@babylonjs/core 7.41.1 → 7.43.0

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Files changed (170) hide show
  1. package/Animations/animation.js +1 -1
  2. package/Animations/animation.js.map +1 -1
  3. package/Culling/Helper/computeShaderBoundingHelper.js +3 -4
  4. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  5. package/Culling/Helper/transformFeedbackBoundingHelper.js +27 -64
  6. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  7. package/Engines/Extensions/engine.multiRender.js +3 -2
  8. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  9. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -0
  10. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -0
  11. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  12. package/Engines/WebGPU/webgpuTextureManager.js +6 -1
  13. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  14. package/Engines/abstractEngine.js +2 -2
  15. package/Engines/abstractEngine.js.map +1 -1
  16. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.d.ts +64 -0
  17. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +147 -0
  18. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -0
  19. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +0 -15
  20. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  21. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.d.ts +4 -0
  22. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +9 -0
  23. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +1 -6
  25. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +0 -13
  26. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +0 -1
  28. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  30. package/FrameGraph/Node/Blocks/index.js +1 -0
  31. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  32. package/FrameGraph/Node/nodeRenderGraphBlock.js +17 -0
  33. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  34. package/FrameGraph/Passes/renderPass.d.ts +0 -8
  35. package/FrameGraph/Passes/renderPass.js +0 -10
  36. package/FrameGraph/Passes/renderPass.js.map +1 -1
  37. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +57 -0
  38. package/FrameGraph/Tasks/Layers/glowLayerTask.js +173 -0
  39. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -0
  40. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +1 -1
  41. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  42. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +7 -0
  43. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  44. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +1 -1
  45. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  46. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  47. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  48. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +5 -5
  49. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  50. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +12 -4
  51. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  52. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -1
  53. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  54. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +0 -8
  55. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +1 -17
  56. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  57. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -0
  58. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  59. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -6
  60. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +20 -22
  61. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  62. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +7 -1
  63. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +21 -5
  64. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  65. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +4 -6
  66. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  67. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +1 -1
  68. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  69. package/FrameGraph/frameGraph.js +22 -11
  70. package/FrameGraph/frameGraph.js.map +1 -1
  71. package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
  72. package/FrameGraph/frameGraphRenderContext.js +2 -1
  73. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  74. package/FrameGraph/frameGraphTask.d.ts +11 -1
  75. package/FrameGraph/frameGraphTask.js +8 -0
  76. package/FrameGraph/frameGraphTask.js.map +1 -1
  77. package/FrameGraph/frameGraphTextureManager.d.ts +8 -2
  78. package/FrameGraph/frameGraphTextureManager.js +10 -4
  79. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  80. package/FrameGraph/index.d.ts +1 -0
  81. package/FrameGraph/index.js +1 -0
  82. package/FrameGraph/index.js.map +1 -1
  83. package/Layers/effectLayer.d.ts +32 -33
  84. package/Layers/effectLayer.js +144 -530
  85. package/Layers/effectLayer.js.map +1 -1
  86. package/Layers/glowLayer.d.ts +14 -41
  87. package/Layers/glowLayer.js +92 -178
  88. package/Layers/glowLayer.js.map +1 -1
  89. package/Layers/highlightLayer.d.ts +0 -1
  90. package/Layers/highlightLayer.js +0 -1
  91. package/Layers/highlightLayer.js.map +1 -1
  92. package/Layers/index.d.ts +2 -0
  93. package/Layers/index.js +2 -0
  94. package/Layers/index.js.map +1 -1
  95. package/Layers/thinEffectLayer.d.ts +230 -0
  96. package/Layers/thinEffectLayer.js +734 -0
  97. package/Layers/thinEffectLayer.js.map +1 -0
  98. package/Layers/thinGlowLayer.d.ts +141 -0
  99. package/Layers/thinGlowLayer.js +292 -0
  100. package/Layers/thinGlowLayer.js.map +1 -0
