@babylonjs/core 7.42.0 → 7.44.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (317) hide show
  1. package/Actions/actionEvent.d.ts +4 -4
  2. package/Animations/animation.js +1 -1
  3. package/Animations/animation.js.map +1 -1
  4. package/Buffers/bufferUtils.d.ts +8 -1
  5. package/Buffers/bufferUtils.js +15 -0
  6. package/Buffers/bufferUtils.js.map +1 -1
  7. package/Culling/Helper/boundingInfoHelper.d.ts +2 -9
  8. package/Culling/Helper/boundingInfoHelper.js +2 -9
  9. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  10. package/Culling/Helper/computeShaderBoundingHelper.js +3 -4
  11. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  12. package/Culling/Helper/transformFeedbackBoundingHelper.js +27 -64
  13. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  14. package/Engines/Extensions/engine.multiRender.js +3 -2
  15. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  16. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -0
  17. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -0
  18. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  19. package/Engines/WebGPU/webgpuTextureManager.js +6 -1
  20. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  21. package/Engines/abstractEngine.js +2 -2
  22. package/Engines/abstractEngine.js.map +1 -1
  23. package/Engines/engine.d.ts +5 -2
  24. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  25. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.d.ts +64 -0
  26. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +147 -0
  27. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -0
  28. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +42 -0
  29. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +78 -0
  30. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -0
  31. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +3 -19
  32. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +3 -49
  33. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +3 -19
  35. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +3 -49
  36. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +3 -19
  38. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +3 -49
  39. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -17
  41. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +3 -45
  42. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.d.ts +2 -17
  44. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +3 -44
  45. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +3 -19
  47. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +3 -49
  48. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +47 -0
  50. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +65 -0
  51. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -0
  52. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +0 -15
  53. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  54. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.d.ts +4 -0
  55. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +9 -0
  56. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  57. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +1 -6
  58. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +0 -13
  59. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  60. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +0 -1
  61. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  62. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  63. package/FrameGraph/Node/Blocks/index.js +2 -0
  64. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  65. package/FrameGraph/Node/nodeRenderGraphBlock.js +17 -0
  66. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  67. package/FrameGraph/Passes/renderPass.d.ts +0 -8
  68. package/FrameGraph/Passes/renderPass.js +0 -10
  69. package/FrameGraph/Passes/renderPass.js.map +1 -1
  70. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +57 -0
  71. package/FrameGraph/Tasks/Layers/glowLayerTask.js +173 -0
  72. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -0
  73. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +1 -1
  74. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  75. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +7 -0
  76. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  77. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +1 -1
  78. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  79. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  80. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  81. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +5 -5
  82. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  83. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +12 -4
  84. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  85. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +29 -0
  86. package/FrameGraph/Tasks/PostProcesses/passTask.js +31 -0
  87. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -0
  88. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -1
  89. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  90. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +0 -8
  91. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +1 -17
  92. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -0
  94. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  95. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -6
  96. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +20 -22
  97. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  98. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +7 -1
  99. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +21 -5
  100. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  101. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +4 -6
  102. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  103. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +1 -1
  104. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  105. package/FrameGraph/frameGraph.js +22 -11
  106. package/FrameGraph/frameGraph.js.map +1 -1
  107. package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
  108. package/FrameGraph/frameGraphRenderContext.js +2 -1
  109. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  110. package/FrameGraph/frameGraphTask.d.ts +11 -1
  111. package/FrameGraph/frameGraphTask.js +8 -0
  112. package/FrameGraph/frameGraphTask.js.map +1 -1
  113. package/FrameGraph/frameGraphTextureManager.d.ts +9 -3
  114. package/FrameGraph/frameGraphTextureManager.js +10 -4
  115. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  116. package/FrameGraph/index.d.ts +2 -0
  117. package/FrameGraph/index.js +2 -0
  118. package/FrameGraph/index.js.map +1 -1
