define CUSTOM_VERTEX_UPDATE_NORMAL
142
142
  #include<instancesVertex>
143
- #if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)
143
+ #if defined(PREPASS) && \
144
+ (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || \
145
+ defined(PREPASS_VELOCITY_LINEAR))
144
146
  vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
145
147
  #endif
146
148
  #include<bonesVertex>
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && \\\n(defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || \\\ndefined(PREPASS_VELOCITY_LINEAR))\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const voxelGridPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,14 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "voxelGridPixelShader";
4
+ const shader = `precision highp float;layout(location=0) out highp float glFragData[MAX_DRAW_BUFFERS];varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;if (normPos.z<nearPlane || normPos.z>farPlane) {discard;}
5
+ glFragData[0]=normPos.z<nearPlane+stepSize ? 1.0 : 0.0;glFragData[1]=normPos.z>=nearPlane+stepSize && normPos.z<nearPlane+2.0*stepSize ? 1.0 : 0.0;glFragData[2]=normPos.z>=nearPlane+2.0*stepSize && normPos.z<nearPlane+3.0*stepSize ? 1.0 : 0.0;glFragData[3]=normPos.z>=nearPlane+3.0*stepSize && normPos.z<nearPlane+4.0*stepSize ? 1.0 : 0.0;
6
+ #if MAX_DRAW_BUFFERS>4
7
+ glFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? 1.0 : 0.0;glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? 1.0 : 0.0;glFragData[6]=normPos.z>=nearPlane+6.0*stepSize && normPos.z<nearPlane+7.0*stepSize ? 1.0 : 0.0;glFragData[7]=normPos.z>=nearPlane+7.0*stepSize && normPos.z<nearPlane+8.0*stepSize ? 1.0 : 0.0;
8
+ #endif
9
+ }`;
10
+ // Sideeffect
11
+ ShaderStore.ShadersStore[name] = shader;
12
+ /** @internal */
13
+ export const voxelGridPixelShader = { name, shader };
14
+ //# sourceMappingURL=voxelGrid.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"voxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/voxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;EAKb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"voxelGridPixelShader\";\nconst shader = `precision highp float;layout(location=0) out highp float glFragData[MAX_DRAW_BUFFERS];varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;if (normPos.z<nearPlane || normPos.z>farPlane) {discard;}\nglFragData[0]=normPos.z<nearPlane+stepSize ? 1.0 : 0.0;glFragData[1]=normPos.z>=nearPlane+stepSize && normPos.z<nearPlane+2.0*stepSize ? 1.0 : 0.0;glFragData[2]=normPos.z>=nearPlane+2.0*stepSize && normPos.z<nearPlane+3.0*stepSize ? 1.0 : 0.0;glFragData[3]=normPos.z>=nearPlane+3.0*stepSize && normPos.z<nearPlane+4.0*stepSize ? 1.0 : 0.0;\n#if MAX_DRAW_BUFFERS>4\nglFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? 1.0 : 0.0;glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? 1.0 : 0.0;glFragData[6]=normPos.z>=nearPlane+6.0*stepSize && normPos.z<nearPlane+7.0*stepSize ? 1.0 : 0.0;glFragData[7]=normPos.z>=nearPlane+7.0*stepSize && normPos.z<nearPlane+8.0*stepSize ? 1.0 : 0.0;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const voxelGridPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const voxelGridVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,9 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "voxelGridVertexShader";
4
+ const shader = `attribute vec3 position;attribute vec3 normal;varying vec3 vNormalizedPosition;uniform mat4 world;uniform mat4 invWorldScale;uniform mat4 viewMatrix;void main(void) {gl_Position=viewMatrix*invWorldScale*world*vec4(position,1.);vNormalizedPosition.xyz=gl_Position.xyz*0.5+0.5;}`;
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @internal */
8
+ export const voxelGridVertexShader = { name, shader };
9
