@babylonjs/core 7.35.1 → 7.36.0

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Files changed (180) hide show
  1. package/Engines/Extensions/engine.multiRender.d.ts +11 -0
  2. package/Engines/Extensions/engine.multiRender.js +71 -32
  3. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  4. package/Engines/Extensions/engine.prefilteredCubeTexture.js +3 -2
  5. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  6. package/Engines/Extensions/engine.renderTarget.js +1 -13
  7. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  8. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -0
  9. package/Engines/WebGL/webGLRenderTargetWrapper.js +37 -7
  10. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  11. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +11 -0
  12. package/Engines/WebGPU/Extensions/engine.multiRender.js +30 -11
  13. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  14. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -5
  15. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  16. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -2
  17. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  18. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -1
  19. package/Engines/WebGPU/webgpuHardwareTexture.js +5 -4
  20. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureManager.js +2 -2
  22. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  23. package/Engines/abstractEngine.d.ts +11 -0
  24. package/Engines/abstractEngine.js +2 -2
  25. package/Engines/abstractEngine.js.map +1 -1
  26. package/Engines/renderTargetWrapper.d.ts +33 -1
  27. package/Engines/renderTargetWrapper.js +64 -4
  28. package/Engines/renderTargetWrapper.js.map +1 -1
  29. package/Engines/thinEngine.d.ts +13 -1
  30. package/Engines/thinEngine.js +115 -24
  31. package/Engines/thinEngine.js.map +1 -1
  32. package/Engines/thinWebGPUEngine.d.ts +2 -0
  33. package/Engines/thinWebGPUEngine.js +7 -0
  34. package/Engines/thinWebGPUEngine.js.map +1 -1
  35. package/Engines/webgpuEngine.d.ts +12 -3
  36. package/Engines/webgpuEngine.js +39 -9
  37. package/Engines/webgpuEngine.js.map +1 -1
  38. package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +8 -0
  39. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +22 -1
  40. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  41. package/FrameGraph/Node/Blocks/inputBlock.d.ts +4 -9
  42. package/FrameGraph/Node/Blocks/inputBlock.js +15 -25
  43. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  44. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +10 -2
  45. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  46. package/FrameGraph/Passes/renderPass.d.ts +10 -10
  47. package/FrameGraph/Passes/renderPass.js +10 -10
  48. package/FrameGraph/Passes/renderPass.js.map +1 -1
  49. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +10 -5
  50. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +29 -14
  51. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  52. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +4 -0
  53. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  54. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +11 -6
  55. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +30 -13
  56. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  57. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +4 -6
  58. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  59. package/FrameGraph/Tasks/Rendering/cullObjectsTask.d.ts +1 -1
  60. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +1 -1
  61. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +3 -3
  62. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +33 -32
  63. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  64. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -2
  65. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +8 -12
  66. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  67. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +13 -18
  68. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  69. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +15 -2
  70. package/FrameGraph/Tasks/Texture/clearTextureTask.js +17 -4
  71. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  72. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +2 -2
  73. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  74. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -3
  75. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  76. package/FrameGraph/frameGraph.d.ts +11 -74
  77. package/FrameGraph/frameGraph.js +12 -126
  78. package/FrameGraph/frameGraph.js.map +1 -1
  79. package/FrameGraph/frameGraphRenderContext.d.ts +17 -8
  80. package/FrameGraph/frameGraphRenderContext.js +55 -43
  81. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  82. package/FrameGraph/frameGraphRenderTarget.d.ts +16 -0
  83. package/FrameGraph/frameGraphRenderTarget.js +67 -0
  84. package/FrameGraph/frameGraphRenderTarget.js.map +1 -0
  85. package/FrameGraph/frameGraphTask.d.ts +4 -3
  86. package/FrameGraph/frameGraphTask.js +41 -8
  87. package/FrameGraph/frameGraphTask.js.map +1 -1
  88. package/FrameGraph/frameGraphTextureManager.d.ts +130 -22
  89. package/FrameGraph/frameGraphTextureManager.js +312 -130
  90. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  91. package/FrameGraph/frameGraphTypes.d.ts +28 -13
  92. package/FrameGraph/frameGraphTypes.js.map +1 -1
  93. package/FrameGraph/index.d.ts +1 -0
  94. package/FrameGraph/index.js +1 -0
  95. package/FrameGraph/index.js.map +1 -1
  96. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +3 -2
  97. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  98. package/Materials/Node/Blocks/conditionalBlock.d.ts +2 -0
  99. package/Materials/Node/Blocks/conditionalBlock.js +13 -0
  100. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  101. package/Materials/Node/nodeMaterialBlock.js +4 -1
  102. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  103. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +12 -4
  104. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  105. package/Materials/Textures/equiRectangularCubeTexture.js +14 -4
  106. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  107. package/Materials/Textures/internalTexture.d.ts +20 -0
  108. package/Materials/Textures/internalTexture.js +48 -0
  109. package/Materials/Textures/internalTexture.js.map +1 -1
  110. package/Materials/Textures/multiRenderTarget.d.ts +5 -0
  111. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  112. package/Materials/Textures/textureCreationOptions.d.ts +6 -6
  113. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  114. package/Materials/drawWrapper.js +4 -0
  115. package/Materials/drawWrapper.js.map +1 -1
  116. package/Materials/effect.js +2 -2
  117. package/Materials/effect.js.map +1 -1
  118. package/Materials/material.d.ts +2 -2
  119. package/Materials/material.js +5 -5
  120. package/Materials/material.js.map +1 -1
  121. package/Maths/math.color.d.ts +16 -0
  122. package/Maths/math.color.js +16 -0
  123. package/Maths/math.color.js.map +1 -1
  124. package/Maths/math.vector.d.ts +32 -0
  125. package/Maths/math.vector.js +32 -0
  126. package/Maths/math.vector.js.map +1 -1
  127. package/Meshes/Compression/dracoCompression.d.ts +3 -1
  128. package/Meshes/Compression/dracoCompression.js +5 -2
  129. package/Meshes/Compression/dracoCompression.js.map +1 -1
  130. package/Meshes/Node/Blocks/Matrices/rotationXBlock.d.ts +0 -1
  131. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js +1 -9
  132. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -1
  133. package/Meshes/Node/Blocks/Matrices/rotationYBlock.d.ts +0 -1
  134. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js +1 -9
  135. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js.map +1 -1
  136. package/Meshes/Node/Blocks/Matrices/rotationZBlock.d.ts +0 -1
  137. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js +1 -9
  138. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js.map +1 -1
  139. package/Meshes/Node/Blocks/Set/latticeBlock.js +3 -1
  140. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
  141. package/Meshes/Node/Blocks/conditionBlock.d.ts +2 -0
  142. package/Meshes/Node/Blocks/conditionBlock.js +15 -0
  143. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  144. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +4 -4
  145. package/Meshes/Node/Blocks/geometryClampBlock.js +16 -25
  146. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  147. package/Meshes/Node/Blocks/geometryLerpBlock.js +2 -2
  148. package/Meshes/Node/Blocks/geometryLerpBlock.js.map +1 -1
  149. package/Meshes/Node/Blocks/geometryNLerpBlock.js +2 -2
  150. package/Meshes/Node/Blocks/geometryNLerpBlock.js.map +1 -1
  151. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js +2 -2
  152. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js.map +1 -1
  153. package/Meshes/Node/Blocks/geometryRotate2dBlock.js +2 -2
  154. package/Meshes/Node/Blocks/geometryRotate2dBlock.js.map +1 -1
  155. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js +3 -3
  156. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js.map +1 -1
  157. package/Meshes/Node/Blocks/geometryStepBlock.js +2 -2
  158. package/Meshes/Node/Blocks/geometryStepBlock.js.map +1 -1
  159. package/Meshes/Node/nodeGeometry.js +1 -1
  160. package/Meshes/Node/nodeGeometry.js.map +1 -1
  161. package/Meshes/Node/nodeGeometryBlock.d.ts +3 -1
  162. package/Meshes/Node/nodeGeometryBlock.js +2 -1
  163. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  164. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +10 -2
  165. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  166. package/Meshes/abstractMesh.js +1 -1
  167. package/Meshes/abstractMesh.js.map +1 -1
  168. package/Meshes/lattice.material.d.ts +1 -1
  169. package/Meshes/lattice.material.js +3 -3
  170. package/Meshes/lattice.material.js.map +1 -1
  171. package/Misc/observable.d.ts +3 -1
  172. package/Misc/observable.js +7 -2
  173. package/Misc/observable.js.map +1 -1
  174. package/ShadersWGSL/glowMapGeneration.fragment.js +4 -3
  175. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
  176. package/ShadersWGSL/pbr.fragment.js +4 -3
  177. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  178. package/package.json +1 -1
  179. package/scene.js +6 -6
  180. package/scene.js.map +1 -1
@@ -39,7 +39,7 @@ export declare class LatticePluginMaterial extends MaterialPluginBase {
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  * @param shaderLanguage The shader language to use.
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  * @returns the description of the uniforms
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  */
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- getUniforms(shaderLanguage: ShaderLanguage): {
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+ getUniforms(shaderLanguage?: ShaderLanguage): {
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  ubo: {
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  name: string;
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  size: number;
@@ -75,7 +75,7 @@ export class LatticePluginMaterial extends MaterialPluginBase {
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  * @param shaderLanguage The shader language to use.
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  * @returns the description of the uniforms
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  */
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- getUniforms(shaderLanguage) {
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+ getUniforms(shaderLanguage = 0 /* ShaderLanguage.GLSL */) {
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  if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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  // For webgpu we only define the UBO with the correct type and size.