  119. package/Gizmos/planeRotationGizmo.js +10 -0
  120. package/Gizmos/planeRotationGizmo.js.map +1 -1
  121. package/Inputs/scene.inputManager.js +2 -2
  122. package/Inputs/scene.inputManager.js.map +1 -1
  123. package/Layers/effectLayer.d.ts +32 -33
  124. package/Layers/effectLayer.js +144 -530
  125. package/Layers/effectLayer.js.map +1 -1
  126. package/Layers/glowLayer.d.ts +14 -41
  127. package/Layers/glowLayer.js +92 -178
  128. package/Layers/glowLayer.js.map +1 -1
  129. package/Layers/highlightLayer.d.ts +0 -1
  130. package/Layers/highlightLayer.js +0 -1
  131. package/Layers/highlightLayer.js.map +1 -1
  132. package/Layers/index.d.ts +2 -0
  133. package/Layers/index.js +2 -0
  134. package/Layers/index.js.map +1 -1
  135. package/Layers/thinEffectLayer.d.ts +230 -0
  136. package/Layers/thinEffectLayer.js +734 -0
  137. package/Layers/thinEffectLayer.js.map +1 -0
  138. package/Layers/thinGlowLayer.d.ts +141 -0
  139. package/Layers/thinGlowLayer.js +292 -0
  140. package/Layers/thinGlowLayer.js.map +1 -0
  141. package/Lights/Shadows/shadowGenerator.js +40 -19
  142. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  143. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +6 -2
  144. package/Materials/GreasedLine/greasedLinePluginMaterial.js +8 -2
  145. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  146. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +17 -11
  147. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  148. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +29 -15
  149. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  150. package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +1 -0
  151. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +1 -0
  152. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  153. package/Materials/Node/Blocks/Input/inputBlock.js +34 -2
  154. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -3
  156. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +3 -3
  158. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +34 -24
  160. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  161. package/Materials/Node/nodeMaterial.d.ts +14 -2
  162. package/Materials/Node/nodeMaterial.js +19 -5
  163. package/Materials/Node/nodeMaterial.js.map +1 -1
  164. package/Materials/PBR/pbrBaseMaterial.d.ts +5 -0
  165. package/Materials/PBR/pbrBaseMaterial.js +6 -0
  166. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  167. package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
  168. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  169. package/Materials/Textures/Filtering/hdrIrradianceFiltering.d.ts +69 -0
  170. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +187 -0
  171. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -0
  172. package/Materials/Textures/hdrCubeTexture.d.ts +5 -1
  173. package/Materials/Textures/hdrCubeTexture.js +29 -3
  174. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  175. package/Materials/Textures/index.d.ts +4 -0
  176. package/Materials/Textures/index.js +4 -0
  177. package/Materials/Textures/index.js.map +1 -1
  178. package/Materials/Textures/renderTargetTexture.d.ts +12 -0
  179. package/Materials/Textures/renderTargetTexture.js +29 -8
  180. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  181. package/Materials/materialHelper.functions.d.ts +17 -1
  182. package/Materials/materialHelper.functions.js +76 -4
  183. package/Materials/materialHelper.functions.js.map +1 -1
  184. package/Materials/shaderMaterial.d.ts +5 -4
  185. package/Materials/shaderMaterial.js +28 -51
  186. package/Materials/shaderMaterial.js.map +1 -1
  187. package/Materials/standardMaterial.d.ts +6 -2
  188. package/Materials/standardMaterial.js +5 -2
  189. package/Materials/standardMaterial.js.map +1 -1
  190. package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
  191. package/Meshes/Builders/planeBuilder.js +2 -2
  192. package/Meshes/Builders/planeBuilder.js.map +1 -1
  193. package/Meshes/Compression/dracoCodec.d.ts +4 -4
  194. package/Meshes/Compression/dracoCodec.js.map +1 -1
  195. package/Meshes/Compression/dracoCompression.d.ts +1 -1
  196. package/Meshes/Compression/dracoCompression.js.map +1 -1
  197. package/Meshes/Compression/dracoCompressionWorker.d.ts +16 -30
  198. package/Meshes/Compression/dracoCompressionWorker.js +128 -22
  199. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  200. package/Meshes/Compression/dracoDecoder.d.ts +4 -9
  201. package/Meshes/Compression/dracoDecoder.js +5 -5
  202. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  203. package/Meshes/Compression/dracoDecoder.types.d.ts +52 -0
  204. package/Meshes/Compression/dracoDecoder.types.js +2 -0
  205. package/Meshes/Compression/dracoDecoder.types.js.map +1 -0
  206. package/Meshes/Compression/dracoEncoder.d.ts +91 -0
  207. package/Meshes/Compression/dracoEncoder.js +239 -0
  208. package/Meshes/Compression/dracoEncoder.js.map +1 -0
  209. package/Meshes/Compression/dracoEncoder.types.d.ts +82 -0
  210. package/Meshes/Compression/dracoEncoder.types.js +2 -0
  211. package/Meshes/Compression/dracoEncoder.types.js.map +1 -0
  212. package/Meshes/Compression/index.d.ts +1 -0
  213. package/Meshes/Compression/index.js +1 -0
  214. package/Meshes/Compression/index.js.map +1 -1
  215. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +92 -2
  216. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +308 -32
  217. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  218. package/Meshes/GreasedLine/greasedLineBaseMesh.js +4 -1
  219. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  220. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  221. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  222. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -1
  223. package/Meshes/abstractMesh.d.ts +1 -2
  224. package/Meshes/abstractMesh.js +1 -2
  225. package/Meshes/abstractMesh.js.map +1 -1
  226. package/Meshes/linesMesh.js +2 -2
  227. package/Meshes/linesMesh.js.map +1 -1
  228. package/Meshes/mesh.d.ts +32 -5
  229. package/Meshes/mesh.js +56 -29
  230. package/Meshes/mesh.js.map +1 -1
  231. package/Meshes/subMesh.js +16 -3
  232. package/Meshes/subMesh.js.map +1 -1
  233. package/Meshes/transformNode.js +2 -0
  234. package/Meshes/transformNode.js.map +1 -1
  235. package/Misc/decorators.serialization.js +2 -0
  236. package/Misc/decorators.serialization.js.map +1 -1
  237. package/Misc/fileTools.js +14 -7
  238. package/Misc/fileTools.js.map +1 -1
  239. package/Misc/greasedLineTools.d.ts +1 -1
  240. package/Misc/logger.d.ts +2 -1
  241. package/Misc/logger.js +2 -1
  242. package/Misc/logger.js.map +1 -1
  243. package/Morph/morphTargetManager.d.ts +21 -0