+ //# sourceMappingURL=voxelGrid.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"voxelGrid.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/voxelGrid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG,sRAAsR,CAAC;AACtS,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"voxelGridVertexShader\";\nconst shader = `attribute vec3 position;attribute vec3 normal;varying vec3 vNormalizedPosition;uniform mat4 world;uniform mat4 invWorldScale;uniform mat4 viewMatrix;void main(void) {gl_Position=viewMatrix*invWorldScale*world*vec4(position,1.);vNormalizedPosition.xyz=gl_Position.xyz*0.5+0.5;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const voxelGridVertexShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const voxelGrid2dArrayDebugPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,9 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "voxelGrid2dArrayDebugPixelShader";
4
+ const shader = `precision highp sampler2DArray;varying vec2 vUV;uniform sampler2DArray voxelTexture;uniform sampler2D textureSampler;uniform int slice;void main(void) {ivec3 size=textureSize(voxelTexture,0);float dimension=sqrt(float(size.z));vec2 samplePos=fract(vUV.xy*vec2(dimension));int sampleIndex=int(floor(vUV.x*float(dimension))+floor(vUV.y*float(dimension))*dimension);glFragColor.rgb=texture(voxelTexture,vec3(samplePos.xy,sampleIndex)).rrr;glFragColor.a=1.0;glFragColor.rgb+=texture(textureSampler,vUV.xy).rgb;}`;
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @internal */
8
+ export const voxelGrid2dArrayDebugPixelShader = { name, shader };
9
+ //# sourceMappingURL=voxelGrid2dArrayDebug.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"voxelGrid2dArrayDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/voxelGrid2dArrayDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG,6fAA6f,CAAC;AAC7gB,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"voxelGrid2dArrayDebugPixelShader\";\nconst shader = `precision highp sampler2DArray;varying vec2 vUV;uniform sampler2DArray voxelTexture;uniform sampler2D textureSampler;uniform int slice;void main(void) {ivec3 size=textureSize(voxelTexture,0);float dimension=sqrt(float(size.z));vec2 samplePos=fract(vUV.xy*vec2(dimension));int sampleIndex=int(floor(vUV.x*float(dimension))+floor(vUV.y*float(dimension))*dimension);glFragColor.rgb=texture(voxelTexture,vec3(samplePos.xy,sampleIndex)).rrr;glFragColor.a=1.0;glFragColor.rgb+=texture(textureSampler,vUV.xy).rgb;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const voxelGrid2dArrayDebugPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const voxelGrid3dDebugPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,22 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "voxelGrid3dDebugPixelShader";
4
+ const shader = `precision highp sampler3D;varying vec2 vUV;uniform sampler3D voxelTexture;uniform sampler2D voxelSlabTexture;uniform sampler2D textureSampler;uniform vec4 sizeParams;
5
+ #define offsetX sizeParams.x
6
+ #define offsetY sizeParams.y
7
+ #define widthScale sizeParams.z
8
+ #define heightScale sizeParams.w
9
+ uniform float mipNumber;void main(void) {vec2 uv =
10
+ vec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 background=texture2D(textureSampler,vUV);vec4 voxelSlab=texture2D(voxelSlabTexture,vUV);ivec3 size=textureSize(voxelTexture,int(mipNumber));float dimension=ceil(sqrt(float(size.z)));vec2 samplePos=fract(uv.xy*vec2(dimension));int sampleIndex=int(floor(uv.x*float(dimension)) +
11
+ floor(uv.y*float(dimension))*dimension);float mip_separator=0.0;if (samplePos.x<0.01 || samplePos.y<0.01) {mip_separator=1.0;}
12
+ bool outBounds=sampleIndex>size.z-1 ? true : false;sampleIndex=clamp(sampleIndex,0,size.z-1);ivec2 samplePosInt=ivec2(samplePos.xy*vec2(size.xy));vec3 voxel=texelFetch(voxelTexture,
13
+ ivec3(samplePosInt.x,samplePosInt.y,sampleIndex),
14
+ int(mipNumber))
15
+ .rgb;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=background;} else {if (outBounds) {voxel=vec3(0.15,0.0,0.0);} else {if (voxel.r>0.001) {voxel.g=1.0;}
