@babylonjs/core 7.53.2 → 7.54.0

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 (1278) hide show
  1. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  2. package/AudioV2/abstractAudio/abstractSound.js +12 -12
  3. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  4. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  5. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  6. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  7. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +15 -8
  8. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +23 -11
  9. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  10. package/AudioV2/abstractAudio/staticSound.js +8 -0
  11. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +2 -0
  13. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +4 -4
  15. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +3 -3
  16. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  17. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +23 -16
  18. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +3 -3
  19. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  20. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +13 -6
  21. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +13 -8
  23. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +18 -14
  24. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +10 -6
  26. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +7 -3
  27. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +7 -5
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +15 -15
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -0
  32. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +4 -2
  33. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  34. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -0
  35. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +4 -2
  36. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  37. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +14 -13
  38. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  39. package/AudioV2/webAudio/webAudioEngine.d.ts +12 -0
  40. package/AudioV2/webAudio/webAudioEngine.js +16 -2
  41. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  42. package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -0
  43. package/AudioV2/webAudio/webAudioMainOut.js +4 -2
  44. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  45. package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -0
  46. package/AudioV2/webAudio/webAudioStaticSound.js +14 -0
  47. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  49. package/AudioV2/webAudio/webAudioUnmuteUI.js +45 -0
  50. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  51. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  52. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  53. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  54. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  55. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  56. package/DeviceInput/webDeviceInputSystem.js +21 -3
  57. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  58. package/Engines/abstractEngine.js +2 -3
  59. package/Engines/abstractEngine.js.map +1 -1
  60. package/Engines/thinEngine.d.ts +2 -1
  61. package/Engines/thinEngine.js +10 -2
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/webgpuEngine.d.ts +2 -1
  64. package/Engines/webgpuEngine.js +3 -2
  65. package/Engines/webgpuEngine.js.map +1 -1
  66. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  67. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  68. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +1 -1
  69. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  71. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  74. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  75. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  76. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  77. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  80. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  81. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  82. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  84. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  86. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  88. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  90. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  91. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  92. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  94. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  96. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  98. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  99. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  100. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  101. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  102. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  103. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  105. package/FrameGraph/Node/Blocks/index.js +1 -1
  106. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  108. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  109. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  110. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  111. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  112. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  113. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  114. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  115. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  116. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  117. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  118. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  119. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  120. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  121. package/FrameGraph/index.d.ts +1 -1
  122. package/FrameGraph/index.js +1 -1
  123. package/FrameGraph/index.js.map +1 -1
  124. package/Gizmos/gizmo.js +25 -17
  125. package/Gizmos/gizmo.js.map +1 -1
  126. package/Lights/IES/iesLoader.d.ts +1 -1
  127. package/Lights/IES/iesLoader.js +1 -1
  128. package/Lights/IES/iesLoader.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  130. package/Lights/Shadows/shadowGenerator.js +2 -2
  131. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  132. package/Lights/spotLight.d.ts +1 -1
  133. package/Lights/spotLight.js +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +1 -1
  136. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +1 -1
  137. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  138. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  139. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  140. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  141. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