  244. package/Morph/morphTargetManager.js +37 -2
  245. package/Morph/morphTargetManager.js.map +1 -1
  246. package/Particles/pointsCloudSystem.d.ts +3 -3
  247. package/Physics/v2/Plugins/havokPlugin.d.ts +2 -2
  248. package/PostProcesses/index.d.ts +1 -0
  249. package/PostProcesses/index.js +1 -0
  250. package/PostProcesses/index.js.map +1 -1
  251. package/PostProcesses/passPostProcess.d.ts +2 -3
  252. package/PostProcesses/passPostProcess.js +36 -48
  253. package/PostProcesses/passPostProcess.js.map +1 -1
  254. package/PostProcesses/thinPassPostProcess.d.ts +48 -0
  255. package/PostProcesses/thinPassPostProcess.js +113 -0
  256. package/PostProcesses/thinPassPostProcess.js.map +1 -0
  257. package/PostProcesses/volumetricLightScatteringPostProcess.js +15 -16
  258. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  259. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +1 -1
  260. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  261. package/Rendering/depthRenderer.js +13 -15
  262. package/Rendering/depthRenderer.js.map +1 -1
  263. package/Rendering/geometryBufferRenderer.js +13 -15
  264. package/Rendering/geometryBufferRenderer.js.map +1 -1
  265. package/Rendering/iblCdfGenerator.d.ts +13 -5
  266. package/Rendering/iblCdfGenerator.js +67 -10
  267. package/Rendering/iblCdfGenerator.js.map +1 -1
  268. package/Rendering/objectRenderer.d.ts +9 -2
  269. package/Rendering/objectRenderer.js +44 -7
  270. package/Rendering/objectRenderer.js.map +1 -1
  271. package/Rendering/outlineRenderer.js +13 -15
  272. package/Rendering/outlineRenderer.js.map +1 -1
  273. package/Shaders/ShadersInclude/gaussianSplatting.js +6 -6
  274. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  275. package/Shaders/ShadersInclude/morphTargetsVertex.js +16 -4
  276. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  277. package/Shaders/ShadersInclude/pbrBlockReflection.js +13 -8
  278. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  279. package/Shaders/gaussianSplatting.vertex.js +2 -1
  280. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  281. package/Shaders/hdrIrradianceFiltering.fragment.d.ts +9 -0
  282. package/Shaders/hdrIrradianceFiltering.fragment.js +25 -0
  283. package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -0
  284. package/Shaders/hdrIrradianceFiltering.vertex.d.ts +5 -0
  285. package/Shaders/hdrIrradianceFiltering.vertex.js +15 -0
  286. package/Shaders/hdrIrradianceFiltering.vertex.js.map +1 -0
  287. package/Shaders/pbr.fragment.js +1 -3
  288. package/Shaders/pbr.fragment.js.map +1 -1
  289. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +17 -5
  290. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  291. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +13 -8
  292. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  293. package/ShadersWGSL/greasedLine.fragment.js +9 -3
  294. package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
  295. package/ShadersWGSL/greasedLine.vertex.js +12 -2
  296. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  297. package/ShadersWGSL/hdrIrradianceFiltering.fragment.d.ts +9 -0
  298. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +26 -0
  299. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -0
  300. package/ShadersWGSL/hdrIrradianceFiltering.vertex.d.ts +5 -0
  301. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +16 -0
  302. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -0
  303. package/ShadersWGSL/outline.fragment.js +1 -1
  304. package/ShadersWGSL/outline.fragment.js.map +1 -1
  305. package/ShadersWGSL/passCube.fragment.js +1 -1
  306. package/ShadersWGSL/passCube.fragment.js.map +1 -1
  307. package/ShadersWGSL/pbr.fragment.js +1 -3
  308. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  309. package/XR/features/WebXRDepthSensing.d.ts +24 -2
  310. package/XR/features/WebXRDepthSensing.js +320 -26
  311. package/XR/features/WebXRDepthSensing.js.map +1 -1
  312. package/assetContainer.d.ts +43 -0
  313. package/assetContainer.js +67 -0
  314. package/assetContainer.js.map +1 -1
  315. package/package.json +1 -1
  316. package/scene.js +19 -8
  317. package/scene.js.map +1 -1
@@ -5,7 +5,7 @@ import { Scene } from "../scene.js";
5
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  import { SceneComponentConstants } from "../sceneComponent.js";
6
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  import { DrawWrapper } from "../Materials/drawWrapper.js";
7
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  import { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from "../Materials/clipPlaneMaterialHelper.js";
8
- import { BindBonesParameters, BindMorphTargetParameters, PrepareAttributesForMorphTargetsInfluencers, PushAttributesForInstances } from "../Materials/materialHelper.functions.js";
8
+ import { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from "../Materials/materialHelper.functions.js";
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  import { EffectFallbacks } from "../Materials/effectFallbacks.js";
10
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  /**
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  * Gets the outline renderer associated with the scene
@@ -195,16 +195,20 @@ export class OutlineRenderer {
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  return false;
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  }
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  const scene = mesh.getScene();
198
+ let uv1 = false;
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+ let uv2 = false;
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  // Alpha test
199
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  if (material.needAlphaTesting()) {
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  defines.push("#define ALPHATEST");
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  if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
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  attribs.push(VertexBuffer.UVKind);
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  defines.push("#define UV1");
206
+ uv1 = true;
204
207
  }
205
208
  if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
206
209
  attribs.push(VertexBuffer.UV2Kind);
207
210
  defines.push("#define UV2");
211
+ uv2 = true;
208
212
  }
209
213
  }
210
214
  //Logarithmic depth
@@ -238,20 +242,14 @@ export class OutlineRenderer {
238
242
  defines.push("#define NUM_BONE_INFLUENCERS 0");
239
243
  }
240
244
  // Morph targets
241
- const morphTargetManager = mesh.morphTargetManager;
242
- let numMorphInfluencers = 0;
243
- if (morphTargetManager) {
244