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  return {
@@ -132,8 +132,8 @@ export class LatticePluginMaterial extends MaterialPluginBase {
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  return this._code;
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  }
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  let code = `
135
- if (positionUpdated.x >= lattice_min.x && positionUpdated.x <= lattice_max.x &&
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- positionUpdated.y >= lattice_min.y && positionUpdated.y <= lattice_max.y &&
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+ if (positionUpdated.x >= lattice_min.x && positionUpdated.x <= lattice_max.x &&
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+ positionUpdated.y >= lattice_min.y && positionUpdated.y <= lattice_max.y &&
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  positionUpdated.z >= lattice_min.z && positionUpdated.z <= lattice_max.z) {
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  // Map vertex position to lattice local coordinates
@@ -1 +1 @@
1
- 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{ RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Lattice } from \"./lattice\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\n\r\n/**\r\n * Material plugin to add hardware accelerated lattice support\r\n * #HBZD72#5 - webgl2\r\n * #HBZD72#6 - webgpu\r\n */\r\nexport class LatticePluginMaterial extends MaterialPluginBase {\r\n private _lattice: Lattice;\r\n private _latticeDataTexture: Nullable<RawTexture3D>;\r\n private _latticeData: Float32Array;\r\n private _code: string;\r\n\r\n /**\r\n * Create a new LatticePluginMaterial\r\n * @param lattice defines the lattice this plugin is associated with\r\n * @param material defines the material this plugin is associated with\r\n */\r\n constructor(lattice: Lattice, material: Material) {\r\n super(material, \"Lattice\", 200);\r\n\r\n this._lattice = lattice;\r\n\r\n this.refreshData();\r\n\r\n // let's enable it by default\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Get the class name of the plugin\r\n * @returns the string \"LatticePluginMaterial\"\r\n */\r\n public override getClassName() {\r\n return \"LatticePluginMaterial\";\r\n }\r\n\r\n /**\r\n * Defines if the plugin supports the specified shader language\r\n * @param shaderLanguage defines the shader language to check\r\n * @returns true if supported, false otherwise\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage) {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Must be called when the lattice data was updated\r\n */\r\n public refreshData() {\r\n const length = this._lattice.resolutionX * this._lattice.resolutionY * this._lattice.resolutionZ * 4;\r\n if (!this._latticeData || this._latticeData.length !== length) {\r\n this._latticeData = new Float32Array(length);\r\n }\r\n\r\n for (let i = 0; i < this._lattice.resolutionX; i++) {\r\n for (let j = 0; j < this._lattice.resolutionY; j++) {\r\n for (let k = 0; k < this._lattice.resolutionZ; k++) {\r\n const control = this._lattice.data[i][j][k];\r\n const index = i + this._lattice.resolutionX * (j + this._lattice.resolutionY * k);\r\n control.toArray(this._latticeData, index * 4);\r\n }\r\n }\r\n }\r\n\r\n if (\r\n !this._latticeDataTexture ||\r\n this._latticeDataTexture.width !== this._lattice.resolutionX ||\r\n this._latticeDataTexture.height !== this._lattice.resolutionY ||\r\n this._latticeDataTexture.depth !== this._lattice.resolutionZ\r\n ) {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n }\r\n\r\n this._latticeDataTexture = new RawTexture3D(\r\n this._latticeData,\r\n this._lattice.resolutionX,\r\n this._lattice.resolutionY,\r\n this._lattice.resolutionZ,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._material.getScene(),\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n } else {\r\n this._latticeDataTexture.update(this._latticeData);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public override getUniforms(shaderLanguage: ShaderLanguage) {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n // For webgpu we only define the UBO with the correct type and size.\r\n return {\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n };\r\n }\r\n return {\r\n // first, define the UBO with the correct type and size.\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n // now, on the vertex shader, add the uniform itself in case uniform buffers are not supported by the engine\r\n vertex: `\r\n uniform vec3 lattice_cellSize;\r\n uniform vec3 lattice_min;\r\n uniform vec3 lattice_max;\r\n uniform vec3 lattice_resolution;\r\n uniform vec3 lattice_position;\r\n `,\r\n };\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n */\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n this._lattice.updateInternals();\r\n\r\n uniformBuffer.updateVector3(\"lattice_cellSize\", this._lattice.cellSize);\r\n uniformBuffer.updateVector3(\"lattice_min\", this._lattice.min);\r\n uniformBuffer.updateVector3(\"lattice_max\", this._lattice.max);\r\n uniformBuffer.updateFloat3(\"lattice_resolution\", this._lattice.resolutionX, this._lattice.resolutionY, this._lattice.resolutionZ);\r\n uniformBuffer.updateVector3(\"lattice_position\", this._lattice.position);\r\n\r\n uniformBuffer.setTexture(\"latticeData\", this._latticeDataTexture);\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param samplers list that the sampler names should be added to.\r\n */\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\"latticeData\");\r\n }\r\n\r\n private _prepareCode(shaderLanguage = ShaderLanguage.GLSL) {\r\n if (this._code) {\r\n return this._code;\r\n }\r\n\r\n let code = `\r\n if (positionUpdated.x >= lattice_min.x && positionUpdated.x <= lattice_max.x && \r\n positionUpdated.y >= lattice_min.y && positionUpdated.y <= lattice_max.y && \r\n positionUpdated.z >= lattice_min.z && positionUpdated.z <= lattice_max.z) {\r\n\r\n // Map vertex position to lattice local coordinates\r\n vec3d localPos = vec3c((positionUpdated.x - lattice_min.x) / lattice_cellSize.x, (positionUpdated.y - lattice_min.y) / lattice_cellSize.y, (positionUpdated.z - lattice_min.z) / lattice_cellSize.z);\r\n\r\n // Get integer lattice indices\r\n intd i0 = intc(floor(localPos.x));\r\n intd j0 = intc(floor(localPos.y));\r\n intd k0 = intc(floor(localPos.z));\r\n\r\n intd resX = intc(lattice_resolution.x) - 1;\r\n intd resY = intc(lattice_resolution.y) - 1;\r\n intd resZ = intc(lattice_resolution.z) - 1;\r\n\r\n intd i1 = min(i0 + 1, resX);\r\n intd j1 = min(j0 + 1, resY);\r\n intd k1 = min(k0 + 1, resZ);\r\n\r\n // Compute interpolation weights\r\n floatd tx = localPos.x - floatc(i0);\r\n floatd ty = localPos.y - floatc(j0);\r\n floatd tz = localPos.z - floatc(k0);\r\n\r\n // Ensure indices are within bounds\r\n intd ii0 = clamp(i0, 0, resX);\r\n intd jj0 = clamp(j0, 0, resY);\r\n intd kk0 = clamp(k0, 0, resZ);\r\n intd ii1 = clamp(i1, 0, resX);\r\n intd jj1 = clamp(j1, 0, resY);\r\n intd kk1 = clamp(k1, 0, resZ);\r\n\r\n // Get lattice control points\r\n vec3d p000 = texelFetch(latticeData, ivec3c(ii0, jj0, kk0), 0).rgb;\r\n vec3d p100 = texelFetch(latticeData, ivec3c(ii1, jj0, kk0), 0).rgb;\r\n vec3d p010 = texelFetch(latticeData, ivec3c(ii0, jj1, kk0), 0).rgb;\r\n vec3d p110 = texelFetch(latticeData, ivec3c(ii1, jj1, kk0), 0).rgb;\r\n vec3d p001 = texelFetch(latticeData, ivec3c(ii0, jj0, kk1), 0).rgb;\r\n vec3d p101 = texelFetch(latticeData, ivec3c(ii1, jj0, kk1), 0).rgb;\r\n vec3d p011 = texelFetch(latticeData, ivec3c(ii0, jj1, kk1), 0).rgb;\r\n vec3d p111 = texelFetch(latticeData, ivec3c(ii1, jj1, kk1), 0).rgb;\r\n\r\n // Trilinear interpolation\r\n vec3d p00 = mix(p000, p100, tx);\r\n vec3d p01 = mix(p001, p101, tx);\r\n vec3d p10 = mix(p010, p110, tx);\r\n vec3d p11 = mix(p011, p111, tx);\r\n\r\n vec3d p0 = mix(p00, p10, ty);\r\n vec3d p1 = mix(p01, p11, ty);\r\n\r\n vec3d deformedPos = mix(p0, p1, tz);\r\n positionUpdated = deformedPos + lattice_position;\r\n };\r\n `;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n code =\r\n `\r\n let lattice_min = uniforms.lattice_min;\r\n let lattice_max = uniforms.lattice_max;\r\n let lattice_resolution = uniforms.lattice_resolution;\r\n let lattice_position = uniforms.lattice_position;\r\n let lattice_cellSize = uniforms.lattice_cellSize;\r\n ` + code;\r\n\r\n code = code.replace(/ivec3c/g, \"vec3i\");\r\n code = code.replace(/vec3d/g, \"var\");\r\n code = code.replace(/vec3c/g, \"vec3f\");\r\n code = code.replace(/intd/g, \"var\");\r\n code = code.replace(/intc/g, \"i32\");\r\n code = code.replace(/floatd/g, \"var\");\r\n code = code.replace(/floatc/g, \"f32\");\r\n code = code.replace(/texelFetch/g, \"textureLoad\");\r\n } else {\r\n code = code.replace(/ivec3c/g, \"ivec3\");\r\n code = code.replace(/vec3d/g, \"vec3\");\r\n code = code.replace(/vec3c/g, \"vec3\");\r\n code = code.replace(/intd/g, \"int\");\r\n code = code.replace(/intc/g, \"int\");\r\n code = code.replace(/floatd/g, \"float\");\r\n code = code.replace(/floatc/g, \"float\");\r\n }\r\n this._code = code;\r\n\r\n return this._code;\r\n }\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (shaderType === \"vertex\") {\r\n // we're adding this specific code at the end of the main() function\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n var latticeData: texture_3d<f32>;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n precision highp sampler3D;\r\n uniform sampler3D latticeData;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n // for other shader types we're not doing anything, return null\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n */\r\n public override dispose(): void {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n this._latticeDataTexture = null;\r\n }\r\n }\r\n}\r\n"]}