  101. package/Lights/Shadows/shadowGenerator.js +40 -19
  102. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  103. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +17 -11
  104. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  105. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +18 -12
  106. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  107. package/Materials/Node/Blocks/Input/inputBlock.js +34 -2
  108. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  109. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +34 -24
  110. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  111. package/Materials/Node/nodeMaterial.d.ts +10 -0
  112. package/Materials/Node/nodeMaterial.js +12 -0
  113. package/Materials/Node/nodeMaterial.js.map +1 -1
  114. package/Materials/PBR/pbrBaseMaterial.d.ts +5 -0
  115. package/Materials/PBR/pbrBaseMaterial.js +5 -0
  116. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  117. package/Materials/Textures/renderTargetTexture.d.ts +12 -0
  118. package/Materials/Textures/renderTargetTexture.js +29 -8
  119. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  120. package/Materials/materialHelper.functions.d.ts +17 -1
  121. package/Materials/materialHelper.functions.js +76 -4
  122. package/Materials/materialHelper.functions.js.map +1 -1
  123. package/Materials/shaderMaterial.d.ts +5 -4
  124. package/Materials/shaderMaterial.js +28 -51
  125. package/Materials/shaderMaterial.js.map +1 -1
  126. package/Materials/standardMaterial.d.ts +5 -0
  127. package/Materials/standardMaterial.js +5 -0
  128. package/Materials/standardMaterial.js.map +1 -1
  129. package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
  130. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +5 -0
  131. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +30 -22
  132. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  133. package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -0
  134. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  135. package/Meshes/abstractMesh.d.ts +1 -2
  136. package/Meshes/abstractMesh.js +1 -2
  137. package/Meshes/abstractMesh.js.map +1 -1
  138. package/Meshes/linesMesh.js +2 -2
  139. package/Meshes/linesMesh.js.map +1 -1
  140. package/Meshes/mesh.d.ts +30 -3
  141. package/Meshes/mesh.js +56 -29
  142. package/Meshes/mesh.js.map +1 -1
  143. package/Meshes/subMesh.js +16 -3
  144. package/Meshes/subMesh.js.map +1 -1
  145. package/Misc/fileTools.js +14 -7
  146. package/Misc/fileTools.js.map +1 -1
  147. package/Morph/morphTargetManager.d.ts +20 -0
  148. package/Morph/morphTargetManager.js +31 -1
  149. package/Morph/morphTargetManager.js.map +1 -1
  150. package/PostProcesses/volumetricLightScatteringPostProcess.js +15 -16
  151. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  152. package/Rendering/depthRenderer.js +13 -15
  153. package/Rendering/depthRenderer.js.map +1 -1
  154. package/Rendering/geometryBufferRenderer.js +13 -15
  155. package/Rendering/geometryBufferRenderer.js.map +1 -1
  156. package/Rendering/objectRenderer.d.ts +9 -2
  157. package/Rendering/objectRenderer.js +44 -7
  158. package/Rendering/objectRenderer.js.map +1 -1
  159. package/Rendering/outlineRenderer.js +13 -15
  160. package/Rendering/outlineRenderer.js.map +1 -1
  161. package/Shaders/ShadersInclude/morphTargetsVertex.js +16 -4
  162. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  163. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +17 -5
  164. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  165. package/assetContainer.d.ts +43 -0
  166. package/assetContainer.js +67 -0
  167. package/assetContainer.js.map +1 -1
  168. package/package.json +1 -1
  169. package/scene.js +10 -3
  170. package/scene.js.map +1 -1
@@ -102,11 +102,17 @@ export function GetCustomCode(shaderType, cameraFacing) {
102
102
  if (shaderType === "fragment") {
103
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  return {
104
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  CUSTOM_FRAGMENT_DEFINITIONS: `
105
+ #ifdef PBR
106
+ #define grlFinalColor finalColor
107
+ #else
108
+ #define grlFinalColor color
109
+ #endif
110
+
105
111
  varying float grlCounters;
106
112
  varying float grlColorPointer;
107
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  uniform sampler2D grl_colors;
108
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  `,
109
- CUSTOM_FRAGMENT_MAIN_END: `
115
+ CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `
110
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  float grlColorMode = grl_colorMode_visibility_colorsWidth_useColors.x;
111
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  float grlVisibility = grl_colorMode_visibility_colorsWidth_useColors.y;
112
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  float grlColorsWidth = grl_colorMode_visibility_colorsWidth_useColors.z;
@@ -117,21 +123,21 @@ export function GetCustomCode(shaderType, cameraFacing) {
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  float grlDashOffset = grl_dashOptions.z;
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  float grlDashRatio = grl_dashOptions.w;
119
125
 
120
- gl_FragColor.a *= step(grlCounters, grlVisibility);
121
- if(gl_FragColor.a == 0.) discard;
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+ grlFinalColor.a *= step(grlCounters, grlVisibility);
127
+ if(grlFinalColor.a == 0.) discard;
122
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123