- numMorphInfluencers = morphTargetManager.numMaxInfluencers || morphTargetManager.numInfluencers;
245
- if (numMorphInfluencers > 0) {
246
- defines.push("#define MORPHTARGETS");
247
- defines.push("#define MORPHTARGETS_POSITION");
248
- defines.push("#define NUM_MORPH_INFLUENCERS " + numMorphInfluencers);
249
- if (morphTargetManager.isUsingTextureForTargets) {
250
- defines.push("#define MORPHTARGETS_TEXTURE");
251
- }
252
- PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);
253
- }
254
- }
245
+ const numMorphInfluencers = mesh.morphTargetManager
246
+ ? PrepareDefinesAndAttributesForMorphTargets(mesh.morphTargetManager, defines, attribs, mesh, true, // usePositionMorph
247
+ true, // useNormalMorph
248
+ false, // useTangentMorph
249
+ uv1, // useUVMorph
250
+ uv2 // useUV2Morph
251
+ )
252
+ : 0;
255
253
  // Instances
256
254
  if (useInstances) {
257
255
  defines.push("#define INSTANCES");
@@ -1 +1 @@
1
- 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{ VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareAttributesForMorphTargetsInfluencers, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _outlineRenderer: OutlineRenderer;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n getOutlineRenderer(): OutlineRenderer;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\nScene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _renderOutline: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the outline must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#3\r\n */\r\n renderOutline: boolean;\r\n\r\n /** @internal (Backing field) */\r\n _renderOverlay: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the overlay must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#2\r\n */\r\n renderOverlay: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n private _engine: AbstractEngine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /** Shader language used by the Outline renderer. */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in the Outline renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n for (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\"color\", useOverlay ? renderingMesh.overlayColor : renderingMesh.outlineColor, useOverlay ? renderingMesh.overlayAlpha : material.alpha);\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, material, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n effect.setMatrix(\"world\", world);\r\n });\r\n\r\n engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n // Clip planes\r\n prepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n const skeleton = mesh.skeleton;\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n numMorphInfluencers = morphTargetManager.numMaxInfluencers || morphTargetManager.numInfluencers;\r\n if (numMorphInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define MORPHTARGETS_POSITION\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n\r\n PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureWidth\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this.scene.getEngine().createEffect(\r\n \"outline\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/outline.fragment\"), import(\"../ShadersWGSL/outline.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/outline.fragment\"), import(\"../Shaders/outline.vertex\")]);\r\n }\r\n },\r\n },\r\n this.scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Overlay\r\n if (mesh.renderOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3]);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.alphaBlend = alphaBlendState;\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n"]}
1
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{ VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _outlineRenderer: OutlineRenderer;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n getOutlineRenderer(): OutlineRenderer;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\nScene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _renderOutline: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the outline must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#3\r\n */\r\n renderOutline: boolean;\r\n\r\n /** @internal (Backing field) */\r\n _renderOverlay: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the overlay must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#2\r\n */\r\n renderOverlay: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n private _engine: AbstractEngine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /** Shader language used by the Outline renderer. */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in the Outline renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n for (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\"color\", useOverlay ? renderingMesh.overlayColor : renderingMesh.outlineColor, useOverlay ? renderingMesh.overlayAlpha : material.alpha);\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, material, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n effect.setMatrix(\"world\", world);\r\n });\r\n\r\n engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n // Clip planes\r\n prepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n const skeleton = mesh.skeleton;\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n true, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2 // useUV2Morph\r\n )\r\n : 0;\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureWidth\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this.scene.getEngine().createEffect(\r\n \"outline\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/outline.fragment\"), import(\"../ShadersWGSL/outline.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/outline.fragment\"), import(\"../Shaders/outline.vertex\")]);\r\n }\r\n },\r\n },\r\n this.scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Overlay\r\n if (mesh.renderOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3]);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.alphaBlend = alphaBlendState;\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n"]}
@@ -41,18 +41,18 @@ float x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-
41
41
  float xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=
42
42
  SH_C2[0]*xy*sh[4] +
43
43
  SH_C2[1]*yz*sh[5] +
44
- SH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +
44
+ SH_C2[2]*(2.0*zz-xx-yy)*sh[6] +
45
45
  SH_C2[3]*xz*sh[7] +
46
46
  SH_C2[4]*(xx-yy)*sh[8];
47
47
  #if SH_DEGREE>2
48
48
  result+=
49
- SH_C3[0]*y*(3.0f*xx-yy)*sh[9] +
49
+ SH_C3[0]*y*(3.0*xx-yy)*sh[9] +
50
50
  SH_C3[1]*xy*z*sh[10] +
51
- SH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +
52
- SH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +
53