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{ RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Lattice } from \"./lattice\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\n\r\n/**\r\n * Material plugin to add hardware accelerated lattice support\r\n * #HBZD72#5 - webgl2\r\n * #HBZD72#6 - webgpu\r\n */\r\nexport class LatticePluginMaterial extends MaterialPluginBase {\r\n private _lattice: Lattice;\r\n private _latticeDataTexture: Nullable<RawTexture3D>;\r\n private _latticeData: Float32Array;\r\n private _code: string;\r\n\r\n /**\r\n * Create a new LatticePluginMaterial\r\n * @param lattice defines the lattice this plugin is associated with\r\n * @param material defines the material this plugin is associated with\r\n */\r\n constructor(lattice: Lattice, material: Material) {\r\n super(material, \"Lattice\", 200);\r\n\r\n this._lattice = lattice;\r\n\r\n this.refreshData();\r\n\r\n // let's enable it by default\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Get the class name of the plugin\r\n * @returns the string \"LatticePluginMaterial\"\r\n */\r\n public override getClassName() {\r\n return \"LatticePluginMaterial\";\r\n }\r\n\r\n /**\r\n * Defines if the plugin supports the specified shader language\r\n * @param shaderLanguage defines the shader language to check\r\n * @returns true if supported, false otherwise\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage) {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Must be called when the lattice data was updated\r\n */\r\n public refreshData() {\r\n const length = this._lattice.resolutionX * this._lattice.resolutionY * this._lattice.resolutionZ * 4;\r\n if (!this._latticeData || this._latticeData.length !== length) {\r\n this._latticeData = new Float32Array(length);\r\n }\r\n\r\n for (let i = 0; i < this._lattice.resolutionX; i++) {\r\n for (let j = 0; j < this._lattice.resolutionY; j++) {\r\n for (let k = 0; k < this._lattice.resolutionZ; k++) {\r\n const control = this._lattice.data[i][j][k];\r\n const index = i + this._lattice.resolutionX * (j + this._lattice.resolutionY * k);\r\n control.toArray(this._latticeData, index * 4);\r\n }\r\n }\r\n }\r\n\r\n if (\r\n !this._latticeDataTexture ||\r\n this._latticeDataTexture.width !== this._lattice.resolutionX ||\r\n this._latticeDataTexture.height !== this._lattice.resolutionY ||\r\n this._latticeDataTexture.depth !== this._lattice.resolutionZ\r\n ) {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n }\r\n\r\n this._latticeDataTexture = new RawTexture3D(\r\n this._latticeData,\r\n this._lattice.resolutionX,\r\n this._lattice.resolutionY,\r\n this._lattice.resolutionZ,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._material.getScene(),\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n } else {\r\n this._latticeDataTexture.update(this._latticeData);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public override getUniforms(shaderLanguage: ShaderLanguage = ShaderLanguage.GLSL) {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n // For webgpu we only define the UBO with the correct type and size.\r\n return {\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n };\r\n }\r\n return {\r\n // first, define the UBO with the correct type and size.\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n // now, on the vertex shader, add the uniform itself in case uniform buffers are not supported by the engine\r\n vertex: `\r\n uniform vec3 lattice_cellSize;\r\n uniform vec3 lattice_min;\r\n uniform vec3 lattice_max;\r\n uniform vec3 lattice_resolution;\r\n uniform vec3 lattice_position;\r\n `,\r\n };\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n */\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n this._lattice.updateInternals();\r\n\r\n uniformBuffer.updateVector3(\"lattice_cellSize\", this._lattice.cellSize);\r\n uniformBuffer.updateVector3(\"lattice_min\", this._lattice.min);\r\n uniformBuffer.updateVector3(\"lattice_max\", this._lattice.max);\r\n uniformBuffer.updateFloat3(\"lattice_resolution\", this._lattice.resolutionX, this._lattice.resolutionY, this._lattice.resolutionZ);\r\n uniformBuffer.updateVector3(\"lattice_position\", this._lattice.position);\r\n\r\n uniformBuffer.setTexture(\"latticeData\", this._latticeDataTexture);\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param samplers list that the sampler names should be added to.\r\n */\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\"latticeData\");\r\n }\r\n\r\n private _prepareCode(shaderLanguage = ShaderLanguage.GLSL) {\r\n if (this._code) {\r\n return this._code;\r\n }\r\n\r\n let code = `\r\n if (positionUpdated.x >= lattice_min.x && positionUpdated.x <= lattice_max.x &&\r\n positionUpdated.y >= lattice_min.y && positionUpdated.y <= lattice_max.y &&\r\n positionUpdated.z >= lattice_min.z && positionUpdated.z <= lattice_max.z) {\r\n\r\n // Map vertex position to lattice local coordinates\r\n vec3d localPos = vec3c((positionUpdated.x - lattice_min.x) / lattice_cellSize.x, (positionUpdated.y - lattice_min.y) / lattice_cellSize.y, (positionUpdated.z - lattice_min.z) / lattice_cellSize.z);\r\n\r\n // Get integer lattice indices\r\n intd i0 = intc(floor(localPos.x));\r\n intd j0 = intc(floor(localPos.y));\r\n intd k0 = intc(floor(localPos.z));\r\n\r\n intd resX = intc(lattice_resolution.x) - 1;\r\n intd resY = intc(lattice_resolution.y) - 1;\r\n intd resZ = intc(lattice_resolution.z) - 1;\r\n\r\n intd i1 = min(i0 + 1, resX);\r\n intd j1 = min(j0 + 1, resY);\r\n intd k1 = min(k0 + 1, resZ);\r\n\r\n // Compute interpolation weights\r\n floatd tx = localPos.x - floatc(i0);\r\n floatd ty = localPos.y - floatc(j0);\r\n floatd tz = localPos.z - floatc(k0);\r\n\r\n // Ensure indices are within bounds\r\n intd ii0 = clamp(i0, 0, resX);\r\n intd jj0 = clamp(j0, 0, resY);\r\n intd kk0 = clamp(k0, 0, resZ);\r\n intd ii1 = clamp(i1, 0, resX);\r\n intd jj1 = clamp(j1, 0, resY);\r\n intd kk1 = clamp(k1, 0, resZ);\r\n\r\n // Get lattice control points\r\n vec3d p000 = texelFetch(latticeData, ivec3c(ii0, jj0, kk0), 0).rgb;\r\n vec3d p100 = texelFetch(latticeData, ivec3c(ii1, jj0, kk0), 0).rgb;\r\n vec3d p010 = texelFetch(latticeData, ivec3c(ii0, jj1, kk0), 0).rgb;\r\n vec3d p110 = texelFetch(latticeData, ivec3c(ii1, jj1, kk0), 0).rgb;\r\n vec3d p001 = texelFetch(latticeData, ivec3c(ii0, jj0, kk1), 0).rgb;\r\n vec3d p101 = texelFetch(latticeData, ivec3c(ii1, jj0, kk1), 0).rgb;\r\n vec3d p011 = texelFetch(latticeData, ivec3c(ii0, jj1, kk1), 0).rgb;\r\n vec3d p111 = texelFetch(latticeData, ivec3c(ii1, jj1, kk1), 0).rgb;\r\n\r\n // Trilinear interpolation\r\n vec3d p00 = mix(p000, p100, tx);\r\n vec3d p01 = mix(p001, p101, tx);\r\n vec3d p10 = mix(p010, p110, tx);\r\n vec3d p11 = mix(p011, p111, tx);\r\n\r\n vec3d p0 = mix(p00, p10, ty);\r\n vec3d p1 = mix(p01, p11, ty);\r\n\r\n vec3d deformedPos = mix(p0, p1, tz);\r\n positionUpdated = deformedPos + lattice_position;\r\n };\r\n `;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n code =\r\n `\r\n let lattice_min = uniforms.lattice_min;\r\n let lattice_max = uniforms.lattice_max;\r\n let lattice_resolution = uniforms.lattice_resolution;\r\n let lattice_position = uniforms.lattice_position;\r\n let lattice_cellSize = uniforms.lattice_cellSize;\r\n ` + code;\r\n\r\n code = code.replace(/ivec3c/g, \"vec3i\");\r\n code = code.replace(/vec3d/g, \"var\");\r\n code = code.replace(/vec3c/g, \"vec3f\");\r\n code = code.replace(/intd/g, \"var\");\r\n code = code.replace(/intc/g, \"i32\");\r\n code = code.replace(/floatd/g, \"var\");\r\n code = code.replace(/floatc/g, \"f32\");\r\n code = code.replace(/texelFetch/g, \"textureLoad\");\r\n } else {\r\n code = code.replace(/ivec3c/g, \"ivec3\");\r\n code = code.replace(/vec3d/g, \"vec3\");\r\n code = code.replace(/vec3c/g, \"vec3\");\r\n code = code.replace(/intd/g, \"int\");\r\n code = code.replace(/intc/g, \"int\");\r\n code = code.replace(/floatd/g, \"float\");\r\n code = code.replace(/floatc/g, \"float\");\r\n }\r\n this._code = code;\r\n\r\n return this._code;\r\n }\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (shaderType === \"vertex\") {\r\n // we're adding this specific code at the end of the main() function\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n var latticeData: texture_3d<f32>;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n precision highp sampler3D;\r\n uniform sampler3D latticeData;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n // for other shader types we're not doing anything, return null\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n */\r\n public override dispose(): void {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n this._latticeDataTexture = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,4 +1,5 @@
1
1
  import type { Nullable } from "../types";
2
+ type WeakReference<T extends Function> = any;
2
3
  /**
3
4
  * A class serves as a medium between the observable and its observers
4
5
  */
@@ -73,7 +74,7 @@ export declare class Observer<T> {
73
74
  * It will be set by the observable that the observer belongs to.