  142. package/Materials/PBR/pbrBaseMaterial.js +2 -2
  143. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  144. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  145. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  146. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  147. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
  148. package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
  149. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  150. package/Materials/Textures/Loaders/exrTextureLoader.d.ts +5 -4
  151. package/Materials/Textures/Loaders/exrTextureLoader.js +5 -4
  152. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  153. package/Materials/material.js +1 -1
  154. package/Materials/material.js.map +1 -1
  155. package/Maths/math.scalar.d.ts +1 -0
  156. package/Maths/math.scalar.functions.d.ts +9 -0
  157. package/Maths/math.scalar.functions.js +11 -0
  158. package/Maths/math.scalar.functions.js.map +1 -1
  159. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  160. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  161. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  162. package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +96 -0
  163. package/Meshes/Node/Blocks/geometryEaseBlock.js +318 -0
  164. package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -0
  165. package/Meshes/Node/index.d.ts +1 -0
  166. package/Meshes/Node/index.js +1 -0
  167. package/Meshes/Node/index.js.map +1 -1
  168. package/Meshes/csg2.d.ts +3 -3
  169. package/Meshes/csg2.js +3 -3
  170. package/Meshes/csg2.js.map +1 -1
  171. package/Meshes/lattice.d.ts +2 -2
  172. package/Meshes/lattice.js +5 -4
  173. package/Meshes/lattice.js.map +1 -1
  174. package/Meshes/lattice.material.d.ts +2 -2
  175. package/Meshes/lattice.material.js +2 -2
  176. package/Meshes/lattice.material.js.map +1 -1
  177. package/Meshes/mesh.d.ts +2 -2
  178. package/Meshes/mesh.js +2 -2
  179. package/Meshes/mesh.js.map +1 -1
  180. package/Misc/decorators.js +2 -2
  181. package/Misc/decorators.js.map +1 -1
  182. package/Misc/fileTools.d.ts +1 -1
  183. package/Misc/fileTools.js +1 -1
  184. package/Misc/fileTools.js.map +1 -1
  185. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  186. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  187. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  188. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  189. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  190. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +4 -0
  191. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +11 -16
  192. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  193. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +6 -1
  194. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +7 -1
  195. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  196. package/Rendering/subSurfaceConfiguration.js +5 -1
  197. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  198. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  199. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  200. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  201. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  202. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  203. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  204. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  205. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  206. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  207. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  208. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  209. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  210. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  211. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  212. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  213. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  214. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  215. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  216. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  217. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  218. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  219. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  220. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  221. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  222. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  223. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  224. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  225. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  226. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  227. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  228. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  229. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  230. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  231. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  232. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  233. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  234. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  235. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  236. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  237. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  238. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  239. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  240. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  241. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  242. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  243. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  244. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  245. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  246. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  247. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  248. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  249. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  250. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  251. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  252. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  253. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  254. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  255. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  256. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  257. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  258. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  259. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  260. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  261. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  262. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  263. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  264. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  265. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  266. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  267. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  268. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  269. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  270. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  271. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  272. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  273. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  274. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  275. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  276. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  277. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  278. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  279. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  280. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  281. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  282. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  283. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  284. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  285. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  286. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  287. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  288. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  289. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  290. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  291. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  292. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  293. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  294. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  295. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  296. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  297. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  298. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  299. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  300. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  301. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  302. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  303. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  304. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  305. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  306. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  307. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  308. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  309. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  310. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  311. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  312. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  313. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  314. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  315. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  316. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  317. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  318. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  319. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  320. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
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  1259. package/ShadersWGSL/sprites.vertex.js +3 -1
  1260. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  1261. package/ShadersWGSL/ssao2.fragment.js +3 -1
  1262. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  1263. package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
  1264. package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
  1265. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
  1266. package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
  1267. package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
  1268. package/ShadersWGSL/taa.fragment.js +3 -1
  1269. package/ShadersWGSL/taa.fragment.js.map +1 -1
  1270. package/ShadersWGSL/tonemap.fragment.js +3 -1
  1271. package/ShadersWGSL/tonemap.fragment.js.map +1 -1
  1272. package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
  1273. package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
  1274. package/package.json +1 -1
  1275. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
  1276. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
  1277. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
  1278. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
@@ -17,7 +17,9 @@ float getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {f
17
17
  #endif
18
18
  `;
19
19
  // Sideeffect
20
- ShaderStore.IncludesShadersStore[name] = shader;
20
+ if (!ShaderStore.IncludesShadersStore[name]) {
21
+ ShaderStore.IncludesShadersStore[name] = shader;
22
+ }
21
23
  /** @internal */
22
24
  export const pbrIBLFunctions = { name, shader };
23
25
  //# sourceMappingURL=pbrIBLFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbrIBLFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrIBLFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrIBLFunctions\";\nconst shader = `#if defined(REFLECTION) || defined(SS_REFRACTION)\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float microsurfaceAverageSlope) {float microsurfaceAverageSlopeTexels=cubeMapDimensionPixels*microsurfaceAverageSlope;float lod=log2(microsurfaceAverageSlopeTexels);return lod;}\nfloat getLinearLodFromRoughness(float cubeMapDimensionPixels,float roughness) {float lod=log2(cubeMapDimensionPixels)*roughness;return lod;}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {float temp=NdotVUnclamped+ambientOcclusion;return saturate(square(temp)-1.0+ambientOcclusion);}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal,vec3 geometricNormal) {vec3 reflection=reflect(view,normal);float temp=saturate(1.0+1.1*dot(reflection,geometricNormal));return square(temp);}\n#endif\n#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {float microsurfaceAverageSlope=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrIBLFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrIBLFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrIBLFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrIBLFunctions\";\nconst shader = `#if defined(REFLECTION) || defined(SS_REFRACTION)\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float microsurfaceAverageSlope) {float microsurfaceAverageSlopeTexels=cubeMapDimensionPixels*microsurfaceAverageSlope;float lod=log2(microsurfaceAverageSlopeTexels);return lod;}\nfloat getLinearLodFromRoughness(float cubeMapDimensionPixels,float roughness) {float lod=log2(cubeMapDimensionPixels)*roughness;return lod;}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {float temp=NdotVUnclamped+ambientOcclusion;return saturate(square(temp)-1.0+ambientOcclusion);}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal,vec3 geometricNormal) {vec3 reflection=reflect(view,normal);float temp=saturate(1.0+1.1*dot(reflection,geometricNormal));return square(temp);}\n#endif\n#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {float microsurfaceAverageSlope=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrIBLFunctions = { name, shader };\n"]}