- SH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +
51
+ SH_C3[2]*y*(4.0*zz-xx-yy)*sh[11] +
52
+ SH_C3[3]*z*(2.0*zz-3.0*xx-3.0*yy)*sh[12] +
53
+ SH_C3[4]*x*(4.0*zz-xx-yy)*sh[13] +
54
54
  SH_C3[5]*z*(xx-yy)*sh[14] +
55
- SH_C3[6]*x*(xx-3.0f*yy)*sh[15];
55
+ SH_C3[6]*x*(xx-3.0*yy)*sh[15];
56
56
  #endif
57
57
  #endif
58
58
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8DA8F+C,CAAC;AAC/D,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `#if !defined(WEBGL2) && !defined(WEBGPU) && !defined(NATIVE)\nmat3 transpose(mat3 matrix) {return mat3(matrix[0][0],matrix[1][0],matrix[2][0],\nmatrix[0][1],matrix[1][1],matrix[2][1],\nmatrix[0][2],matrix[1][2],matrix[2][2]);}\n#endif\nvec2 getDataUV(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return vec2((x+0.5)/textureSize.x,(y+0.5)/textureSize.y);}\n#if SH_DEGREE>0\nivec2 getDataUVint(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return ivec2(uint(x+0.5),uint(y+0.5));}\n#endif\nstruct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;\n#if SH_DEGREE>0\nuvec4 sh0; \n#endif\n#if SH_DEGREE>1\nuvec4 sh1;\n#endif\n#if SH_DEGREE>2\nuvec4 sh2;\n#endif\n};Splat readSplat(float splatIndex)\n{Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);splat.color=texture2D(colorsTexture,splatUV);splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;\n#if SH_DEGREE>0\nivec2 splatUVint=getDataUVint(splatIndex,dataTextureSize);splat.sh0=texelFetch(shTexture0,splatUVint,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=texelFetch(shTexture1,splatUVint,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=texelFetch(shTexture2,splatUVint,0);\n#endif\nreturn splat;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nvec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[16])\n{const float SH_C0=0.28209479;const float SH_C1=0.48860251;float SH_C2[5];SH_C2[0]=1.092548430;SH_C2[1]=-1.09254843;SH_C2[2]=0.315391565;SH_C2[3]=-1.09254843;SH_C2[4]=0.546274215;float SH_C3[7];SH_C3[0]=-0.59004358;SH_C3[1]=2.890611442;SH_C3[2]=-0.45704579;SH_C3[3]=0.373176332;SH_C3[4]=-0.45704579;SH_C3[5]=1.445305721;SH_C3[6]=-0.59004358;vec3 result=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nfloat x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];\n#if SH_DEGREE>1\nfloat xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult+=\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15];\n#endif\n#endif\n#endif\nreturn result;}\nvec4 decompose(uint value)\n{vec4 components=vec4(\nfloat((value ) & 255u),\nfloat((value>>uint( 8)) & 255u),\nfloat((value>>uint(16)) & 255u),\nfloat((value>>uint(24)) & 255u));return components*vec4(2./255.)-vec4(1.);}\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{vec3 sh[16];sh[0]=color;\n#if SH_DEGREE>0\nvec4 sh00=decompose(splat.sh0.x);vec4 sh01=decompose(splat.sh0.y);vec4 sh02=decompose(splat.sh0.z);sh[1]=vec3(sh00.x,sh00.y,sh00.z);sh[2]=vec3(sh00.w,sh01.x,sh01.y);sh[3]=vec3(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nvec4 sh03=decompose(splat.sh0.w);vec4 sh04=decompose(splat.sh1.x);vec4 sh05=decompose(splat.sh1.y);sh[4]=vec3(sh02.y,sh02.z,sh02.w);sh[5]=vec3(sh03.x,sh03.y,sh03.z);sh[6]=vec3(sh03.w,sh04.x,sh04.y);sh[7]=vec3(sh04.z,sh04.w,sh05.x);sh[8]=vec3(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nvec4 sh06=decompose(splat.sh1.z);vec4 sh07=decompose(splat.sh1.w);vec4 sh08=decompose(splat.sh2.x);vec4 sh09=decompose(splat.sh2.y);vec4 sh10=decompose(splat.sh2.z);vec4 sh11=decompose(splat.sh2.w);sh[9]=vec3(sh06.x,sh06.y,sh06.z);sh[10]=vec3(sh06.w,sh07.x,sh07.y);sh[11]=vec3(sh07.z,sh07.w,sh08.x);sh[12]=vec3(sh08.y,sh08.z,sh08.w);sh[13]=vec3(sh09.x,sh09.y,sh09.z);sh[14]=vec3(sh09.w,sh10.x,sh10.y);sh[15]=vec3(sh10.z,sh10.w,sh11.x); \n#endif\nreturn computeColorFromSHDegree(dir,sh);}\n#else\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{return color;}\n#endif\nvec4 gaussianSplatting(vec2 meshPos,vec3 worldPos,vec2 scale,vec3 covA,vec3 covB,mat4 worldMatrix,mat4 viewMatrix,mat4 projectionMatrix)\n{mat4 modelView=viewMatrix*worldMatrix;vec4 camspace=viewMatrix*vec4(worldPos,1.);vec4 pos2d=projectionMatrix*camspace;float bounds=1.2*pos2d.w;if (pos2d.z<-pos2d.w || pos2d.x<-bounds || pos2d.x>bounds\n|| pos2d.y<-bounds || pos2d.y>bounds) {return vec4(0.0,0.0,2.0,1.0);}\nmat3 Vrk=mat3(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);mat3 J=mat3(\nfocal.x/camspace.z,0.,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.,0.,0.\n);mat3 invy=mat3(1,0,0,0,-1,0,0,0,1);mat3 T=invy*transpose(mat3(modelView))*J;mat3 cov2d=transpose(T)*Vrk*T;float mid=(cov2d[0][0]+cov2d[1][1])/2.0;float radius=length(vec2((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));float lambda1=mid+radius,lambda2=mid-radius;if (lambda2<0.0)\n{return vec4(0.0,0.0,2.0,1.0);}\nvec2 diagonalVector=normalize(vec2(cov2d[0][1],lambda1-cov2d[0][0]));vec2 majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;vec2 minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2(diagonalVector.y,-diagonalVector.x);vec2 vCenter=vec2(pos2d);return vec4(\nvCenter \n+ ((meshPos.x*majorAxis\n+ meshPos.y*minorAxis)*invViewport*pos2d.w)*scale,pos2d.zw);}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplatting = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8DA8F+C,CAAC;AAC/D,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `#if !defined(WEBGL2) && !defined(WEBGPU) && !defined(NATIVE)\nmat3 transpose(mat3 matrix) {return mat3(matrix[0][0],matrix[1][0],matrix[2][0],\nmatrix[0][1],matrix[1][1],matrix[2][1],\nmatrix[0][2],matrix[1][2],matrix[2][2]);}\n#endif\nvec2 getDataUV(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return vec2((x+0.5)/textureSize.x,(y+0.5)/textureSize.y);}\n#if SH_DEGREE>0\nivec2 getDataUVint(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return ivec2(uint(x+0.5),uint(y+0.5));}\n#endif\nstruct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;\n#if SH_DEGREE>0\nuvec4 sh0; \n#endif\n#if SH_DEGREE>1\nuvec4 sh1;\n#endif\n#if SH_DEGREE>2\nuvec4 sh2;\n#endif\n};Splat readSplat(float splatIndex)\n{Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);splat.color=texture2D(colorsTexture,splatUV);splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;\n#if SH_DEGREE>0\nivec2 splatUVint=getDataUVint(splatIndex,dataTextureSize);splat.sh0=texelFetch(shTexture0,splatUVint,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=texelFetch(shTexture1,splatUVint,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=texelFetch(shTexture2,splatUVint,0);\n#endif\nreturn splat;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nvec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[16])\n{const float SH_C0=0.28209479;const float SH_C1=0.48860251;float SH_C2[5];SH_C2[0]=1.092548430;SH_C2[1]=-1.09254843;SH_C2[2]=0.315391565;SH_C2[3]=-1.09254843;SH_C2[4]=0.546274215;float SH_C3[7];SH_C3[0]=-0.59004358;SH_C3[1]=2.890611442;SH_C3[2]=-0.45704579;SH_C3[3]=0.373176332;SH_C3[4]=-0.45704579;SH_C3[5]=1.445305721;SH_C3[6]=-0.59004358;vec3 result=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nfloat x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];\n#if SH_DEGREE>1\nfloat xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult+=\nSH_C3[0]*y*(3.0*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0*zz-3.0*xx-3.0*yy)*sh[12] +\nSH_C3[4]*x*(4.0*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0*yy)*sh[15];\n#endif\n#endif\n#endif\nreturn result;}\nvec4 decompose(uint value)\n{vec4 components=vec4(\nfloat((value ) & 255u),\nfloat((value>>uint( 8)) & 255u),\nfloat((value>>uint(16)) & 255u),\nfloat((value>>uint(24)) & 255u));return components*vec4(2./255.)