74
75
  * @internal
75
76
  */
76
- _remove: Nullable<() => void>;
77
+ _remove: Nullable<WeakReference<() => void>>;
77
78
  /**
78
79
  * Creates a new observer
79
80
  * @param callback defines the callback to call when the observer is notified
@@ -236,3 +237,4 @@ export declare class Observable<T> {
236
237
  **/
237
238
  hasSpecificMask(mask?: number): boolean;
238
239
  }
240
+ export {};
@@ -1,3 +1,4 @@
1
+ const isWeakRefSupported = typeof WeakRef !== "undefined";
1
2
  /**
2
3
  * A class serves as a medium between the observable and its observers
3
4
  */
@@ -73,7 +74,10 @@ export class Observer {
73
74
  */
74
75
  remove() {
75
76
  if (this._remove) {
76
- this._remove();
77
+ const remove = this._remove.deref();
78
+ if (remove) {
79
+ remove();
80
+ }
77
81
  }
78
82
  }
79
83
  }
@@ -157,9 +161,10 @@ export class Observable {
157
161
  }
158
162
  }
159
163
  // attach the remove function to the observer
160
- observer._remove = () => {
164
+ const deref = () => {
161
165
  this.remove(observer);
162
166
  };
167
+ observer._remove = isWeakRefSupported ? new WeakRef(deref) : { deref };
163
168
  return observer;
164
169
  }
165
170
  addOnce(callback) {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\n\r\n/**\r\n * A class serves as a medium between the observable and its observers\r\n */\r\nexport class EventState {\r\n /**\r\n * Create a new EventState\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n */\r\n constructor(mask: number, skipNextObservers = false, target?: any, currentTarget?: any) {\r\n this.initialize(mask, skipNextObservers, target, currentTarget);\r\n }\r\n\r\n /**\r\n * Initialize the current event state\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns the current event state\r\n */\r\n public initialize(mask: number, skipNextObservers = false, target?: any, currentTarget?: any): EventState {\r\n this.mask = mask;\r\n this.skipNextObservers = skipNextObservers;\r\n this.target = target;\r\n this.currentTarget = currentTarget;\r\n return this;\r\n }\r\n\r\n /**\r\n * An Observer can set this property to true to prevent subsequent observers of being notified\r\n */\r\n public skipNextObservers: boolean;\r\n\r\n /**\r\n * Get the mask value that were used to trigger the event corresponding to this EventState object\r\n */\r\n public mask: number;\r\n\r\n /**\r\n * The object that originally notified the event\r\n */\r\n public target?: any;\r\n\r\n /**\r\n * The current object in the bubbling phase\r\n */\r\n public currentTarget?: any;\r\n\r\n /**\r\n * This will be populated with the return value of the last function that was executed.\r\n * If it is the first function in the callback chain it will be the event data.\r\n */\r\n public lastReturnValue?: any;\r\n\r\n /**\r\n * User defined information that will be sent to observers\r\n */\r\n public userInfo?: any;\r\n}\r\n\r\n/**\r\n * Represent an Observer registered to a given Observable object.\r\n */\r\nexport class Observer<T> {\r\n /** @internal */\r\n public _willBeUnregistered = false;\r\n /**\r\n * Gets or sets a property defining that the observer as to be unregistered after the next notification\r\n */\r\n public unregisterOnNextCall = false;\r\n\r\n /**\r\n * this function can be used to remove the observer from the observable.\r\n * It will be set by the observable that the observer belongs to.\r\n * @internal\r\n */\r\n public _remove: Nullable<() => void> = null;\r\n\r\n /**\r\n * Creates a new observer\r\n * @param callback defines the callback to call when the observer is notified\r\n * @param mask defines the mask of the observer (used to filter notifications)\r\n * @param scope defines the current scope used to restore the JS context\r\n */\r\n constructor(\r\n /**\r\n * Defines the callback to call when the observer is notified\r\n */\r\n public callback: (eventData: T, eventState: EventState) => void,\r\n /**\r\n * Defines the mask of the observer (used to filter notifications)\r\n */\r\n public mask: number,\r\n /**\r\n * [null] Defines the current scope used to restore the JS context\r\n */\r\n public scope: any = null\r\n ) {}\r\n\r\n /**\r\n * Remove the observer from its observable\r\n * This can be used instead of using the observable's remove function.\r\n */\r\n public remove() {\r\n if (this._remove) {\r\n this._remove();\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * The Observable class is a simple implementation of the Observable pattern.\r\n *\r\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\r\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\r\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\r\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\r\n */\r\nexport class Observable<T> {\r\n private _observers = new Array<Observer<T>>();\r\n private _numObserversMarkedAsDeleted = 0;\r\n private _hasNotified = false;\r\n private _lastNotifiedValue?: T;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _eventState: EventState;\r\n\r\n private _onObserverAdded: Nullable<(observer: Observer<T>) => void>;\r\n\r\n /**\r\n * Create an observable from a Promise.\r\n * @param promise a promise to observe for fulfillment.\r\n * @param onErrorObservable an observable to notify if a promise was rejected.\r\n * @returns the new Observable\r\n */\r\n public static FromPromise<T, E = Error>(promise: Promise<T>, onErrorObservable?: Observable<E>): Observable<T> {\r\n const observable = new Observable<T>();\r\n\r\n promise\r\n .then((ret: T) => {\r\n observable.notifyObservers(ret);\r\n })\r\n .catch((err) => {\r\n if (onErrorObservable) {\r\n onErrorObservable.notifyObservers(err as E);\r\n } else {\r\n throw err;\r\n }\r\n });\r\n\r\n return observable;\r\n }\r\n\r\n /**\r\n * Gets the list of observers\r\n * Note that observers that were recently deleted may still be present in the list because they are only really deleted on the next javascript tick!\r\n */\r\n public get observers(): Array<Observer<T>> {\r\n return this._observers;\r\n }\r\n\r\n /**\r\n * Creates a new observable\r\n * @param onObserverAdded defines a callback to call when a new observer is added\r\n * @param notifyIfTriggered If set to true the observable will notify when an observer was added if the observable was already triggered.\r\n */\r\n constructor(\r\n onObserverAdded?: (observer: Observer<T>) => void,\r\n /**\r\n * [false] If set to true the observable will notify when an observer was added if the observable was already triggered.\r\n * This is helpful to single-state observables like the scene onReady or the dispose observable.\r\n */\r\n public notifyIfTriggered = false\r\n ) {\r\n this._eventState = new EventState(0);\r\n\r\n if (onObserverAdded) {\r\n this._onObserverAdded = onObserverAdded;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback\r\n * @param callback the callback that will be executed for that Observer\r\n * @param mask the mask used to filter observers\r\n * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.\r\n * @param scope optional scope for the callback to be called from\r\n * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification\r\n * @returns the new observer created for the callback\r\n */\r\n public add(callback?: null | undefined, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): null;\r\n public add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Observer<T>;\r\n public add(\r\n callback?: ((eventData: T, eventState: EventState) => void) | null | undefined,\r\n mask?: number,\r\n insertFirst?: boolean,\r\n scope?: any,\r\n unregisterOnFirstCall?: boolean\r\n ): Nullable<Observer<T>>;\r\n public add(\r\n callback?: ((eventData: T, eventState: EventState) => void) | null | undefined,\r\n mask: number = -1,\r\n insertFirst = false,\r\n scope: any = null,\r\n unregisterOnFirstCall = false\r\n ): Nullable<Observer<T>> {\r\n if (!callback) {\r\n return null;\r\n }\r\n\r\n const observer = new Observer(callback, mask, scope);\r\n observer.unregisterOnNextCall = unregisterOnFirstCall;\r\n\r\n if (insertFirst) {\r\n this._observers.unshift(observer);\r\n } else {\r\n this._observers.push(observer);\r\n }\r\n\r\n if (this._onObserverAdded) {\r\n this._onObserverAdded(observer);\r\n }\r\n\r\n // If the observable was already triggered and the observable is set to notify if triggered, notify the new observer\r\n if (this._hasNotified && this.notifyIfTriggered) {\r\n if (this._lastNotifiedValue !== undefined) {\r\n this.notifyObserver(observer, this._lastNotifiedValue);\r\n }\r\n }\r\n // attach the remove function to the observer\r\n observer._remove = () => {\r\n this.remove(observer);\r\n };\r\n\r\n return observer;\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback and unregisters after the next notification\r\n * @param callback the callback that will be executed for that Observer\r\n * @returns the new observer created for the callback\r\n */\r\n public addOnce(callback?: null | undefined): null;\r\n public addOnce(callback: (eventData: T, eventState: EventState) => void): Observer<T>;\r\n public addOnce(callback?: ((eventData: T, eventState: EventState) => void) | null | undefined): Nullable<Observer<T>>;\r\n public addOnce(callback?: ((eventData: T, eventState: EventState) => void) | null | undefined): Nullable<Observer<T>> {\r\n return this.add(callback, undefined, undefined, undefined, true);\r\n }\r\n\r\n /**\r\n * Remove an Observer from the Observable object\r\n * @param observer the instance of the Observer to remove\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public remove(observer: Nullable<Observer<T>>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n observer._remove = null;\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Remove a callback from the Observable object\r\n * @param callback the callback to remove\r\n * @param scope optional scope. If used only the callbacks with this scope will be removed\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean {\r\n for (let index = 0; index < this._observers.length; index++) {\r\n const observer = this._observers[index];\r\n if (observer._willBeUnregistered) {\r\n continue;\r\n }\r\n if (observer.callback === callback && (!scope || scope === observer.scope)) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deferUnregister(observer: Observer<T>): void {\r\n if (observer._willBeUnregistered) {\r\n return;\r\n }\r\n this._numObserversMarkedAsDeleted++;\r\n observer.unregisterOnNextCall = false;\r\n observer._willBeUnregistered = true;\r\n setTimeout(() => {\r\n this._remove(observer);\r\n }, 0);\r\n }\r\n\r\n // This should only be called when not iterating over _observers to avoid callback skipping.\r\n // Removes an observer from the _observer Array.