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  if(grlUseDash == 1.){
124
- gl_FragColor.a *= ceil(mod(grlCounters + grlDashOffset, grlDashArray) - (grlDashArray * grlDashRatio));
125
- if (gl_FragColor.a == 0.) discard;
130
+ grlFinalColor.a *= ceil(mod(grlCounters + grlDashOffset, grlDashArray) - (grlDashArray * grlDashRatio));
131
+ if (grlFinalColor.a == 0.) discard;
126
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  }
127
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128
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  #ifdef GREASED_LINE_HAS_COLOR
129
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  if (grlColorMode == ${0 /* GreasedLineMeshColorMode.COLOR_MODE_SET */}.) {
130
- gl_FragColor.rgb = grl_singleColor;
136
+ grlFinalColor.rgb = grl_singleColor;
131
137
  } else if (grlColorMode == ${1 /* GreasedLineMeshColorMode.COLOR_MODE_ADD */}.) {
132
- gl_FragColor.rgb += grl_singleColor;
138
+ grlFinalColor.rgb += grl_singleColor;
133
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  } else if (grlColorMode == ${2 /* GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY */}.) {
134
- gl_FragColor.rgb *= grl_singleColor;
140
+ grlFinalColor.rgb *= grl_singleColor;
135
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  }
136
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  #else
137
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  if (grlUseColors == 1.) {
@@ -142,11 +148,11 @@ export function GetCustomCode(shaderType, cameraFacing) {
142
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  vec4 grlColor = texture2D(grl_colors, lookup, 0.0);
143
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  #endif
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  if (grlColorMode == ${0 /* GreasedLineMeshColorMode.COLOR_MODE_SET */}.) {
145
- gl_FragColor = grlColor;
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+ grlFinalColor = grlColor;
146
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  } else if (grlColorMode == ${1 /* GreasedLineMeshColorMode.COLOR_MODE_ADD */}.) {
147
- gl_FragColor += grlColor;
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+ grlFinalColor += grlColor;
148
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  } else if (grlColorMode == ${2 /* GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY */}.) {
149
- gl_FragColor *= grlColor;
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+ grlFinalColor *= grlColor;
150
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  }
151
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  }
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  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"greasedLinePluginMaterialShadersGLSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE;;;;;;;;;;;;;;;;;;;;iBAoBtB;YACL,6BAA6B,EAAE;;;;;;;iBAO1B;YACL,sBAAsB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iBAyDnB;SACR,CAAC;QACF,YAAY,IAAI,CAAC,GAAG,CAAC,2CAA2C,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,mCAAmC;QAC9G,OAAO,GAAG,CAAC;IACf,CAAC;IAED,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;QAC5B,OAAO;YACH,2BAA2B,EAAE;;;;iBAIxB;YACL,wBAAwB,EAAE;;;;;;;;;;;;;;;;;;;;8CAoBQ,+CAAuC;;qDAEhC,+CAAuC;;qDAEvC,oDAA4C;;;;;;;;;;;kDAW/C,+CAAuC;;yDAEhC,+CAAuC;;yDAEvC,oDAA4C;;;;;iBAKpF;SACR,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\n\n/**\n * Returns GLSL custom shader code\n * @param shaderType vertex or fragment\n * @param cameraFacing is in camera facing mode?\n * @returns GLSL custom shader code\n */\n/** @internal */\nexport function GetCustomCode(shaderType: string, cameraFacing: boolean): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n const obj: any = {\n CUSTOM_VERTEX_DEFINITIONS: `\n attribute float grl_widths;\n attribute vec3 grl_offsets;\n attribute float grl_colorPointers;\n varying float grlCounters;\n varying float grlColorPointer;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n attribute vec4 grl_previousAndSide;\n attribute vec4 grl_nextAndCounters;\n\n vec2 grlFix( vec4 i, float aspect ) {\n vec2 res = i.xy / i.w;\n res.x *= aspect;\n return res;\n }\n #else\n attribute vec3 grl_slopes;\n attribute float grl_counters;\n #endif\n `,\n CUSTOM_VERTEX_UPDATE_POSITION: `\n #ifdef GREASED_LINE_CAMERA_FACING\n vec3 grlPositionOffset = grl_offsets;\n positionUpdated += grlPositionOffset;\n #else\n positionUpdated = (positionUpdated + grl_offsets) + (grl_slopes * grl_widths);\n #endif\n `,\n CUSTOM_VERTEX_MAIN_END: `\n grlColorPointer = grl_colorPointers;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n\n float grlAspect = grl_aspect_resolution_lineWidth.x;\n float grlBaseWidth = grl_aspect_resolution_lineWidth.w;\n\n vec3 grlPrevious = grl_previousAndSide.xyz;\n float grlSide = grl_previousAndSide.w;\n\n vec3 grlNext = grl_nextAndCounters.xyz;\n grlCounters = grl_nextAndCounters.w;\n\n mat4 grlMatrix = viewProjection * finalWorld;\n vec4 grlFinalPosition = grlMatrix * vec4(positionUpdated, 1.0);\n vec4 grlPrevPos = grlMatrix * vec4(grlPrevious + grlPositionOffset, 1.0);\n vec4 grlNextPos = grlMatrix * vec4(grlNext + grlPositionOffset, 1.0);\n\n vec2 grlCurrentP = grlFix(grlFinalPosition, grlAspect);\n vec2 grlPrevP = grlFix(grlPrevPos, grlAspect);\n vec2 grlNextP = grlFix(grlNextPos, grlAspect);\n\n float grlWidth = grlBaseWidth * grl_widths;\n\n vec2 grlDir;\n if (grlNextP == grlCurrentP) {\n grlDir = normalize(grlCurrentP - grlPrevP);\n } else if (grlPrevP == grlCurrentP) {\n grlDir = normalize(grlNextP - grlCurrentP);\n } else {\n vec2 grlDir1 = normalize(grlCurrentP - grlPrevP);\n vec2 