-vec4(1.);}\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{vec3 sh[16];sh[0]=color;\n#if SH_DEGREE>0\nvec4 sh00=decompose(splat.sh0.x);vec4 sh01=decompose(splat.sh0.y);vec4 sh02=decompose(splat.sh0.z);sh[1]=vec3(sh00.x,sh00.y,sh00.z);sh[2]=vec3(sh00.w,sh01.x,sh01.y);sh[3]=vec3(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nvec4 sh03=decompose(splat.sh0.w);vec4 sh04=decompose(splat.sh1.x);vec4 sh05=decompose(splat.sh1.y);sh[4]=vec3(sh02.y,sh02.z,sh02.w);sh[5]=vec3(sh03.x,sh03.y,sh03.z);sh[6]=vec3(sh03.w,sh04.x,sh04.y);sh[7]=vec3(sh04.z,sh04.w,sh05.x);sh[8]=vec3(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nvec4 sh06=decompose(splat.sh1.z);vec4 sh07=decompose(splat.sh1.w);vec4 sh08=decompose(splat.sh2.x);vec4 sh09=decompose(splat.sh2.y);vec4 sh10=decompose(splat.sh2.z);vec4 sh11=decompose(splat.sh2.w);sh[9]=vec3(sh06.x,sh06.y,sh06.z);sh[10]=vec3(sh06.w,sh07.x,sh07.y);sh[11]=vec3(sh07.z,sh07.w,sh08.x);sh[12]=vec3(sh08.y,sh08.z,sh08.w);sh[13]=vec3(sh09.x,sh09.y,sh09.z);sh[14]=vec3(sh09.w,sh10.x,sh10.y);sh[15]=vec3(sh10.z,sh10.w,sh11.x); \n#endif\nreturn computeColorFromSHDegree(dir,sh);}\n#else\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{return color;}\n#endif\nvec4 gaussianSplatting(vec2 meshPos,vec3 worldPos,vec2 scale,vec3 covA,vec3 covB,mat4 worldMatrix,mat4 viewMatrix,mat4 projectionMatrix)\n{mat4 modelView=viewMatrix*worldMatrix;vec4 camspace=viewMatrix*vec4(worldPos,1.);vec4 pos2d=projectionMatrix*camspace;float bounds=1.2*pos2d.w;if (pos2d.z<-pos2d.w || pos2d.x<-bounds || pos2d.x>bounds\n|| pos2d.y<-bounds || pos2d.y>bounds) {return vec4(0.0,0.0,2.0,1.0);}\nmat3 Vrk=mat3(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);mat3 J=mat3(\nfocal.x/camspace.z,0.,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.,0.,0.\n);mat3 invy=mat3(1,0,0,0,-1,0,0,0,1);mat3 T=invy*transpose(mat3(modelView))*J;mat3 cov2d=transpose(T)*Vrk*T;float mid=(cov2d[0][0]+cov2d[1][1])/2.0;float radius=length(vec2((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));float lambda1=mid+radius,lambda2=mid-radius;if (lambda2<0.0)\n{return vec4(0.0,0.0,2.0,1.0);}\nvec2 diagonalVector=normalize(vec2(cov2d[0][1],lambda1-cov2d[0][0]));vec2 majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;vec2 minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2(diagonalVector.y,-diagonalVector.x);vec2 vCenter=vec2(pos2d);return vec4(\nvCenter \n+ ((meshPos.x*majorAxis\n+ meshPos.y*minorAxis)*invViewport*pos2d.w)*scale,pos2d.zw);}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplatting = { name, shader };\n"]}
@@ -6,16 +6,28 @@ const shader = `#ifdef MORPHTARGETS
6
6
  #if {X}==0
7
7
  for (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (i>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;
8
8
  #ifdef MORPHTARGETS_POSITION
9
- positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];vertexID+=1.0;
9
+ positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];
10
+ #endif
11
+ #ifdef MORPHTARGETTEXTURE_HASPOSITIONS
12
+ vertexID+=1.0;
10
13
  #endif
11
14
  #ifdef MORPHTARGETS_NORMAL
12
- normalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];vertexID+=1.0;
15
+ normalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];
16
+ #endif
17
+ #ifdef MORPHTARGETTEXTURE_HASNORMALS
18
+ vertexID+=1.0;
13
19
  #endif
14
20
  #ifdef MORPHTARGETS_UV
15
- uvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];vertexID+=1.0;
21
+ uvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];
22
+ #endif
23
+ #ifdef MORPHTARGETTEXTURE_HASUVS
24
+ vertexID+=1.0;
16
25
  #endif
17
26
  #ifdef MORPHTARGETS_TANGENT
18
- tangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];vertexID+=1.0;
27
+ tangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];
28
+ #endif
29
+ #ifdef MORPHTARGETTEXTURE_HASTANGENTS
30
+ vertexID+=1.0;
19
31
  #endif
20
32
  #ifdef MORPHTARGETS_UV2
21
33
  uv2Updated+=(readVector3FromRawSampler(i,vertexID).xy-uv2)*morphTargetInfluences[i];
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetsVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/morphTargetsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (i>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;\n#ifdef MORPHTARGETS_POSITION\npositionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_UV2\nuv2Updated+=(readVector3FromRawSampler(i,vertexID).xy-uv2)*morphTargetInfluences[i];\n#endif\n}\n#endif\n#else\n#ifdef MORPHTARGETS_POSITION\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV2\nuv2Updated+=(uv2_{X}-uv2)*morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"morphTargetsVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/morphTargetsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (i>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;\n#ifdef MORPHTARGETS_POSITION\npositionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];\n#endif\n#ifdef MORPHTARGETTEXTURE_HASPOSITIONS\nvertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];\n#endif\n#ifdef MORPHTARGETTEXTURE_HASNORMALS\nvertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];\n#endif\n#ifdef MORPHTARGETTEXTURE_HASUVS\nvertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];\n#endif\n#ifdef MORPHTARGETTEXTURE_HASTANGENTS\nvertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_UV2\nuv2Updated+=(readVector3FromRawSampler(i,vertexID).xy-uv2)*morphTargetInfluences[i];\n#endif\n}\n#endif\n#else\n#ifdef MORPHTARGETS_POSITION\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV2\nuv2Updated+=(uv2_{X}-uv2)*morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertex = { name, shader };\n"]}
@@ -147,11 +147,9 @@ in vec3 vPositionW
147
147
  #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
148
148
  ,in vec3 vEnvironmentIrradiance
149
149
  #endif
150
- #ifdef USESPHERICALFROMREFLECTIONMAP
151