\r\n private _remove(observer: Nullable<Observer<T>>, updateCounter = true): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n if (updateCounter) {\r\n this._numObserversMarkedAsDeleted--;\r\n }\r\n this._observers.splice(index, 1);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Moves the observable to the top of the observer list making it get called first when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverTopPriority(observer: Observer<T>) {\r\n this._remove(observer, false);\r\n this._observers.unshift(observer);\r\n }\r\n\r\n /**\r\n * Moves the observable to the bottom of the observer list making it get called last when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverBottomPriority(observer: Observer<T>) {\r\n this._remove(observer, false);\r\n this._observers.push(observer);\r\n }\r\n\r\n /**\r\n * Notify all Observers by calling their respective callback with the given data\r\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\r\n * @param eventData defines the data to send to all observers\r\n * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @param userInfo defines any user info to send to observers\r\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\r\n */\r\n public notifyObservers(eventData: T, mask: number = -1, target?: any, currentTarget?: any, userInfo?: any): boolean {\r\n // this prevents potential memory leaks - if an object is disposed but the observable doesn't get cleared.\r\n if (this.notifyIfTriggered) {\r\n this._hasNotified = true;\r\n this._lastNotifiedValue = eventData;\r\n }\r\n if (!this._observers.length) {\r\n return true;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n state.lastReturnValue = eventData;\r\n state.userInfo = userInfo;\r\n\r\n for (const obs of this._observers) {\r\n if (obs._willBeUnregistered) {\r\n continue;\r\n }\r\n\r\n if (obs.mask & mask) {\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n\r\n if (obs.scope) {\r\n state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);\r\n } else {\r\n state.lastReturnValue = obs.callback(eventData, state);\r\n }\r\n }\r\n if (state.skipNextObservers) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Notify a specific observer\r\n * @param observer defines the observer to notify\r\n * @param eventData defines the data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n */\r\n public notifyObserver(observer: Observer<T>, eventData: T, mask: number = -1): void {\r\n // this prevents potential memory leaks - if an object is disposed but the observable doesn't get cleared.\r\n if (this.notifyIfTriggered) {\r\n this._hasNotified = true;\r\n this._lastNotifiedValue = eventData;\r\n }\r\n if (observer._willBeUnregistered) {\r\n return;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.skipNextObservers = false;\r\n\r\n if (observer.unregisterOnNextCall) {\r\n this._deferUnregister(observer);\r\n }\r\n\r\n observer.callback(eventData, state);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the observable has at least one observer\r\n * @returns true is the Observable has at least one Observer registered\r\n */\r\n public hasObservers(): boolean {\r\n return this._observers.length - this._numObserversMarkedAsDeleted > 0;\r\n }\r\n\r\n /**\r\n * Clear the list of observers\r\n */\r\n public clear(): void {\r\n while (this._observers.length) {\r\n const o = this._observers.pop();\r\n if (o) {\r\n o._remove = null;\r\n }\r\n }\r\n this._onObserverAdded = null;\r\n this._numObserversMarkedAsDeleted = 0;\r\n this.cleanLastNotifiedState();\r\n }\r\n\r\n /**\r\n * Clean the last notified state - both the internal last value and the has-notified flag\r\n */\r\n public cleanLastNotifiedState(): void {\r\n this._hasNotified = false;\r\n this._lastNotifiedValue = undefined;\r\n }\r\n\r\n /**\r\n * Clone the current observable\r\n * @returns a new observable\r\n */\r\n public clone(): Observable<T> {\r\n const result = new Observable<T>();\r\n\r\n result._observers = this._observers.slice(0);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Does this observable handles observer registered with a given mask\r\n * @param mask defines the mask to be tested\r\n * @returns whether or not one observer registered with the given mask is handled\r\n **/\r\n public hasSpecificMask(mask: number = -1): boolean {\r\n for (const obs of this._observers) {\r\n if (obs.mask & mask || obs.mask === mask) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\n\r\ntype WeakReference<T extends Function> = any;\r\ndeclare const WeakRef: any;\r\n\r\nconst isWeakRefSupported = typeof WeakRef !== \"undefined\";\r\n\r\n/**\r\n * A class serves as a medium between the observable and its observers\r\n */\r\nexport class EventState {\r\n /**\r\n * Create a new EventState\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n */\r\n constructor(mask: number, skipNextObservers = false, target?: any, currentTarget?: any) {\r\n this.initialize(mask, skipNextObservers, target, currentTarget);\r\n }\r\n\r\n /**\r\n * Initialize the current event state\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns the current event state\r\n */\r\n public initialize(mask: number, skipNextObservers = false, target?: any, currentTarget?: any): EventState {\r\n this.mask = mask;\r\n this.skipNextObservers = skipNextObservers;\r\n this.target = target;\r\n this.currentTarget = currentTarget;\r\n return this;\r\n }\r\n\r\n /**\r\n * An Observer can set this property to true to prevent subsequent observers of being notified\r\n */\r\n public skipNextObservers: boolean;\r\n\r\n /**\r\n * Get the mask value that were used to trigger the event corresponding to this EventState object\r\n */\r\n public mask: number;\r\n\r\n /**\r\n * The object that originally notified the event\r\n */\r\n public target?: any;\r\n\r\n /**\r\n * The current object in the bubbling phase\r\n */\r\n public currentTarget?: any;\r\n\r\n /**\r\n * This will be populated with the return value of the last function that was executed.\r\n * If it is the first function in the callback chain it will be the event data.\r\n */\r\n public lastReturnValue?: any;\r\n\r\n /**\r\n * User defined information that will be sent to observers\r\n */\r\n public userInfo?: any;\r\n}\r\n\r\n/**\r\n * Represent an Observer registered to a given Observable object.\r\n */\r\nexport class Observer<T> {\r\n /** @internal */\r\n public _willBeUnregistered = false;\r\n /**\r\n * Gets or sets a property defining that the observer as to be unregistered after the next notification\r\n */\r\n public unregisterOnNextCall = false;\r\n\r\n /**\r\n * this function can be used to remove the observer from the observable.\r\n * It will be set by the observable that the observer belongs to.\r\n * @internal\r\n */\r\n public _remove: Nullable<WeakReference<() => void>> = null;\r\n\r\n /**\r\n * Creates a new observer\r\n * @param callback defines the callback to call when the observer is notified\r\n * @param mask defines the mask of the observer (used to filter notifications)\r\n * @param scope defines the current scope used to restore the JS context\r\n */\r\n constructor(\r\n /**\r\n * Defines the callback to call when the observer is notified\r\n */\r\n public callback: (eventData: T, eventState: EventState) => void,\r\n /**\r\n * Defines the mask of the observer (used to filter notifications)\r\n */\r\n public mask: number,\r\n /**\r\n * [null] Defines the current scope used to restore the JS context\r\n */\r\n public scope: any = null\r\n ) {}\r\n\r\n /**\r\n * Remove the observer from its observable\r\n * This can be used instead of using the observable's remove function.\r\n */\r\n public remove() {\r\n if (this._remove) {\r\n const remove = this._remove.deref();\r\n if (remove) {\r\n remove();\r\n }\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * The Observable class is a simple implementation of the Observable pattern.\r\n *\r\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\r\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\r\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\r\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\r\n */\r\nexport class Observable<T> {\r\n private _observers = new Array<Observer<T>>();\r\n private _numObserversMarkedAsDeleted = 0;\r\n private _hasNotified = false;\r\n private _lastNotifiedValue?: T;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _eventState: EventState;\r\n\r\n private _onObserverAdded: Nullable<(observer: Observer<T>) => void>;\r\n\r\n /**\r\n * Create an observable from a Promise.\r\n * @param promise a promise to observe for fulfillment.\r\n * @param onErrorObservable an observable to notify if a promise was rejected.\r\n * @returns the new Observable\r\n */\r\n public static FromPromise<T, E = Error>(promise: Promise<T>, onErrorObservable?: Observable<E>): Observable<T> {\r\n const observable = new Observable<T>();\r\n\r\n promise\r\n .then((ret: T) => {\r\n observable.notifyObservers(ret);\r\n })\r\n .catch((err) => {\r\n if (onErrorObservable) {\r\n onErrorObservable.notifyObservers(err as E);\r\n } else {\r\n throw err;\r\n }\r\n });\r\n\r\n return observable;\r\n }\r\n\r\n /**\r\n * Gets the list of observers\r\n * Note that observers that were recently deleted may still be present in the list because they are only really deleted on the next javascript tick!\r\n */\r\n public get observers(): Array<Observer<T>> {\r\n return this._observers;\r\n }\r\n\r\n /**\r\n * Creates a new observable\r\n * @param onObserverAdded defines a callback to call when a new observer is added\r\n * @param notifyIfTriggered If set to true the observable will notify when an observer was added if the observable was already triggered.\r\n */\r\n constructor(\r\n onObserverAdded?: (observer: Observer<T>) => void,\r\n /**\r\n * [false] If set to true the observable will notify when an observer was added if the observable was already triggered.\r\n * This is helpful to single-state observables like the scene onReady or the dispose observable.\r\n */\r\n public notifyIfTriggered = false\r\n ) {\r\n this._eventState = new EventState(0);\r\n\r\n if (onObserverAdded) {\r\n this._onObserverAdded = onObserverAdded;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback\r\n * @param callback the callback that will be executed for that Observer\r\n * @param mask the mask used to filter observers\r\n * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.