@@ -10,7 +10,9 @@ const shader = `layout(std140,column_major) uniform;uniform Material {vec2 vAlbe
10
10
  #include<meshUboDeclaration>
11
11
  `;
12
12
  // Sideeffect
13
- ShaderStore.IncludesShadersStore[name] = shader;
13
+ if (!ShaderStore.IncludesShadersStore[name]) {
14
+ ShaderStore.IncludesShadersStore[name] = shader;
15
+ }
14
16
  /** @internal */
15
17
  export const pbrUboDeclaration = { name, shader };
16
18
  //# sourceMappingURL=pbrUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,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\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"pbrUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material {vec2 vAlbedoInfos;vec2 vBaseWeightInfos;vec4 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec3 vReflectivityInfos;vec2 vMicroSurfaceSamplerInfos;vec2 vReflectionInfos;vec2 vReflectionFilteringInfo;vec3 vReflectionPosition;vec3 vReflectionSize;vec3 vBumpInfos;mat4 albedoMatrix;mat4 baseWeightMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 reflectivityMatrix;mat4 microSurfaceSamplerMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;mat4 reflectionMatrix;vec3 vReflectionColor;vec4 vAlbedoColor;float baseWeight;vec4 vLightingIntensity;vec3 vReflectionMicrosurfaceInfos;float pointSize;vec4 vReflectivityColor;vec3 vEmissiveColor;vec3 vAmbientColor;vec2 vDebugMode;vec4 vMetallicReflectanceFactors;vec2 vMetallicReflectanceInfos;mat4 metallicReflectanceMatrix;vec2 vReflectanceInfos;mat4 reflectanceMatrix;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"pbrUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material {vec2 vAlbedoInfos;vec2 vBaseWeightInfos;vec4 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec3 vReflectivityInfos;vec2 vMicroSurfaceSamplerInfos;vec2 vReflectionInfos;vec2 vReflectionFilteringInfo;vec3 vReflectionPosition;vec3 vReflectionSize;vec3 vBumpInfos;mat4 albedoMatrix;mat4 baseWeightMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 reflectivityMatrix;mat4 microSurfaceSamplerMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;mat4 reflectionMatrix;vec3 vReflectionColor;vec4 vAlbedoColor;float baseWeight;vec4 vLightingIntensity;vec3 vReflectionMicrosurfaceInfos;float pointSize;vec4 vReflectivityColor;vec3 vEmissiveColor;vec3 vAmbientColor;vec2 vDebugMode;vec4 vMetallicReflectanceFactors;vec2 vMetallicReflectanceInfos;mat4 metallicReflectanceMatrix;vec2 vReflectanceInfos;mat4 reflectanceMatrix;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrUboDeclaration = { name, shader };\n"]}
@@ -124,7 +124,9 @@ uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
124
124
  #define ADDITIONAL_VERTEX_DECLARATION
125
125
  `;
126
126
  // Sideeffect
127
- ShaderStore.IncludesShadersStore[name] = shader;
127
+ if (!ShaderStore.IncludesShadersStore[name]) {
128
+ ShaderStore.IncludesShadersStore[name] = shader;
129
+ }
128
130
  /** @internal */
129
131
  export const pbrVertexDeclaration = { name, shader };
130
132
  //# sourceMappingURL=pbrVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbrVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,0BAA0B,CAAC;AAElC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwHd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalVertexDeclaration\";\n\nconst name = \"pbrVertexDeclaration\";\nconst shader = `uniform mat4 view;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;\n#endif\n#ifdef BASEWEIGHT\nuniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;\n#endif\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#ifdef IRIDESCENCE\n#if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)\nuniform vec4 vIridescenceInfos;\n#endif\n#ifdef IRIDESCENCE_TEXTURE\nuniform mat4 iridescenceMatrix;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nuniform mat4 iridescenceThicknessMatrix;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;\n#endif\n#endif\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nuniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,0BAA0B,CAAC;AAElC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalVertexDeclaration\";\n\nconst name = \"pbrVertexDeclaration\";\nconst shader = `uniform mat4 view;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;\n#endif\n#ifdef BASEWEIGHT\nuniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;\n#endif\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#ifdef IRIDESCENCE\n#if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)\nuniform vec4 vIridescenceInfos;\n#endif\n#ifdef IRIDESCENCE_TEXTURE\nuniform mat4 iridescenceMatrix;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nuniform mat4 iridescenceThicknessMatrix;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;\n#endif\n#endif\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nuniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrVertexDeclaration = { name, shader };\n"]}
@@ -6,7 +6,9 @@ gl_PointSize=pointSize;
6
6
  #endif
7
7
  `;
8
8
  // Sideeffect
9
- ShaderStore.IncludesShadersStore[name] = shader;
9
+ if (!ShaderStore.IncludesShadersStore[name]) {
10
+ ShaderStore.IncludesShadersStore[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const pointCloudVertex = { name, shader };
12
14
  //# sourceMappingURL=pointCloudVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pointCloudVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pointCloudVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pointCloudVertex\";\nconst shader = `#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pointCloudVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"pointCloudVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pointCloudVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pointCloudVertex\";\nconst shader = `#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pointCloudVertex = { name, shader };\n"]}
@@ -6,7 +6,9 @@ uniform float pointSize;
6
6
  #endif
7
7
  `;
8
8
  // Sideeffect
9
- ShaderStore.IncludesShadersStore[name] = shader;
9
+ if (!ShaderStore.IncludesShadersStore[name]) {
10
+ ShaderStore.IncludesShadersStore[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const pointCloudVertexDeclaration = { name, shader };