- #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)
150
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
152
151
  ,in mat4 reflectionMatrix
153
152
  #endif
154
- #endif
155
153
  #ifdef USEIRRADIANCEMAP
156
154
  #ifdef REFLECTIONMAP_3D
157
155
  ,in samplerCube irradianceSampler
@@ -215,10 +213,7 @@ vReflectionFilteringInfo,
215
213
  #endif
216
214
  environmentRadiance
217
215
  );vec3 environmentIrradiance=vec3(0.,0.,0.);
218
- #ifdef USESPHERICALFROMREFLECTIONMAP
219
- #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
220
- environmentIrradiance=vEnvironmentIrradiance;
221
- #else
216
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
222
217
  #ifdef ANISOTROPIC
223
218
  vec3 irradianceVector=vec3(reflectionMatrix*vec4(anisotropicOut.anisotropicNormal,0)).xyz;
224
219
  #else
@@ -230,6 +225,11 @@ irradianceVector.z*=-1.0;
230
225
  #ifdef INVERTCUBICMAP
231
226
  irradianceVector.y*=-1.0;
232
227
  #endif
228
+ #endif
229
+ #ifdef USESPHERICALFROMREFLECTIONMAP
230
+ #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
231
+ environmentIrradiance=vEnvironmentIrradiance;
232
+ #else
233
233
  #if defined(REALTIME_FILTERING)
234
234
  environmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo
235
235
  #ifdef IBL_CDF_FILTERING
@@ -244,7 +244,12 @@ outParams.irradianceVector=irradianceVector;
244
244
  #endif
245
245
  #endif
246
246
  #elif defined(USEIRRADIANCEMAP)
247
- vec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);environmentIrradiance=environmentIrradiance4.rgb;
247
+ #ifdef REFLECTIONMAP_3D
248
+ vec4 environmentIrradiance4=sampleReflection(irradianceSampler,irradianceVector);
249
+ #else
250
+ vec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);
251
+ #endif
252
+ environmentIrradiance=environmentIrradiance4.rgb;
248
253
  #ifdef RGBDREFLECTION
249
254
  environmentIrradiance.rgb=fromRGBD(environmentIrradiance4);
250
255
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflection.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Pd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{vec4 environmentRadiance;vec3 environmentIrradiance;\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords;\n#else\nvec2 reflectionCoords;\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nvec3 irradianceVector;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nvoid createReflectionCoords(\nin vec3 vPositionW,\nin vec3 normalW,\n#ifdef ANISOTROPIC\nin anisotropicOutParams anisotropicOut,\n#endif\n#ifdef REFLECTIONMAP_3D\nout vec3 reflectionCoords\n#else\nout vec2 reflectionCoords\n#endif\n)\n{\n#ifdef ANISOTROPIC\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n}\n#define pbr_inline\n#define inline\nvoid sampleReflectionTexture(\nin float alphaG,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nin float NdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nin float roughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\nconst vec3 reflectionCoords,\n#else\nin sampler2D reflectionSampler,\nconst vec2 reflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\nout vec4 environmentRadiance\n)\n{\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);float requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));float lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;vec4 environmentMid=sampleReflection(reflectionSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vReflectionInfos.x;environmentRadiance.rgb*=vReflectionColor.rgb;}\n#define pbr_inline\n#define inline\nreflectionOutParams reflectionBlock(\nin vec3 vPositionW\n,in vec3 normalW\n,in float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in vec3 vReflectionColor\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,in float NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,in float roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n#else\n,in sampler2D reflectionSampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,in vec3 vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,in mat4 reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSamplerLow\n,in samplerCube reflectionSamplerHigh\n#else\n,in sampler2D reflectionSamplerLow\n,in sampler2D reflectionSamplerHigh\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n)\n{reflectionOutParams outParams;vec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.);\n#else\nvec2 reflectionCoords=vec2(0.);\n#endif\ncreateReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\nreflectionCoords\n);sampleReflectionTexture(\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionSampler,\nreflectionCoords,\n#else\nreflectionSampler,\nreflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentRadiance\n);vec3 environmentIrradiance=vec3(0.,0.,0.);\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#ifdef ANISOTROPIC\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\nvec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);environmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb;outParams.environmentRadiance=environmentRadiance;outParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockReflection = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflection.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{vec4 environmentRadiance;vec3 environmentIrradiance;\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords;\n#else\nvec2 reflectionCoords;\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nvec3 irradianceVector;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nvoid createReflectionCoords(\nin vec3 vPositionW,\nin vec3 normalW,\n#ifdef ANISOTROPIC\nin anisotropicOutParams anisotropicOut,\n#endif\n#ifdef REFLECTIONMAP_3D\nout vec3 reflectionCoords\n#else\nout vec2 reflectionCoords\n#endif\n)\n{\n#ifdef ANISOTROPIC\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n}\n#define pbr_inline\n#define inline\nvoid sampleReflectionTexture(\nin float alphaG,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nin float NdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nin float roughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\nconst vec3 reflectionCoords,\n#else\nin sampler2D reflectionSampler,\nconst vec2 reflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\nout vec4 environmentRadiance\n)\n{\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);float requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));float lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;vec4 environmentMid=sampleReflection(reflectionSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vReflectionInfos.x;environmentRadiance.rgb*=vReflectionColor.rgb;}\n#define pbr_inline\n#define inline\nreflectionOutParams reflectionBlock(\nin vec3 vPositionW\n,in vec3 normalW\n,in