\r\n * @param scope optional scope for the callback to be called from\r\n * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification\r\n * @returns the new observer created for the callback\r\n */\r\n public add(callback?: null | undefined, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): null;\r\n public add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Observer<T>;\r\n public add(\r\n callback?: ((eventData: T, eventState: EventState) => void) | null | undefined,\r\n mask?: number,\r\n insertFirst?: boolean,\r\n scope?: any,\r\n unregisterOnFirstCall?: boolean\r\n ): Nullable<Observer<T>>;\r\n public add(\r\n callback?: ((eventData: T, eventState: EventState) => void) | null | undefined,\r\n mask: number = -1,\r\n insertFirst = false,\r\n scope: any = null,\r\n unregisterOnFirstCall = false\r\n ): Nullable<Observer<T>> {\r\n if (!callback) {\r\n return null;\r\n }\r\n\r\n const observer = new Observer(callback, mask, scope);\r\n observer.unregisterOnNextCall = unregisterOnFirstCall;\r\n\r\n if (insertFirst) {\r\n this._observers.unshift(observer);\r\n } else {\r\n this._observers.push(observer);\r\n }\r\n\r\n if (this._onObserverAdded) {\r\n this._onObserverAdded(observer);\r\n }\r\n\r\n // If the observable was already triggered and the observable is set to notify if triggered, notify the new observer\r\n if (this._hasNotified && this.notifyIfTriggered) {\r\n if (this._lastNotifiedValue !== undefined) {\r\n this.notifyObserver(observer, this._lastNotifiedValue);\r\n }\r\n }\r\n // attach the remove function to the observer\r\n const deref = () => {\r\n this.remove(observer);\r\n };\r\n observer._remove = isWeakRefSupported ? new WeakRef(deref) : { deref };\r\n\r\n return observer;\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback and unregisters after the next notification\r\n * @param callback the callback that will be executed for that Observer\r\n * @returns the new observer created for the callback\r\n */\r\n public addOnce(callback?: null | undefined): null;\r\n public addOnce(callback: (eventData: T, eventState: EventState) => void): Observer<T>;\r\n public addOnce(callback?: ((eventData: T, eventState: EventState) => void) | null | undefined): Nullable<Observer<T>>;\r\n public addOnce(callback?: ((eventData: T, eventState: EventState) => void) | null | undefined): Nullable<Observer<T>> {\r\n return this.add(callback, undefined, undefined, undefined, true);\r\n }\r\n\r\n /**\r\n * Remove an Observer from the Observable object\r\n * @param observer the instance of the Observer to remove\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public remove(observer: Nullable<Observer<T>>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n observer._remove = null;\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Remove a callback from the Observable object\r\n * @param callback the callback to remove\r\n * @param scope optional scope. If used only the callbacks with this scope will be removed\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean {\r\n for (let index = 0; index < this._observers.length; index++) {\r\n const observer = this._observers[index];\r\n if (observer._willBeUnregistered) {\r\n continue;\r\n }\r\n if (observer.callback === callback && (!scope || scope === observer.scope)) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deferUnregister(observer: Observer<T>): void {\r\n if (observer._willBeUnregistered) {\r\n return;\r\n }\r\n this._numObserversMarkedAsDeleted++;\r\n observer.unregisterOnNextCall = false;\r\n observer._willBeUnregistered = true;\r\n setTimeout(() => {\r\n this._remove(observer);\r\n }, 0);\r\n }\r\n\r\n // This should only be called when not iterating over _observers to avoid callback skipping.\r\n // Removes an observer from the _observer Array.\r\n private _remove(observer: Nullable<Observer<T>>, updateCounter = true): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n if (updateCounter) {\r\n this._numObserversMarkedAsDeleted--;\r\n }\r\n this._observers.splice(index, 1);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Moves the observable to the top of the observer list making it get called first when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverTopPriority(observer: Observer<T>) {\r\n this._remove(observer, false);\r\n this._observers.unshift(observer);\r\n }\r\n\r\n /**\r\n * Moves the observable to the bottom of the observer list making it get called last when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverBottomPriority(observer: Observer<T>) {\r\n this._remove(observer, false);\r\n this._observers.push(observer);\r\n }\r\n\r\n /**\r\n * Notify all Observers by calling their respective callback with the given data\r\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\r\n * @param eventData defines the data to send to all observers\r\n * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @param userInfo defines any user info to send to observers\r\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\r\n */\r\n public notifyObservers(eventData: T, mask: number = -1, target?: any, currentTarget?: any, userInfo?: any): boolean {\r\n // this prevents potential memory leaks - if an object is disposed but the observable doesn't get cleared.\r\n if (this.notifyIfTriggered) {\r\n this._hasNotified = true;\r\n this._lastNotifiedValue = eventData;\r\n }\r\n if (!this._observers.length) {\r\n return true;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n state.lastReturnValue = eventData;\r\n state.userInfo = userInfo;\r\n\r\n for (const obs of this._observers) {\r\n if (obs._willBeUnregistered) {\r\n continue;\r\n }\r\n\r\n if (obs.mask & mask) {\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n\r\n if (obs.scope) {\r\n state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);\r\n } else {\r\n state.lastReturnValue = obs.callback(eventData, state);\r\n }\r\n }\r\n if (state.skipNextObservers) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Notify a specific observer\r\n * @param observer defines the observer to notify\r\n * @param eventData defines the data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n */\r\n public notifyObserver(observer: Observer<T>, eventData: T, mask: number = -1): void {\r\n // this prevents potential memory leaks - if an object is disposed but the observable doesn't get cleared.\r\n if (this.notifyIfTriggered) {\r\n this._hasNotified = true;\r\n this._lastNotifiedValue = eventData;\r\n }\r\n if (observer._willBeUnregistered) {\r\n return;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.skipNextObservers = false;\r\n\r\n if (observer.unregisterOnNextCall) {\r\n this._deferUnregister(observer);\r\n }\r\n\r\n observer.callback(eventData, state);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the observable has at least one observer\r\n * @returns true is the Observable has at least one Observer registered\r\n */\r\n public hasObservers(): boolean {\r\n return this._observers.length - this._numObserversMarkedAsDeleted > 0;\r\n }\r\n\r\n /**\r\n * Clear the list of observers\r\n */\r\n public clear(): void {\r\n while (this._observers.length) {\r\n const o = this._observers.pop();\r\n if (o) {\r\n o._remove = null;\r\n }\r\n }\r\n this._onObserverAdded = null;\r\n this._numObserversMarkedAsDeleted = 0;\r\n this.cleanLastNotifiedState();\r\n }\r\n\r\n /**\r\n * Clean the last notified state - both the internal last value and the has-notified flag\r\n */\r\n public cleanLastNotifiedState(): void {\r\n this._hasNotified = false;\r\n this._lastNotifiedValue = undefined;\r\n }\r\n\r\n /**\r\n * Clone the current observable\r\n * @returns a new observable\r\n */\r\n public clone(): Observable<T> {\r\n const result = new Observable<T>();\r\n\r\n result._observers = this._observers.slice(0);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Does this observable handles observer registered with a given mask\r\n * @param mask defines the mask to be tested\r\n * @returns whether or not one observer registered with the given mask is handled\r\n **/\r\n public hasSpecificMask(mask: number = -1): boolean {\r\n for (const obs of this._observers) {\r\n if (obs.mask & mask || obs.mask === mask) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n"]}
@@ -11,7 +11,7 @@ const shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)
11
11
  varying vUVDiffuse: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
12
12
  #endif
13
13
  #ifdef OPACITY
14
- varying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform var opacityIntensity: f32;
14
+ varying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform opacityIntensity: f32;
15
15
  #endif
16
16
  #ifdef EMISSIVE
17
17
  varying vUVEmissive: vec2f;var emissiveSamplerSampler: sampler;var emissiveSampler: texture_2d<f32>;
@@ -45,7 +45,7 @@ finalColor=vec4f(finalColor.rgb,finalColor.a*getLuminance(opacityMap.rgb));
45
45
  #else
46
46
  finalColor=vec4f(finalColor.rgb,finalColor.a*opacityMap.a);
47
47
  #endif
48
- finalColor=vec4f(finalColor.rgb,finalColor.a*opacityIntensity);
48
+ finalColor=vec4f(finalColor.rgb,finalColor.a*uniforms.opacityIntensity);
49
49
  #endif
50
50
  #ifdef VERTEXALPHA
51
51
  finalColor=vec4f(finalColor.rgb,finalColor.a*fragmentInputs.vColor.a);
@@ -66,7 +66,8 @@ fragmentOutputs.color=finalColor*uniforms.glowIntensity;
66
66
  #ifdef HIGHLIGHT
67
67
  fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb,uniforms.glowColor.a);
68
68
  #endif
69
- }`;
69
+ }
70
+ `;
70
71
  // Sideeffect
71
72
  ShaderStore.ShadersStoreWGSL[name] = shader;
72
73