12
14
  //# sourceMappingURL=pointCloudVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pointCloudVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pointCloudVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pointCloudVertexDeclaration\";\nconst shader = `#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pointCloudVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"pointCloudVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pointCloudVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pointCloudVertexDeclaration\";\nconst shader = `#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pointCloudVertexDeclaration = { name, shader };\n"]}
@@ -16,7 +16,9 @@ varying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;
16
16
  #endif
17
17
  `;
18
18
  // Sideeffect
19
- ShaderStore.IncludesShadersStore[name] = shader;
19
+ if (!ShaderStore.IncludesShadersStore[name]) {
20
+ ShaderStore.IncludesShadersStore[name] = shader;
21
+ }
20
22
  /** @internal */
21
23
  export const prePassDeclaration = { name, shader };
22
24
  //# sourceMappingURL=prePassDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/prePassDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,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 = \"prePassDeclaration\";\nconst shader = `#ifdef PREPASS\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;\n#ifdef PREPASS_LOCAL_POSITION\nvarying highp vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying highp vec3 vViewPos;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const prePassDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/prePassDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,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 = \"prePassDeclaration\";\nconst shader = `#ifdef PREPASS\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;\n#ifdef PREPASS_LOCAL_POSITION\nvarying highp vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying highp vec3 vViewPos;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const prePassDeclaration = { name, shader };\n"]}
@@ -39,7 +39,9 @@ vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated
39
39
  #endif
40
40
  `;
41
41
  // Sideeffect
42
- ShaderStore.IncludesShadersStore[name] = shader;
42
+ if (!ShaderStore.IncludesShadersStore[name]) {
43
+ ShaderStore.IncludesShadersStore[name] = shader;
44
+ }
43
45
  /** @internal */
44
46
  export const prePassVertex = { name, shader };
45
47
  //# sourceMappingURL=prePassVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"prePassVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/prePassVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"prePassVertex\";\nconst shader = `#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const prePassVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"prePassVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/prePassVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"prePassVertex\";\nconst shader = `#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const prePassVertex = { name, shader };\n"]}
@@ -14,7 +14,9 @@ uniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 v
14
14
  #endif
15
15
  `;
16
16
  // Sideeffect
17
- ShaderStore.IncludesShadersStore[name] = shader;
17
+ if (!ShaderStore.IncludesShadersStore[name]) {
18
+ ShaderStore.IncludesShadersStore[name] = shader;
19
+ }
18
20
  /** @internal */
19
21
  export const prePassVertexDeclaration = { name, shader };
20
22
  //# sourceMappingURL=prePassVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"prePassVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/prePassVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"prePassVertexDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const prePassVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"prePassVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/prePassVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"prePassVertexDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const prePassVertexDeclaration = { name, shader };\n"]}
@@ -65,7 +65,9 @@ return vec3(0,0,0);
65
65
  #endif
66
66
  `;
67
67
  // Sideeffect
68
- ShaderStore.IncludesShadersStore[name] = shader;
68
+ if (!ShaderStore.IncludesShadersStore[name]) {
69
+ ShaderStore.IncludesShadersStore[name] = shader;
70
+ }
69
71
  /** @internal */
70
72
  export const reflectionFunction = { name, shader };
71
73
  //# sourceMappingURL=reflectionFunction.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"reflectionFunction.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/reflectionFunction.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Dd,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 = \"reflectionFunction\";\nconst shader = `vec3 computeFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0); }\nvec3 computeMirroredFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(1.0-s,t,0); }\nvec3 computeEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{vec3 cameraToVertex=normalize(worldPos.xyz-eyePosition);vec3 r=normalize(reflect(cameraToVertex,worldNormal));r=vec3(reflectionMatrix*vec4(r,0));float lon=atan(r.z,r.x);float lat=acos(r.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0);}\nvec3 computeSphericalCoords(vec4 worldPos,vec3 worldNormal,mat4 view,mat4 reflectionMatrix)\n{vec3 viewDir=normalize(vec3(view*worldPos));vec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));vec3 r=reflect(viewDir,viewNormal);r=vec3(reflectionMatrix*vec4(r,0));r.z=r.z-1.0;float m=2.0*length(r);return vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);}\nvec3 computePlanarCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{vec3 viewDir=worldPos.xyz-eyePosition;vec3 coords=normalize(reflect(viewDir,worldNormal));return vec3(reflectionMatrix*vec4(coords,1));}\nvec3 computeCubicCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;}\nvec3 computeCubicLocalCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix,vec3 reflectionSize,vec3 reflectionPosition)\n{vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);coords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;}\nvec3 computeProjectionCoords(vec4 worldPos,mat4 view,mat4 reflectionMatrix)\n{return vec3(reflectionMatrix*(view*worldPos));}\nvec3 computeSkyBoxCoords(vec3 positionW,mat4 reflectionMatrix)\n{return vec3(reflectionMatrix*vec4(positionW,1.));}\n#ifdef REFLECTION\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);return computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);return computeFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nreturn computeEquirectangularCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nreturn computeSphericalCoords(worldPos,worldNormal,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nreturn computePlanarCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_CUBIC\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nreturn computeCubicLocalCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix,vReflectionSize,vReflectionPosition);\n#else\nreturn computeCubicCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn computeProjectionCoords(worldPos,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn computeSkyBoxCoords(vPositionUVW,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const reflectionFunction = { name, shader };\n"]}