float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in vec3 vReflectionColor\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,in float NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,in float roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n#else\n,in sampler2D reflectionSampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,in vec3 vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,in mat4 reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSamplerLow\n,in samplerCube reflectionSamplerHigh\n#else\n,in sampler2D reflectionSamplerLow\n,in sampler2D reflectionSamplerHigh\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n)\n{reflectionOutParams outParams;vec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.);\n#else\nvec2 reflectionCoords=vec2(0.);\n#endif\ncreateReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\nreflectionCoords\n);sampleReflectionTexture(\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionSampler,\nreflectionCoords,\n#else\nreflectionSampler,\nreflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentRadiance\n);vec3 environmentIrradiance=vec3(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n#ifdef ANISOTROPIC\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec4 environmentIrradiance4=sampleReflection(irradianceSampler,irradianceVector);\n#else\nvec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb;outParams.environmentRadiance=environmentRadiance;outParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockReflection = { name, shader };\n"]}
@@ -31,7 +31,8 @@ varying vec4 vColor;varying vec2 vPosition;
31
31
  #include<gaussianSplatting>
32
32
  void main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;
33
33
  #if SH_DEGREE>0
34
- vec3 dir=normalize(worldPos.xyz-vEyePosition.xyz);vColor.xyz=computeSH(splat,splat.color.xyz,dir);
34
+ vec3 dir=normalize(worldPos.xyz-vEyePosition.xyz);dir.y*=-1.;
35
+ vColor.xyz=computeSH(splat,splat.color.xyz,dir);
35
36
  #endif
36
37
  gl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);
37
38
  #include<clipPlaneVertex>
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplatting>\nvoid main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;\n#if SH_DEGREE>0\nvec3 dir=normalize(worldPos.xyz-vEyePosition.xyz);vColor.xyz=computeSH(splat,splat.color.xyz,dir);\n#endif\ngl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplatting>\nvoid main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;\n#if SH_DEGREE>0\nvec3 dir=normalize(worldPos.xyz-vEyePosition.xyz);dir.y*=-1.; \nvColor.xyz=computeSH(splat,splat.color.xyz,dir);\n#endif\ngl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
@@ -0,0 +1,9 @@
1
+ import "./ShadersInclude/helperFunctions";
2
+ import "./ShadersInclude/importanceSampling";
3
+ import "./ShadersInclude/pbrBRDFFunctions";
4
+ import "./ShadersInclude/hdrFilteringFunctions";
5
+ /** @internal */
6
+ export declare const hdrIrradianceFilteringPixelShader: {
7
+ name: string;
8
+ shader: string;
9
+ };
@@ -0,0 +1,25 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/helperFunctions.js";
4
+ import "./ShadersInclude/importanceSampling.js";
5
+ import "./ShadersInclude/pbrBRDFFunctions.js";
6
+ import "./ShadersInclude/hdrFilteringFunctions.js";
7
+ const name = "hdrIrradianceFilteringPixelShader";
8
+ const shader = `#include<helperFunctions>
9
+ #include<importanceSampling>
10
+ #include<pbrBRDFFunctions>
11
+ #include<hdrFilteringFunctions>
12
+ uniform samplerCube inputTexture;
13
+ #ifdef IBL_CDF_FILTERING
14
+ uniform sampler2D icdfTexture;
15
+ #endif
16
+ uniform vec2 vFilteringInfo;uniform float hdrScale;varying vec3 direction;void main() {vec3 color=irradiance(inputTexture,direction,vFilteringInfo
17
+ #ifdef IBL_CDF_FILTERING
18
+ ,icdfTexture
19
+ #endif
20
+ );gl_FragColor=vec4(color*hdrScale,1.0);}`;
21
+ // Sideeffect
22
+ ShaderStore.ShadersStore[name] = shader;
23
+ /** @internal */
24
+ export const hdrIrradianceFilteringPixelShader = { name, shader };
25
+ //# sourceMappingURL=hdrIrradianceFiltering.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"hdrIrradianceFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/hdrIrradianceFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;0CAY2B,CAAC;AAC3C,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\n\nconst name = \"hdrIrradianceFilteringPixelShader\";\nconst shader = `#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nuniform samplerCube inputTexture;\n#ifdef IBL_CDF_FILTERING\nuniform sampler2D icdfTexture;\n#endif\nuniform vec2 vFilteringInfo;uniform float hdrScale;varying vec3 direction;void main() {vec3 color=irradiance(inputTexture,direction,vFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfTexture\n#endif\n);gl_FragColor=vec4(color*hdrScale,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const hdrIrradianceFilteringPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const hdrIrradianceFilteringVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,15 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "hdrIrradianceFilteringVertexShader";
4
+ const shader = `attribute vec2 position;varying vec3 direction;uniform vec3 up;uniform vec3 right;uniform vec3 front;
5
+ #define CUSTOM_VERTEX_DEFINITIONS
6
+ void main(void) {
7
+ #define CUSTOM_VERTEX_MAIN_BEGIN
8
+ mat3 view=mat3(up,right,front);direction=view*vec3(position,1.0);gl_Position=vec4(position,0.0,1.0);
9
+ #define CUSTOM_VERTEX_MAIN_END
10
+ }`;
11
+ // Sideeffect
12
+ ShaderStore.ShadersStore[name] = shader;
13
+ /** @internal */
14
+ export const hdrIrradianceFilteringVertexShader = { name, shader };
15
+ //# sourceMappingURL=hdrIrradianceFiltering.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"hdrIrradianceFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/hdrIrradianceFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"hdrIrradianceFilteringVertexShader\";\nconst shader = `attribute vec2 position;varying vec3 direction;uniform vec3 up;uniform vec3 right;uniform vec3 front;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nmat3 view=mat3(up,right,front);direction=view*vec3(position,1.0);gl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const hdrIrradianceFilteringVertexShader = { name, shader };\n"]}
@@ -275,11 +275,9 @@ vPositionW
275
275
  #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
276
276
  ,vEnvironmentIrradiance
277
277
  #endif
278
- #ifdef USESPHERICALFROMREFLECTIONMAP
279
- #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)
278
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
280
279
  ,reflectionMatrix
281
280
  #endif
282
- #endif
283
281
  #ifdef USEIRRADIANCEMAP
284
282
  ,irradianceSampler
285
283
  #endif