16
+ voxel.r+=mip_separator;}
17
+ glFragColor.rgb=mix(background.rgb,voxelSlab.rgb,voxelSlab.a)+voxel;glFragColor.a=1.0;}}`;
18
+ // Sideeffect
19
+ ShaderStore.ShadersStore[name] = shader;
20
+ /** @internal */
21
+ export const voxelGrid3dDebugPixelShader = { name, shader };
22
+ //# sourceMappingURL=voxelGrid3dDebug.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"voxelGrid3dDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/voxelGrid3dDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;yFAa0E,CAAC;AAC1F,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"voxelGrid3dDebugPixelShader\";\nconst shader = `precision highp sampler3D;varying vec2 vUV;uniform sampler3D voxelTexture;uniform sampler2D voxelSlabTexture;uniform sampler2D textureSampler;uniform vec4 sizeParams;\n#define offsetX sizeParams.x\n#define offsetY sizeParams.y\n#define widthScale sizeParams.z\n#define heightScale sizeParams.w\nuniform float mipNumber;void main(void) {vec2 uv =\nvec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 background=texture2D(textureSampler,vUV);vec4 voxelSlab=texture2D(voxelSlabTexture,vUV);ivec3 size=textureSize(voxelTexture,int(mipNumber));float dimension=ceil(sqrt(float(size.z)));vec2 samplePos=fract(uv.xy*vec2(dimension));int sampleIndex=int(floor(uv.x*float(dimension)) +\nfloor(uv.y*float(dimension))*dimension);float mip_separator=0.0;if (samplePos.x<0.01 || samplePos.y<0.01) {mip_separator=1.0;}\nbool outBounds=sampleIndex>size.z-1 ? true : false;sampleIndex=clamp(sampleIndex,0,size.z-1);ivec2 samplePosInt=ivec2(samplePos.xy*vec2(size.xy));vec3 voxel=texelFetch(voxelTexture,\nivec3(samplePosInt.x,samplePosInt.y,sampleIndex),\nint(mipNumber))\n.rgb;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=background;} else {if (outBounds) {voxel=vec3(0.15,0.0,0.0);} else {if (voxel.r>0.001) {voxel.g=1.0;}\nvoxel.r+=mip_separator;}\nglFragColor.rgb=mix(background.rgb,voxelSlab.rgb,voxelSlab.a)+voxel;glFragColor.a=1.0;}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const voxelGrid3dDebugPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const voxelSlabDebugPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,11 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "voxelSlabDebugPixelShader";
4
+ const shader = `precision highp float;varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;float chunkSize=stepSize*float(MAX_DRAW_BUFFERS);float numChunks=1.0/chunkSize;float positionInChunk=fract(normPos.z/chunkSize);float slab=floor(positionInChunk*float(MAX_DRAW_BUFFERS)) /
5
+ float(MAX_DRAW_BUFFERS);if (normPos.x<0.0 || normPos.y<0.0 || normPos.z<0.0 ||
6
+ normPos.x>1.0 || normPos.y>1.0 || normPos.z>1.0) {gl_FragColor=vec4(0.0,0.0,0.0,0.0);} else {gl_FragColor=vec4(slab,0.0,0.0,0.75);}}`;
7
+ // Sideeffect
8
+ ShaderStore.ShadersStore[name] = shader;
9
+ /** @internal */
10
+ export const voxelSlabDebugPixelShader = { name, shader };
11
+ //# sourceMappingURL=voxelSlabDebug.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"voxelSlabDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/voxelSlabDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;qIAEsH,CAAC;AACtI,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"voxelSlabDebugPixelShader\";\nconst shader = `precision highp float;varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;float chunkSize=stepSize*float(MAX_DRAW_BUFFERS);float numChunks=1.0/chunkSize;float positionInChunk=fract(normPos.z/chunkSize);float slab=floor(positionInChunk*float(MAX_DRAW_BUFFERS)) /\nfloat(MAX_DRAW_BUFFERS);if (normPos.x<0.0 || normPos.y<0.0 || normPos.z<0.0 ||\nnormPos.x>1.0 || normPos.y>1.0 || normPos.z>1.0) {gl_FragColor=vec4(0.0,0.0,0.0,0.0);} else {gl_FragColor=vec4(slab,0.0,0.0,0.75);}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const voxelSlabDebugPixelShader = { name, shader };\n"]}