grlDir2 = normalize(grlNextP - grlCurrentP);\n grlDir = normalize(grlDir1 + grlDir2);\n }\n vec4 grlNormal = vec4(-grlDir.y, grlDir.x, 0., 1.);\n\n #ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\n grlNormal.xy *= -.5 * grlWidth;\n #else\n grlNormal.xy *= .5 * grlWidth;\n #endif\n\n grlNormal *= grl_projection;\n\n #ifdef GREASED_LINE_SIZE_ATTENUATION\n grlNormal.xy *= grlFinalPosition.w;\n grlNormal.xy /= (vec4(grl_aspect_resolution_lineWidth.yz, 0., 1.) * grl_projection).xy;\n #endif\n\n grlFinalPosition.xy += grlNormal.xy * grlSide;\n gl_Position = grlFinalPosition;\n\n vPositionW = vec3(grlFinalPosition);\n #else\n grlCounters = grl_counters;\n #endif\n `,\n };\n cameraFacing && (obj[\"!gl_Position\\\\=viewProjection\\\\*worldPos;\"] = \"//\"); // not needed for camera facing GRL\n return obj;\n }\n\n if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n varying float grlCounters;\n varying float grlColorPointer;\n uniform sampler2D grl_colors;\n `,\n CUSTOM_FRAGMENT_MAIN_END: `\n float grlColorMode = grl_colorMode_visibility_colorsWidth_useColors.x;\n float grlVisibility = grl_colorMode_visibility_colorsWidth_useColors.y;\n float grlColorsWidth = grl_colorMode_visibility_colorsWidth_useColors.z;\n float grlUseColors = grl_colorMode_visibility_colorsWidth_useColors.w;\n\n float grlUseDash = grl_dashOptions.x;\n float grlDashArray = grl_dashOptions.y;\n float grlDashOffset = grl_dashOptions.z;\n float grlDashRatio = grl_dashOptions.w;\n\n gl_FragColor.a *= step(grlCounters, grlVisibility);\n if(gl_FragColor.a == 0.) discard;\n\n if(grlUseDash == 1.){\n gl_FragColor.a *= ceil(mod(grlCounters + grlDashOffset, grlDashArray) - (grlDashArray * grlDashRatio));\n if (gl_FragColor.a == 0.) discard;\n }\n\n #ifdef GREASED_LINE_HAS_COLOR\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n gl_FragColor.rgb = grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n gl_FragColor.rgb += grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n gl_FragColor.rgb *= grl_singleColor;\n }\n #else\n if (grlUseColors == 1.) {\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\n vec4 grlColor = texture2D(grl_colors, vec2(grlCounters, 0.), 0.);\n #else\n vec2 lookup = vec2(fract(grlColorPointer / grl_textureSize.x), 1.0 - floor(grlColorPointer / grl_textureSize.x) / max(grl_textureSize.y - 1.0, 1.0));\n vec4 grlColor = texture2D(grl_colors, lookup, 0.0);\n #endif\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n gl_FragColor = grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n gl_FragColor += grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n gl_FragColor *= grlColor;\n }\n }\n #endif\n `,\n };\n }\n\n return null;\n}\n"]}
1
+ {"version":3,"file":"greasedLinePluginMaterialShadersGLSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE;;;;;;;;;;;;;;;;;;;;iBAoBtB;YACL,6BAA6B,EAAE;;;;;;;iBAO1B;YACL,sBAAsB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iBAyDnB;SACR,CAAC;QACF,YAAY,IAAI,CAAC,GAAG,CAAC,2CAA2C,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,mCAAmC;QAC9G,OAAO,GAAG,CAAC;IACf,CAAC;IAED,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;QAC5B,OAAO;YACH,2BAA2B,EAAE;;;;;;;;;;iBAUxB;YACL,gCAAgC,EAAE;;;;;;;;;;;;;;;;;;;;8CAoBA,+CAAuC;;qDAEhC,+CAAuC;;qDAEvC,oDAA4C;;;;;;;;;;;kDAW/C,+CAAuC;;yDAEhC,+CAAuC;;yDAEvC,oDAA4C;;;;;iBAKpF;SACR,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\n\n/**\n * Returns GLSL custom shader code\n * @param shaderType vertex or fragment\n * @param cameraFacing is in camera facing mode?\n * @returns GLSL custom shader code\n */\n/** @internal */\nexport function GetCustomCode(shaderType: string, cameraFacing: boolean): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n const obj: any = {\n CUSTOM_VERTEX_DEFINITIONS: `\n attribute float grl_widths;\n attribute vec3 grl_offsets;\n attribute float grl_colorPointers;\n varying float grlCounters;\n varying float grlColorPointer;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n attribute vec4 grl_previousAndSide;\n attribute vec4 grl_nextAndCounters;\n\n vec2 grlFix( vec4 i, float aspect ) {\n vec2 res = i.xy / i.w;\n res.x *= aspect;\n return res;\n }\n #else\n attribute vec3 grl_slopes;\n attribute float grl_counters;\n #endif\n `,\n CUSTOM_VERTEX_UPDATE_POSITION: `\n #ifdef GREASED_LINE_CAMERA_FACING\n vec3 grlPositionOffset = grl_offsets;\n positionUpdated += grlPositionOffset;\n #else\n positionUpdated = (positionUpdated + grl_offsets) + (grl_slopes * grl_widths);\n #endif\n `,\n CUSTOM_VERTEX_MAIN_END: `\n grlColorPointer = grl_colorPointers;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n\n float grlAspect = grl_aspect_resolution_lineWidth.x;\n float grlBaseWidth = grl_aspect_resolution_lineWidth.w;\n\n vec3 grlPrevious = grl_previousAndSide.xyz;\n float grlSide = grl_previousAndSide.w;\n\n vec3 grlNext = grl_nextAndCounters.xyz;\n grlCounters = grl_nextAndCounters.w;\n\n mat4 grlMatrix = viewProjection * finalWorld;\n vec4 grlFinalPosition = grlMatrix * vec4(positionUpdated, 1.0);\n vec4 grlPrevPos = grlMatrix * vec4(grlPrevious + grlPositionOffset, 1.0);\n vec4 grlNextPos = grlMatrix * vec4(grlNext + grlPositionOffset, 1.0);\n\n vec2 grlCurrentP = grlFix(grlFinalPosition, grlAspect);\n vec2 grlPrevP = grlFix(grlPrevPos, grlAspect);\n vec2 grlNextP = grlFix(grlNextPos, grlAspect);\n\n float grlWidth = grlBaseWidth * grl_widths;\n\n vec2 grlDir;\n if (grlNextP == grlCurrentP) {\n grlDir = normalize(grlCurrentP - grlPrevP);\n } else if (grlPrevP == grlCurrentP) {\n grlDir = normalize(grlNextP - grlCurrentP);\n } else {\n