1
+ {"version":3,"file":"reflectionFunction.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/reflectionFunction.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Dd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,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 = \"reflectionFunction\";\nconst shader = `vec3 computeFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0); }\nvec3 computeMirroredFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(1.0-s,t,0); }\nvec3 computeEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{vec3 cameraToVertex=normalize(worldPos.xyz-eyePosition);vec3 r=normalize(reflect(cameraToVertex,worldNormal));r=vec3(reflectionMatrix*vec4(r,0));float lon=atan(r.z,r.x);float lat=acos(r.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0);}\nvec3 computeSphericalCoords(vec4 worldPos,vec3 worldNormal,mat4 view,mat4 reflectionMatrix)\n{vec3 viewDir=normalize(vec3(view*worldPos));vec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));vec3 r=reflect(viewDir,viewNormal);r=vec3(reflectionMatrix*vec4(r,0));r.z=r.z-1.0;float m=2.0*length(r);return vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);}\nvec3 computePlanarCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{vec3 viewDir=worldPos.xyz-eyePosition;vec3 coords=normalize(reflect(viewDir,worldNormal));return vec3(reflectionMatrix*vec4(coords,1));}\nvec3 computeCubicCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;}\nvec3 computeCubicLocalCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix,vec3 reflectionSize,vec3 reflectionPosition)\n{vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);coords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;}\nvec3 computeProjectionCoords(vec4 worldPos,mat4 view,mat4 reflectionMatrix)\n{return vec3(reflectionMatrix*(view*worldPos));}\nvec3 computeSkyBoxCoords(vec3 positionW,mat4 reflectionMatrix)\n{return vec3(reflectionMatrix*vec4(positionW,1.));}\n#ifdef REFLECTION\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);return computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);return computeFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nreturn computeEquirectangularCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nreturn computeSphericalCoords(worldPos,worldNormal,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nreturn computePlanarCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_CUBIC\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nreturn computeCubicLocalCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix,vReflectionSize,vReflectionPosition);\n#else\nreturn computeCubicCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn computeProjectionCoords(worldPos,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn computeSkyBoxCoords(vPositionUVW,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const reflectionFunction = { name, shader };\n"]}
@@ -20,7 +20,9 @@ varying vec2 v_VARYINGNAME_UV;
20
20
  #endif
21
21
  `;
22
22
  // Sideeffect
23
- ShaderStore.IncludesShadersStore[name] = shader;
23
+ if (!ShaderStore.IncludesShadersStore[name]) {
24
+ ShaderStore.IncludesShadersStore[name] = shader;
25
+ }
24
26
  /** @internal */
25
27
  export const samplerFragmentAlternateDeclaration = { name, shader };
26
28
  //# sourceMappingURL=samplerFragmentAlternateDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"samplerFragmentAlternateDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/samplerFragmentAlternateDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"samplerFragmentAlternateDeclaration\";\nconst shader = `#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerFragmentAlternateDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"samplerFragmentAlternateDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/samplerFragmentAlternateDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"samplerFragmentAlternateDeclaration\";\nconst shader = `#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const samplerFragmentAlternateDeclaration = { name, shader };\n"]}
@@ -21,7 +21,9 @@ uniform sampler2D _SAMPLERNAME_Sampler;
21
21
  #endif
22
22
  `;
23
23
  // Sideeffect
24
- ShaderStore.IncludesShadersStore[name] = shader;
24
+ if (!ShaderStore.IncludesShadersStore[name]) {
25
+ ShaderStore.IncludesShadersStore[name] = shader;
26
+ }
25
27
  /** @internal */
26
28
  export const samplerFragmentDeclaration = { name, shader };
27
29
  //# sourceMappingURL=samplerFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"samplerFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/samplerFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"samplerFragmentDeclaration\";\nconst shader = `#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying vec2 v_VARYINGNAME_UV;\n#endif\nuniform sampler2D _SAMPLERNAME_Sampler;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"samplerFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/samplerFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"samplerFragmentDeclaration\";\nconst shader = `#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying vec2 v_VARYINGNAME_UV;\n#endif\nuniform sampler2D _SAMPLERNAME_Sampler;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const samplerFragmentDeclaration = { name, shader };\n"]}
@@ -6,7 +6,9 @@ varying vec2 v_VARYINGNAME_UV;
6
6
  #endif
7
7
  `;
8
8
  // Sideeffect
9
- ShaderStore.IncludesShadersStore[name] = shader;
9
+ if (!ShaderStore.IncludesShadersStore[name]) {
10
+ ShaderStore.IncludesShadersStore[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const samplerVertexDeclaration = { name, shader };
12
14
  //# sourceMappingURL=samplerVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"samplerVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/samplerVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"samplerVertexDeclaration\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"samplerVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/samplerVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"samplerVertexDeclaration\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const samplerVertexDeclaration = { name, shader };\n"]}
@@ -27,7 +27,9 @@ else if (v_INFONAME_==5.)