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Db,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vUVDiffuse: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef OPACITY\nvarying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform var opacityIntensity: f32;\n#endif\n#ifdef EMISSIVE\nvarying vUVEmissive: vec2f;var emissiveSamplerSampler: sampler;var emissiveSampler: texture_2d<f32>;\n#endif\n#ifdef VERTEXALPHA\nvarying vColor: vec4f;\n#endif\nuniform glowColor: vec4f;uniform glowIntensity: f32;\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\nvar finalColor: vec4f=uniforms.glowColor;\n#ifdef DIFFUSE\nvar albedoTexture: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUVDiffuse);\n#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\n#endif\n#ifdef GLOW\nfinalColor=vec4f(finalColor.rgb,finalColor.a*albedoTexture.a);\n#endif\n#ifdef HIGHLIGHT\nfinalColor=vec4f(finalColor.rgb,albedoTexture.a);\n#endif\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vUVOpacity);\n#ifdef OPACITYRGB\nfinalColor=vec4f(finalColor.rgb,finalColor.a*getLuminance(opacityMap.rgb));\n#else\nfinalColor=vec4f(finalColor.rgb,finalColor.a*opacityMap.a);\n#endif\nfinalColor=vec4f(finalColor.rgb,finalColor.a*opacityIntensity);\n#endif\n#ifdef VERTEXALPHA\nfinalColor=vec4f(finalColor.rgb,finalColor.a*fragmentInputs.vColor.a);\n#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifdef EMISSIVE\nvar emissive: vec4f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vUVEmissive);\n#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\n#endif\nfragmentOutputs.color=emissive*finalColor*uniforms.glowIntensity;\n#else\nfragmentOutputs.color=finalColor*uniforms.glowIntensity;\n#endif\n#ifdef HIGHLIGHT\nfragmentOutputs.color=vec4f(fragmentOutputs.color.rgb,uniforms.glowColor.a);\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapGenerationPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vUVDiffuse: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef OPACITY\nvarying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform opacityIntensity: f32;\n#endif\n#ifdef EMISSIVE\nvarying vUVEmissive: vec2f;var emissiveSamplerSampler: sampler;var emissiveSampler: texture_2d<f32>;\n#endif\n#ifdef VERTEXALPHA\nvarying vColor: vec4f;\n#endif\nuniform glowColor: vec4f;uniform glowIntensity: f32;\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\nvar finalColor: vec4f=uniforms.glowColor;\n#ifdef DIFFUSE\nvar albedoTexture: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUVDiffuse);\n#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\n#endif\n#ifdef GLOW\nfinalColor=vec4f(finalColor.rgb,finalColor.a*albedoTexture.a);\n#endif\n#ifdef HIGHLIGHT\nfinalColor=vec4f(finalColor.rgb,albedoTexture.a);\n#endif\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vUVOpacity);\n#ifdef OPACITYRGB\nfinalColor=vec4f(finalColor.rgb,finalColor.a*getLuminance(opacityMap.rgb));\n#else\nfinalColor=vec4f(finalColor.rgb,finalColor.a*opacityMap.a);\n#endif\nfinalColor=vec4f(finalColor.rgb,finalColor.a*uniforms.opacityIntensity);\n#endif\n#ifdef VERTEXALPHA\nfinalColor=vec4f(finalColor.rgb,finalColor.a*fragmentInputs.vColor.a);\n#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifdef EMISSIVE\nvar emissive: vec4f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vUVEmissive);\n#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\n#endif\nfragmentOutputs.color=emissive*finalColor*uniforms.glowIntensity;\n#else\nfragmentOutputs.color=finalColor*uniforms.glowIntensity;\n#endif\n#ifdef HIGHLIGHT\nfragmentOutputs.color=vec4f(fragmentOutputs.color.rgb,uniforms.glowColor.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapGenerationPixelShaderWGSL = { name, shader };\n"]}
@@ -357,10 +357,10 @@ var clearCoatMapData: vec2f=textureSample(clearCoatSampler,clearCoatSamplerSampl
357
357
  #ifdef IRIDESCENCE
358
358
  var iridescenceOut: iridescenceOutParams;
359
359
  #ifdef IRIDESCENCE_TEXTURE
360
- var iridescenceMapData: vec2f=textureSample(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;
360
+ var iridescenceMapData: vec2f=textureSample(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*uniforms.vIridescenceInfos.y;
361
361
  #endif
362
362
  #ifdef IRIDESCENCE_THICKNESS_TEXTURE
363
- var iridescenceThicknessMapData: vec2f=textureSample(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;
363
+ var iridescenceThicknessMapData: vec2f=textureSample(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*uniforms.vIridescenceInfos.w;
364
364
  #endif
365
365
  iridescenceOut=iridescenceBlock(
366
366
  uniforms.vIridescenceParams
@@ -583,7 +583,8 @@ if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.f
583
583
  #endif
584
584
  #include<pbrDebug>
585
585
  #define CUSTOM_FRAGMENT_MAIN_END
586
- }`;
586
+ }
587
+ `;
587
588
  // Sideeffect
588
589
  ShaderStore.ShadersStoreWGSL[name] = shader;
589
590
  /** @internal */
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\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/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_BEGIN\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<pbrUboDeclaration>\n#include<pbrFragmentExtraDeclaration>\n#include<lightUboDeclaration>[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>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nvar albedoOpacityOut: albedoOpacityOutParams;\n#ifdef ALBEDO\nvar albedoTexture: vec4f=textureSample(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nuniforms.vAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,uniforms.vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,uniforms.vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,uniforms.vDecalInfos\n#endif\n);var surfaceAlbedo: vec3f=albedoOpacityOut.surfaceAlbedo;var alpha: f32=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar aoOut: ambientOcclusionOutParams;\n#ifdef AMBIENT\nvar ambientOcclusionColorMap: vec3f=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nuniforms.vAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvar diffuseBase: vec3f= vec3f(1.,1.,1.);\n#else\nvar baseColor: vec3f=surfaceAlbedo;var reflectivityOut: reflectivityOutParams;\n#if defined(REFLECTIVITY)\nvar surfaceMetallicOrReflectivityColorMap: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,fragmentInputs.vReflectivityUV+uvOffset);var baseReflectivity: vec4f=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpaceVec4(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap=vec4f(surfaceMetallicOrReflectivityColorMap.rgb*uniforms.vReflectivityInfos.y,surfaceMetallicOrReflectivityColorMap.a);\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvar microSurfaceTexel: vec4f=textureSample(microSurfaceSampler,microSurfaceSamplerSampler,fragmentInputs.vMicroSurfaceSamplerUV+uvOffset)*uniforms.vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvar metallicReflectanceFactors: vec4f=uniforms.vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvar reflectanceFactorsMap: vec4f=textureSample(reflectanceSampler,reflectanceSamplerSampler,fragmentInputs.vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpaceVec4(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*reflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\n#ifdef METALLIC_REFLECTANCE\nvar metallicReflectanceFactorsMap: vec4f=textureSample(metallicReflectanceSampler,metallicReflectanceSamplerSampler,fragmentInputs.vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpaceVec4(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*metallicReflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nuniforms.vReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,uniforms.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,uniforms.vDetailInfos\n#endif\n);var microSurface: f32=reflectivityOut.microSurface;var roughness: f32=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)\nvar alphaFresnelOut: alphaFresnelOutParams;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nvar anisotropicOut: anisotropicOutParams;\n#ifdef ANISOTROPIC_TEXTURE\nvar anisotropyMapData: vec3f=textureSample(anisotropySampler,anisotropySamplerSampler,fragmentInputs.vAnisotropyUV+uvOffset).rgb*uniforms.vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nuniforms.vAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nvar reflectionOut: reflectionOutParams;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nfragmentInputs.vPositionW\n,normalW\n,alphaG\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.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,reflectionSamplerSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,fragmentInputs.vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,uniforms.reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nvar sheenOut: sheenOutParams;\n#ifdef SHEEN_TEXTURE\nvar sheenMapData: vec4f=textureSample(sheenSampler,sheenSamplerSampler,fragmentInputs.vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar sheenMapRoughnessData: vec4f=textureSample(sheenRoughnessSampler,sheenRoughnessSamplerSampler,fragmentInputs.vSheenRoughnessUV+uvOffset)*uniforms.vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nuniforms.vSheenColor\n#ifdef SHEEN_ROUGHNESS\n,uniforms.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,uniforms.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,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\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\nvar clearCoatMapData: vec2f=textureSample(clearCoatSampler,clearCoatSamplerSampler,fragmentInputs.vClearCoatUV+uvOffset).rg*uniforms.vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\nvar iridescenceOut: iridescenceOutParams;\n#ifdef IRIDESCENCE_TEXTURE\nvar iridescenceMapData: vec2f=textureSample(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvar iridescenceThicknessMapData: vec2f=textureSample(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nuniforms.vIridescenceParams\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);var iridescenceIntensity: f32=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nvar clearcoatOut: clearcoatOutParams;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar clearCoatMapRoughnessData: vec4f=textureSample(clearCoatRoughnessSampler,clearCoatRoughnessSamplerSampler,fragmentInputs.vClearCoatRoughnessUV+uvOffset)*uniforms.vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvar clearCoatTintMapData: vec4f=textureSample(clearCoatTintSampler,clearCoatTintSamplerSampler,fragmentInputs.vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvar clearCoatBumpMapData: vec4f=textureSample(clearCoatBumpSampler,clearCoatBumpSamplerSampler,fragmentInputs.vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nfragmentInputs.vPositionW\n,geometricNormalW\n,viewDirectionW\n,uniforms.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,uniforms.vClearCoatTintParams\n,uniforms.clearCoatColorAtDistance\n,uniforms.vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,uniforms.vClearCoatBumpInfos\n,clearCoatBumpMapData\n,fragmentInputs.vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,uniforms.vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,uniforms.normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,select(-1.,1.,fragmentInputs.frontFacing)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nvar subSurfaceOut: subSurfaceOutParams;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvar thicknessMap: vec4f=textureSample(thicknessSampler,thicknessSamplerSampler,fragmentInputs.vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvar refractionIntensityMap: vec4f=textureSample(refractionIntensitySampler,refractionIntensitySamplerSampler,fragmentInputs.vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvar translucencyIntensityMap: vec4f=textureSample(translucencyIntensitySampler,translucencyIntensitySamplerSampler,fragmentInputs.vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvar translucencyColorMap: vec4f=textureSample(translucencyColorSampler,translucencyColorSamplerSampler,fragmentInputs.vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nuniforms.vSubSurfaceIntensity\n,uniforms.vThicknessParam\n,uniforms.