vec2 grlDir1 = normalize(grlCurrentP - grlPrevP);\n vec2 grlDir2 = normalize(grlNextP - grlCurrentP);\n grlDir = normalize(grlDir1 + grlDir2);\n }\n vec4 grlNormal = vec4(-grlDir.y, grlDir.x, 0., 1.);\n\n #ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\n grlNormal.xy *= -.5 * grlWidth;\n #else\n grlNormal.xy *= .5 * grlWidth;\n #endif\n\n grlNormal *= grl_projection;\n\n #ifdef GREASED_LINE_SIZE_ATTENUATION\n grlNormal.xy *= grlFinalPosition.w;\n grlNormal.xy /= (vec4(grl_aspect_resolution_lineWidth.yz, 0., 1.) * grl_projection).xy;\n #endif\n\n grlFinalPosition.xy += grlNormal.xy * grlSide;\n gl_Position = grlFinalPosition;\n\n vPositionW = vec3(grlFinalPosition);\n #else\n grlCounters = grl_counters;\n #endif\n `,\n };\n cameraFacing && (obj[\"!gl_Position\\\\=viewProjection\\\\*worldPos;\"] = \"//\"); // not needed for camera facing GRL\n return obj;\n }\n\n if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n #ifdef PBR\n #define grlFinalColor finalColor\n #else\n #define grlFinalColor color\n #endif\n\n varying float grlCounters;\n varying float grlColorPointer;\n uniform sampler2D grl_colors;\n `,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n float grlColorMode = grl_colorMode_visibility_colorsWidth_useColors.x;\n float grlVisibility = grl_colorMode_visibility_colorsWidth_useColors.y;\n float grlColorsWidth = grl_colorMode_visibility_colorsWidth_useColors.z;\n float grlUseColors = grl_colorMode_visibility_colorsWidth_useColors.w;\n\n float grlUseDash = grl_dashOptions.x;\n float grlDashArray = grl_dashOptions.y;\n float grlDashOffset = grl_dashOptions.z;\n float grlDashRatio = grl_dashOptions.w;\n\n grlFinalColor.a *= step(grlCounters, grlVisibility);\n if(grlFinalColor.a == 0.) discard;\n\n if(grlUseDash == 1.){\n grlFinalColor.a *= ceil(mod(grlCounters + grlDashOffset, grlDashArray) - (grlDashArray * grlDashRatio));\n if (grlFinalColor.a == 0.) discard;\n }\n\n #ifdef GREASED_LINE_HAS_COLOR\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor.rgb = grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor.rgb += grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor.rgb *= grl_singleColor;\n }\n #else\n if (grlUseColors == 1.) {\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\n vec4 grlColor = texture2D(grl_colors, vec2(grlCounters, 0.), 0.);\n #else\n vec2 lookup = vec2(fract(grlColorPointer / grl_textureSize.x), 1.0 - floor(grlColorPointer / grl_textureSize.x) / max(grl_textureSize.y - 1.0, 1.0));\n vec4 grlColor = texture2D(grl_colors, lookup, 0.0);\n #endif\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= grlColor;\n }\n }\n #endif\n `,\n };\n }\n\n return null;\n}\n"]}
@@ -92,7 +92,7 @@ export function GetCustomCode(shaderType, cameraFacing) {
92
92
  grlNormal.x *= grlFinalPosition.w;
93
93
  grlNormal.y *= grlFinalPosition.w;
94
94
 
95
- let pr: f32 = vec4f(uniforms.grl_aspect_resolution_lineWidth.yz, 0.0, 1.0) * uniforms.grl_projection;
95
+ let pr = vec4f(uniforms.grl_aspect_resolution_lineWidth.yz, 0.0, 1.0) * uniforms.grl_projection;
96
96
  grlNormal.x /= pr.x;
97
97
  grlNormal.y /= pr.y;
98
98
  #endif
@@ -111,13 +111,19 @@ export function GetCustomCode(shaderType, cameraFacing) {
111
111
  if (shaderType === "fragment") {
112
112
  return {
113
113
  CUSTOM_FRAGMENT_DEFINITIONS: `
114
+ #ifdef PBR
115
+ #define grlFinalColor finalColor
116
+ #else
117
+ #define grlFinalColor color
118
+ #endif
119
+
114
120
  varying grlCounters: f32;
115
121
  varying grlColorPointer: 32;
116
122
 
117
123
  var grl_colors: texture_2d<f32>;
118
124
  var grl_colorsSampler: sampler;
119
125
  `,
120
- CUSTOM_FRAGMENT_MAIN_END: `
126
+ CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `
121
127
  let grlColorMode: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.x;
122
128
  let grlVisibility: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.y;
123
129
  let grlColorsWidth: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.z;
@@ -128,27 +134,27 @@ export function GetCustomCode(shaderType, cameraFacing) {
128
134
  let grlDashOffset: f32 = uniforms.grl_dashOptions.z;
129
135
  let grlDashRatio: f32 = uniforms.grl_dashOptions.w;
130
136
 
131
- fragmentOutputs.color.a *= step(fragmentInputs.grlCounters, grlVisibility);
132
- if (fragmentOutputs.color.a == 0.0) {
137
+ grlFinalColor.a *= step(fragmentInputs.grlCounters, grlVisibility);
138
+ if (grlFinalColor.a == 0.0) {
133
139
  discard;
134
140
  }
135
141
 
136
142
  if (grlUseDash == 1.0) {
137
143
  let dashPosition = (fragmentInputs.grlCounters + grlDashOffset) % grlDashArray;
138
- fragmentOutputs.color.a *= ceil(dashPosition - (grlDashArray * grlDashRatio));
144
+ grlFinalColor.a *= ceil(dashPosition - (grlDashArray * grlDashRatio));
139
145
 
140
- if (fragmentOutputs.color.a == 0.0) {
146
+ if (grlFinalColor.a == 0.0) {
141
147
  discard;
142
148
  }
143
149
  }
144
150
 
145
151
  #ifdef GREASED_LINE_HAS_COLOR
146
152
  if (grlColorMode == ${0 /* GreasedLineMeshColorMode.COLOR_MODE_SET */}.) {
147
- fragmentOutputs.color = vec4f(uniforms.grl_singleColor, fragmentOutputs.color.a);
153
+ grlFinalColor = vec4f(uniforms.grl_singleColor, grlFinalColor.a);
148
154
  } else if (grlColorMode == ${1 /* GreasedLineMeshColorMode.COLOR_MODE_ADD */}.) {
149
- fragmentOutputs.color += vec4f(uniforms.grl_singleColor, fragmentOutputs.color.a);
155
+ grlFinalColor += vec4f(uniforms.grl_singleColor, grlFinalColor.a);
150
156
  } else if (grlColorMode == ${2 /* GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY */}.) {
151