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,uniforms.reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,reflectionSamplerSampler\n,vReflectionFilteringInfo\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,fragmentInputs.vPositionW\n,viewDirectionW\n,scene.view\n,uniforms.vRefractionInfos\n,uniforms.refractionMatrix\n,uniforms.vRefractionMicrosurfaceInfos\n,uniforms.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,refractionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler\n,refractionLowSamplerSampler\n,refractionHighSampler\n,refractionHighSamplerSampler\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,uniforms.vRefractionPosition\n,uniforms.vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,uniforms.vDiffusionDistance\n,uniforms.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\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+finalColor.rgb*finalColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-finalColor.a));} else {fragmentOutputs.backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrPixelShaderWGSL = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\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/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_BEGIN\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<pbrUboDeclaration>\n#include<pbrFragmentExtraDeclaration>\n#include<lightUboDeclaration>[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>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nvar albedoOpacityOut: albedoOpacityOutParams;\n#ifdef ALBEDO\nvar albedoTexture: vec4f=textureSample(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nuniforms.vAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,uniforms.vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,uniforms.vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,uniforms.vDecalInfos\n#endif\n);var surfaceAlbedo: vec3f=albedoOpacityOut.surfaceAlbedo;var alpha: f32=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar aoOut: ambientOcclusionOutParams;\n#ifdef AMBIENT\nvar ambientOcclusionColorMap: vec3f=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nuniforms.vAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvar diffuseBase: vec3f= vec3f(1.,1.,1.);\n#else\nvar baseColor: vec3f=surfaceAlbedo;var reflectivityOut: reflectivityOutParams;\n#if defined(REFLECTIVITY)\nvar surfaceMetallicOrReflectivityColorMap: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,fragmentInputs.vReflectivityUV+uvOffset);var baseReflectivity: vec4f=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpaceVec4(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap=vec4f(surfaceMetallicOrReflectivityColorMap.rgb*uniforms.vReflectivityInfos.y,surfaceMetallicOrReflectivityColorMap.a);\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvar microSurfaceTexel: vec4f=textureSample(microSurfaceSampler,microSurfaceSamplerSampler,fragmentInputs.vMicroSurfaceSamplerUV+uvOffset)*uniforms.vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvar metallicReflectanceFactors: vec4f=uniforms.vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvar reflectanceFactorsMap: vec4f=textureSample(reflectanceSampler,reflectanceSamplerSampler,fragmentInputs.vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpaceVec4(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*reflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\n#ifdef METALLIC_REFLECTANCE\nvar metallicReflectanceFactorsMap: vec4f=textureSample(metallicReflectanceSampler,metallicReflectanceSamplerSampler,fragmentInputs.vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpaceVec4(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*metallicReflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nuniforms.vReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,uniforms.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,uniforms.vDetailInfos\n#endif\n);var microSurface: f32=reflectivityOut.microSurface;var roughness: f32=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)\nvar alphaFresnelOut: alphaFresnelOutParams;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nvar anisotropicOut: anisotropicOutParams;\n#ifdef ANISOTROPIC_TEXTURE\nvar anisotropyMapData: vec3f=textureSample(anisotropySampler,anisotropySamplerSampler,fragmentInputs.vAnisotropyUV+uvOffset).rgb*uniforms.vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nuniforms.vAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nvar reflectionOut: reflectionOutParams;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nfragmentInputs.vPositionW\n,normalW\n,alphaG\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.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,reflectionSamplerSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,fragmentInputs.vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,uniforms.reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nvar sheenOut: sheenOutParams;\n#ifdef SHEEN_TEXTURE\nvar sheenMapData: vec4f=textureSample(sheenSampler,sheenSamplerSampler,fragmentInputs.vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar sheenMapRoughnessData: vec4f=textureSample(sheenRoughnessSampler,sheenRoughnessSamplerSampler,fragmentInputs.vSheenRoughnessUV+uvOffset)*uniforms.vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nuniforms.vSheenColor\n#ifdef SHEEN_ROUGHNESS\n,uniforms.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,uniforms.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,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\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\nvar clearCoatMapData: vec2f=textureSample(clearCoatSampler,clearCoatSamplerSampler,fragmentInputs.vClearCoatUV+uvOffset).rg*uniforms.vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\nvar iridescenceOut: iridescenceOutParams;\n#ifdef IRIDESCENCE_TEXTURE\nvar iridescenceMapData: vec2f=textureSample(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*uniforms.vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvar iridescenceThicknessMapData: vec2f=textureSample(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*uniforms.vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nuniforms.vIridescenceParams\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);var iridescenceIntensity: f32=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nvar clearcoatOut: clearcoatOutParams;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar clearCoatMapRoughnessData: vec4f=textureSample(clearCoatRoughnessSampler,clearCoatRoughnessSamplerSampler,fragmentInputs.vClearCoatRoughnessUV+uvOffset)*uniforms.vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvar clearCoatTintMapData: vec4f=textureSample(clearCoatTintSampler,clearCoatTintSamplerSampler,fragmentInputs.vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvar clearCoatBumpMapData: vec4f=textureSample(clearCoatBumpSampler,clearCoatBumpSamplerSampler,fragmentInputs.vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nfragmentInputs.vPositionW\n,geometricNormalW\n,viewDirectionW\n,uniforms.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,uniforms.vClearCoatTintParams\n,uniforms.clearCoatColorAtDistance\n,uniforms.vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,uniforms.vClearCoatBumpInfos\n,clearCoatBumpMapData\n,fragmentInputs.vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,uniforms.vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,uniforms.normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,select(-1.,1.,fragmentInputs.frontFacing)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nvar subSurfaceOut: subSurfaceOutParams;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvar thicknessMap: vec4f=textureSample(thicknessSampler,thicknessSamplerSampler,fragmentInputs.vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvar refractionIntensityMap: vec4f=textureSample(refractionIntensitySampler,refractionIntensitySamplerSampler,fragmentInputs.vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvar translucencyIntensityMap: vec4f=textureSample(translucencyIntensitySampler,translucencyIntensitySamplerSampler,fragmentInputs.vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvar translucencyColorMap: vec4f=textureSample(translucencyColorSampler,translucencyColorSamplerSampler,fragmentInputs.vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nuniforms.vSubSurfaceIntensity\n,uniforms.vThicknessParam\n,uniforms.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,uniforms.reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,reflectionSamplerSampler\n,vReflectionFilteringInfo\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,fragmentInputs.vPositionW\n,viewDirectionW\n,scene.view\n,uniforms.vRefractionInfos\n,uniforms.refractionMatrix\n,uniforms.vRefractionMicrosurfaceInfos\n,uniforms.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,refractionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler\n,refractionLowSamplerSampler\n,refractionHighSampler\n,refractionHighSamplerSampler\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,uniforms.vRefractionPosition\n,uniforms.vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,uniforms.vDiffusionDistance\n,uniforms.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\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+finalColor.rgb*finalColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-finalColor.a));} else {fragmentOutputs.backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrPixelShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "7.35.1",
3
+ "version": "7.36.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
package/scene.js CHANGED
@@ -4154,18 +4154,18 @@ export class Scene {
4154
4154
  this._disposeList(this.animationGroups);
4155
4155
  // Release lights
4156
4156
  this._disposeList(this.lights);
4157
- // Release meshes
4158
- this._disposeList(this.meshes, (item) => item.dispose(true));
4159
- this._disposeList(this.transformNodes, (item) => item.dispose(true));
4160
- // Release cameras
4161
- const cameras = this.cameras;
4162
- this._disposeList(cameras);
4163
4157
  // Release materials
4164
4158
  if (this._defaultMaterial) {
4165
4159
  this._defaultMaterial.dispose();
4166
4160
  }
4167
4161
  this._disposeList(this.multiMaterials);
4168
4162
  this._disposeList(this.materials);
4163
+ // Release meshes
4164
+ this._disposeList(this.meshes, (item) => item.dispose(true));
4165
+ this._disposeList(this.transformNodes, (item) => item.dispose(true));
4166
+ // Release cameras
4167
+ const cameras = this.cameras;
4168
+ this._disposeList(cameras);
4169
4169
  // Release particles
4170
4170
  this._disposeList(this.particleSystems);
4171
4171
  // Release postProcesses