- fragmentOutputs.color *= vec4f(uniforms.grl_singleColor, fragmentOutputs.color.a);
157
+ grlFinalColor *= vec4f(uniforms.grl_singleColor, grlFinalColor.a);
152
158
  }
153
159
  #else
154
160
  if (grlUseColors == 1.) {
@@ -159,11 +165,11 @@ export function GetCustomCode(shaderType, cameraFacing) {
159
165
  let grlColor: vec4f = textureSample(grl_colors, grl_colorsSampler, lookup);
160
166
  #endif
161
167
  if (grlColorMode == ${0 /* GreasedLineMeshColorMode.COLOR_MODE_SET */}.) {
162
- fragmentOutputs.color = grlColor;
168
+ grlFinalColor = grlColor;
163
169
  } else if (grlColorMode == ${1 /* GreasedLineMeshColorMode.COLOR_MODE_ADD */}.) {
164
- fragmentOutputs.color += grlColor;
170
+ grlFinalColor += grlColor;
165
171
  } else if (grlColorMode == ${2 /* GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY */}.) {
166
- fragmentOutputs.color *= grlColor;
172
+ grlFinalColor *= grlColor;
167
173
  }
168
174
  }
169
175
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"greasedLinePluginMaterialShadersWGSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE;;;;;;;;;;;;;;;;;;;;;;iBAsBtB;YACL,6BAA6B,EAAE;;;;;;;iBAO1B;YACL,sBAAsB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iBAgEnB;SACR,CAAC;QAEF,YAAY,IAAI,CAAC,GAAG,CAAC,0EAA0E,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,mCAAmC;QAC7I,OAAO,GAAG,CAAC;IACf,CAAC;IAED,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;QAC5B,OAAO;YACH,2BAA2B,EAAE;;;;;;iBAMxB;YACL,wBAAwB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;8CA0BQ,+CAAuC;;qDAEhC,+CAAuC;;qDAEvC,oDAA4C;;;;;;;;;;;kDAW/C,+CAAuC;;yDAEhC,+CAAuC;;yDAEvC,oDAA4C;;;;;;;iBAOpF;SACR,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\n\n/**\n * Returns WGSL custom shader code\n * @param shaderType vertex or fragment\n * @param cameraFacing is in camera facing mode?\n * @returns WGSL custom shader code\n */\n/** @internal */\nexport function GetCustomCode(shaderType: string, cameraFacing: boolean): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n const obj: any = {\n CUSTOM_VERTEX_DEFINITIONS: `\n attribute grl_widths: f32;\n attribute grl_offsets: vec3f;\n attribute grl_colorPointers: f32;\n varying grlCounters: f32;\n varying grlColorPointer: f32;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n attribute grl_previousAndSide : vec4f;\n attribute grl_nextAndCounters : vec4f;\n\n fn grlFix(i: vec4f, aspect: f32) -> vec2f {\n var res = i.xy / i.w;\n res.x *= aspect;\n return res;\n }\n #else\n attribute grl_slopes: f32;\n attribute grl_counters: f32;\n #endif\n\n\n `,\n CUSTOM_VERTEX_UPDATE_POSITION: `\n #ifdef GREASED_LINE_CAMERA_FACING\n var grlPositionOffset: vec3f = input.grl_offsets;\n positionUpdated += grlPositionOffset;\n #else\n positionUpdated = (positionUpdated + input.grl_offsets) + (input.grl_slopes * input.grl_widths);\n #endif\n `,\n CUSTOM_VERTEX_MAIN_END: `\n vertexOutputs.grlColorPointer = input.grl_colorPointers;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n\n let grlAspect: f32 = uniforms.grl_aspect_resolution_lineWidth.x;\n let grlBaseWidth: f32 = uniforms.grl_aspect_resolution_lineWidth.w;\n\n let grlPrevious: vec3f = input.grl_previousAndSide.xyz;\n let grlSide: f32 = input.grl_previousAndSide.w;\n\n let grlNext: vec3f = input.grl_nextAndCounters.xyz;\n vertexOutputs.grlCounters = input.grl_nextAndCounters.w;\n\n let grlMatrix: mat4x4f = uniforms.viewProjection * finalWorld;\n var grlFinalPosition: vec4f = grlMatrix * vec4f(positionUpdated, 1.0);\n let grlPrevPos: vec4f = grlMatrix * vec4f(grlPrevious + grlPositionOffset, 1.0);\n let grlNextPos: vec4f = grlMatrix * vec4f(grlNext + grlPositionOffset, 1.0);\n\n let grlCurrentP: vec2f = grlFix(grlFinalPosition, grlAspect);\n let grlPrevP: vec2f = grlFix(grlPrevPos, grlAspect);\n let grlNextP: vec2f = grlFix(grlNextPos, grlAspect);\n\n let grlWidth: f32 = grlBaseWidth * input.grl_widths;\n\n var grlDir: vec2f;\n if (all(grlNextP == grlCurrentP)) {\n grlDir = normalize(grlCurrentP - grlPrevP);\n } else if (all(grlPrevP == grlCurrentP)) {\n grlDir = normalize(grlNextP - grlCurrentP);\n } else {\n let grlDir1: vec2f = normalize(grlCurrentP - grlPrevP);\n let grlDir2: vec2f = normalize(grlNextP - grlCurrentP);\n grlDir = normalize(grlDir1 + grlDir2);\n }\n\n var grlNormal: vec4f = vec4f(-grlDir.y, grlDir.x, 0.0, 1.0);\n\n let grlHalfWidth: f32 = 0.5 * grlWidth;\n #if defined(GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM)\n grlNormal.x *= -grlHalfWidth;\n grlNormal.y *= -grlHalfWidth;\n #else\n grlNormal.x *= grlHalfWidth;\n grlNormal.y *= grlHalfWidth;\n #endif\n\n grlNormal *= uniforms.grl_projection;\n\n #if defined(GREASED_LINE_SIZE_ATTENUATION)\n grlNormal.x *= grlFinalPosition.w;\n grlNormal.y *= grlFinalPosition.w;\n\n let pr: f32 = vec4f(uniforms.grl_aspect_resolution_lineWidth.yz, 0.0, 1.0) * uniforms.grl_projection;\n grlNormal.x /= pr.x;\n grlNormal.y /= pr.y;\n #endif\n\n vertexOutputs.position = vec4f(grlFinalPosition.xy + grlNormal.xy * grlSide, grlFinalPosition.z, grlFinalPosition.w);\n vertexOutputs.vPositionW = vertexOutputs.position.xyz;\n \n #else\n vertexOutputs.grlCounters = input.grl_counters;\n #endif\n `,\n };\n\n cameraFacing && (obj[\"!vertexOutputs\\\\.position\\\\s=\\\\sscene\\\\.viewProjection\\\\s\\\\*\\\\sworldPos;\"] = \"//\"); // not needed for camera facing GRL\n return obj;\n }\n\n if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n varying grlCounters: f32;\n varying grlColorPointer: 32;\n\n var grl_colors: texture_2d<f32>;\n var grl_colorsSampler: sampler;\n `,\n CUSTOM_FRAGMENT_MAIN_END: `\n let grlColorMode: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.x;\n let grlVisibility: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.y;\n let grlColorsWidth: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.z;\n let grlUseColors: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.w;\n\n let grlUseDash: f32 = uniforms.grl_dashOptions.x;\n let grlDashArray: f32 = uniforms.grl_dashOptions.y;\n let grlDashOffset: f32 = uniforms.grl_dashOptions.z;\n let grlDashRatio: f32 = uniforms.grl_dashOptions.w;\n\n fragmentOutputs.color.a *= step(fragmentInputs.grlCounters, grlVisibility);\n if (fragmentOutputs.color.a == 0.0) {\n discard;\n }\n\n if (grlUseDash == 1.0) {\n let dashPosition = (fragmentInputs.grlCounters + grlDashOffset) % grlDashArray;\n fragmentOutputs.color.a *= ceil(dashPosition - (grlDashArray * grlDashRatio));\n\n if (fragmentOutputs.color.a == 0.0) {\n discard;\n }\n }\n\n #ifdef GREASED_LINE_HAS_COLOR\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n fragmentOutputs.color = vec4f(uniforms.grl_singleColor, fragmentOutputs.color.a);\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n fragmentOutputs.color += vec4f(uniforms.grl_singleColor, fragmentOutputs.color.a);\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n fragmentOutputs.color *= vec4f(uniforms.grl_singleColor, fragmentOutputs.color.a);\n }\n #else\n if (grlUseColors == 1.) {\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\n let grlColor: vec4f = textureSample(grl_colors, grl_colorsSampler, vec2f(fragmentInputs.grlCounters, 0.));\n #else\n let lookup: vec2f = vec2(fract(fragmentInputs.grlColorPointer / uniforms.grl_textureSize.x), 1.0 - floor(fragmentInputs.grlColorPointer / uniforms.grl_textureSize.x) / max(uniforms.grl_textureSize.y - 1.0, 1.0));\n let grlColor: vec4f = textureSample(grl_colors, grl_colorsSampler, lookup);\n #endif\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n fragmentOutputs.color = grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n fragmentOutputs.color += grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n fragmentOutputs.color *= grlColor;\n }\n }\n #endif\n\n\n `,\n };\n }\n\n return null;\n}\n"]}
1
+ {"version":3,"file":"greasedLinePluginMaterialShadersWGSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE;;;;;;;;;;;;;;;;;;;;;;iBAsBtB;YACL,6BAA6B,EAAE;;;;;;;iBAO1B;YACL,sBAAsB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iBAgEnB;SACR,CAAC;QAEF,YAAY,IAAI,CAAC,GAAG,CAAC,0EAA0E,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,mCAAmC;QAC7I,OAAO,GAAG,CAAC;IACf,CAAC;IAED,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;QAC5B,OAAO;YACH,2BAA2B,EAAE;;;;;;;;;;;;iBAYxB;YACL,gCAAgC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;8CA0BA,+CAAuC;;qDAEhC,+CAAuC;;qDAEvC,oDAA4C;;;;;;;;;;;kDAW/C,+CAAuC;;yDAEhC,+CAAuC;;yDAEvC,oDAA4C;;;;;;;iBAOpF;SACR,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\n\n/**\n * Returns WGSL custom shader code\n * @param shaderType vertex or fragment\n * @param cameraFacing is in camera facing mode?\n * @returns WGSL custom shader code\n */\n/** @internal */\nexport function GetCustomCode(shaderType: string, cameraFacing: boolean): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n const obj: any = {\n CUSTOM_VERTEX_DEFINITIONS: `\n attribute grl_widths: f32;\n attribute grl_offsets: vec3f;\n attribute grl_colorPointers: f32;\n varying grlCounters: f32;\n varying grlColorPointer: f32;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n attribute grl_previousAndSide : vec4f;\n attribute grl_nextAndCounters : vec4f;\n\n fn grlFix(i: vec4f, aspect: f32) -> vec2f {\n var res = i.xy / i.w;\n res.x *= aspect;\n return res;\n }\n #else\n attribute grl_slopes: f32;\n attribute grl_counters: f32;\n #endif\n\n\n `,\n CUSTOM_VERTEX_UPDATE_POSITION: `\n #ifdef GREASED_LINE_CAMERA_FACING\n var grlPositionOffset: vec3f = input.grl_offsets;\n positionUpdated += grlPositionOffset;\n #else\n positionUpdated = (positionUpdated + input.grl_offsets) + (input.grl_slopes * input.grl_widths);\n #endif\n `,\n CUSTOM_VERTEX_MAIN_END: `\n vertexOutputs.grlColorPointer = input.grl_colorPointers;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n\n let grlAspect: f32 = uniforms.grl_aspect_resolution_lineWidth.x;\n let grlBaseWidth: f32 = uniforms.grl_aspect_resolution_lineWidth.w;\n\n let grlPrevious: vec3f = input.grl_previousAndSide.xyz;\n let grlSide: f32 = input.grl_previousAndSide.w;\n\n let grlNext: vec3f = input.grl_nextAndCounters.xyz;\n vertexOutputs.grlCounters = input.grl_nextAndCounters.w;\n\n let grlMatrix: mat4x4f = uniforms.viewProjection * finalWorld;\n var grlFinalPosition: vec4f = grlMatrix * vec4f(positionUpdated, 1.0);\n let grlPrevPos: vec4f = grlMatrix * vec4f(grlPrevious + grlPositionOffset, 1.0);\n let grlNextPos: vec4f = grlMatrix * vec4f(grlNext + grlPositionOffset, 1.0);\n\n let grlCurrentP: vec2f = grlFix(grlFinalPosition, grlAspect);\n let grlPrevP: vec2f = grlFix(grlPrevPos, grlAspect);\n let grlNextP: vec2f = grlFix(grlNextPos, grlAspect);\n\n let grlWidth: f32 = grlBaseWidth * input.grl_widths;\n\n var grlDir: vec2f;\n if (all(grlNextP == grlCurrentP)) {\n grlDir = normalize(grlCurrentP - grlPrevP);\n } else if (all(grlPrevP == grlCurrentP)) {\n grlDir = normalize(grlNextP - grlCurrentP);\n } else {\n let grlDir1: vec2f = normalize(grlCurrentP - grlPrevP);\n let grlDir2: vec2f = normalize(grlNextP - grlCurrentP);\n grlDir = normalize(grlDir1 + grlDir2);\n }\n\n var grlNormal: vec4f = vec4f(-grlDir.y, grlDir.x, 0.0, 1.0);\n\n let grlHalfWidth: f32 = 0.5 * grlWidth;\n #if defined(GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM)\n grlNormal.x *= -grlHalfWidth;\n grlNormal.y *= -grlHalfWidth;\n #else\n grlNormal.x *= grlHalfWidth;\n grlNormal.y *= grlHalfWidth;\n #endif\n\n grlNormal *= uniforms.grl_projection;\n\n #if defined(GREASED_LINE_SIZE_ATTENUATION)\n grlNormal.x *= grlFinalPosition.w;\n grlNormal.y *= grlFinalPosition.w;\n\n let pr = vec4f(uniforms.grl_aspect_resolution_lineWidth.yz, 0.0, 1.0) * uniforms.grl_projection;\n grlNormal.x /= pr.x;\n grlNormal.y /= pr.y;\n #endif\n\n vertexOutputs.position = vec4f(grlFinalPosition.xy + grlNormal.xy * grlSide, grlFinalPosition.z, grlFinalPosition.w);\n vertexOutputs.vPositionW = vertexOutputs.position.xyz;\n \n #else\n vertexOutputs.grlCounters = input.grl_counters;\n #endif\n `,\n };\n\n cameraFacing && (obj[\"!vertexOutputs\\\\.position\\\\s=\\\\sscene\\\\.viewProjection\\\\s\\\\*\\\\sworldPos;\"] = \"//\"); // not needed for camera facing GRL\n return obj;\n }\n\n if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n #ifdef PBR\n #define grlFinalColor finalColor\n #else\n #define grlFinalColor color\n #endif\n\n varying grlCounters: f32;\n varying grlColorPointer: 32;\n\n var grl_colors: texture_2d<f32>;\n var grl_colorsSampler: sampler;\n `,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n let grlColorMode: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.x;\n let grlVisibility: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.y;\n let grlColorsWidth: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.z;\n let grlUseColors: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.w;\n\n let grlUseDash: f32 = uniforms.grl_dashOptions.x;\n let grlDashArray: f32 = uniforms.grl_dashOptions.y;\n let grlDashOffset: f32 = uniforms.grl_dashOptions.z;\n let grlDashRatio: f32 = uniforms.grl_dashOptions.w;\n\n grlFinalColor.a *= step(fragmentInputs.grlCounters, grlVisibility);\n if (grlFinalColor.a == 0.0) {\n discard;\n }\n\n if (grlUseDash == 1.0) {\n let dashPosition = (fragmentInputs.grlCounters + grlDashOffset) % grlDashArray;\n grlFinalColor.a *= ceil(dashPosition - (grlDashArray * grlDashRatio));\n\n if (grlFinalColor.a == 0.0) {\n discard;\n }\n }\n\n #ifdef GREASED_LINE_HAS_COLOR\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = vec4f(uniforms.grl_singleColor, grlFinalColor.a);\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += vec4f(uniforms.grl_singleColor, grlFinalColor.a);\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= vec4f(uniforms.grl_singleColor, grlFinalColor.a);\n }\n #else\n if (grlUseColors == 1.) {\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\n let grlColor: vec4f = textureSample(grl_colors, grl_colorsSampler, vec2f(fragmentInputs.grlCounters, 0.));\n #else\n let lookup: vec2f = vec2(fract(fragmentInputs.grlColorPointer / uniforms.grl_textureSize.x), 1.0 - floor(fragmentInputs.grlColorPointer / uniforms.grl_textureSize.x) / max(uniforms.grl_textureSize.y - 1.0, 1.0));\n let grlColor: vec4f = textureSample(grl_colors, grl_colorsSampler, lookup);\n #endif\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= grlColor;\n }\n }\n #endif\n\n\n `,\n };\n }\n\n return null;\n}\n"]}
@@ -25,6 +25,18 @@ const attributeInFragmentOnly = {
25
25
  const attributeAsUniform = {
26
26
  particle_texturemask: true,
27
27
  };
28
+ const attributeDefine = {
29
+ normal: "NORMAL",
30
+ tangent: "TANGENT",
31
+ uv: "UV1",
32
+ uv2: "UV2",
33
+ uv3: "UV3",
34
+ uv4: "UV4",
35
+ uv5: "UV5",
36
+ uv6: "UV6",
37
+ uv7: "UV7",
38
+ uv8: "UV8",
39
+ };
28
40
  /**
29
41
  * Block used to expose an input value
30
42
  */
@@ -530,13 +542,33 @@ export class InputBlock extends NodeMaterialBlock {
530
542
  }
531
543
  if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
532
544
  if (!alreadyDeclared) {
533
- state._attributeDeclaration += `attribute ${this.declarationVariableName}: ${state._getShaderType(this.type)};\n`;
545
+ const defineName = attributeDefine[this.name];
546
+ if (defineName) {
547
+ state._attributeDeclaration += `#ifdef ${defineName}\n`;
548
+ state._attributeDeclaration += `attribute ${this.declarationVariableName}: ${state._getShaderType(this.type)};\n`;
549
+ state._attributeDeclaration += `#else\n`;
550
+ state._attributeDeclaration += `let ${this.declarationVariableName}: ${state._getShaderType(this.type)} = ${state._getShaderType(this.type)}(0.);\n`;
551
+ state._attributeDeclaration += `#endif\n`;
552
+ }
553
+ else {
554
+ state._attributeDeclaration += `attribute ${this.declarationVariableName}: ${state._getShaderType(this.type)};\n`;
555
+ }
534
556
  }
535
557
  this._prefix = `vertexInputs.`;
536
558
  }
537
559
  else {
538
560
  if (!alreadyDeclared) {
539
- state._attributeDeclaration += `attribute ${state._getShaderType(this.type)} ${this.declarationVariableName};\n`;
561
+ const defineName = attributeDefine[this.name];
562
+ if (defineName) {
563
+ state._attributeDeclaration += `#ifdef ${defineName}\n`;
564
+ state._attributeDeclaration += `attribute ${state._getShaderType(this.type)} ${this.declarationVariableName};\n`;
565
+ state._attributeDeclaration += `#else\n`;
566
+ state._attributeDeclaration += `${state._getShaderType(this.type)} ${this.declarationVariableName} = ${state._getShaderType(this.type)}(0.);\n`;
567
+ state._attributeDeclaration += `#endif\n`;
568
+ }
569
+ else {
570
+ state._attributeDeclaration += `attribute ${state._getShaderType(this.type)} ${this.declarationVariableName};\n`;
571
+ }
540
572
  }
541
573
  }
542
574
  if (define && !alreadyDeclared) {