27
27
  #endif
28
28
  `;
29
29
  // Sideeffect
30
- ShaderStore.IncludesShadersStore[name] = shader;
30
+ if (!ShaderStore.IncludesShadersStore[name]) {
31
+ ShaderStore.IncludesShadersStore[name] = shader;
32
+ }
31
33
  /** @internal */
32
34
  export const samplerVertexImplementation = { name, shader };
33
35
  //# sourceMappingURL=samplerVertexImplementation.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"samplerVertexImplementation.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/samplerVertexImplementation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"samplerVertexImplementation\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (v_INFONAME_==0.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}\n#ifdef UV2\nelse if (v_INFONAME_==1.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2Updated,1.0,0.0));}\n#endif\n#ifdef UV3\nelse if (v_INFONAME_==2.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}\n#endif\n#ifdef UV4\nelse if (v_INFONAME_==3.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}\n#endif\n#ifdef UV5\nelse if (v_INFONAME_==4.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}\n#endif\n#ifdef UV6\nelse if (v_INFONAME_==5.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerVertexImplementation = { name, shader };\n"]}
1
+ {"version":3,"file":"samplerVertexImplementation.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/samplerVertexImplementation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"samplerVertexImplementation\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (v_INFONAME_==0.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}\n#ifdef UV2\nelse if (v_INFONAME_==1.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2Updated,1.0,0.0));}\n#endif\n#ifdef UV3\nelse if (v_INFONAME_==2.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}\n#endif\n#ifdef UV4\nelse if (v_INFONAME_==3.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}\n#endif\n#ifdef UV5\nelse if (v_INFONAME_==4.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}\n#endif\n#ifdef UV6\nelse if (v_INFONAME_==5.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const samplerVertexImplementation = { name, shader };\n"]}
@@ -8,7 +8,9 @@ uniform mat4 viewProjectionR;
8
8
  uniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;
9
9
  `;
10
10
  // Sideeffect
11
- ShaderStore.IncludesShadersStore[name] = shader;
11
+ if (!ShaderStore.IncludesShadersStore[name]) {
12
+ ShaderStore.IncludesShadersStore[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const sceneFragmentDeclaration = { name, shader };
14
16
  //# sourceMappingURL=sceneFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sceneFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/sceneFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"sceneFragmentDeclaration\";\nconst shader = `uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\nuniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const sceneFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"sceneFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/sceneFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"sceneFragmentDeclaration\";\nconst shader = `uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\nuniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const sceneFragmentDeclaration = { name, shader };\n"]}
@@ -8,7 +8,9 @@ mat4 viewProjectionR;
8
8
  mat4 view;mat4 projection;vec4 vEyePosition;};
9
9
  `;
10
10
  // Sideeffect
11
- ShaderStore.IncludesShadersStore[name] = shader;
11
+ if (!ShaderStore.IncludesShadersStore[name]) {
12
+ ShaderStore.IncludesShadersStore[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const sceneUboDeclaration = { name, shader };
14
16
  //# sourceMappingURL=sceneUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sceneUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/sceneUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"sceneUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Scene {mat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif \nmat4 view;mat4 projection;vec4 vEyePosition;};\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const sceneUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"sceneUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/sceneUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"sceneUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Scene {mat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif \nmat4 view;mat4 projection;vec4 vEyePosition;};\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const sceneUboDeclaration = { name, shader };\n"]}
@@ -8,7 +8,9 @@ uniform mat4 viewProjectionR;
8
8
  uniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;
9
9
  `;
10
10
  // Sideeffect
11
- ShaderStore.IncludesShadersStore[name] = shader;
11
+ if (!ShaderStore.IncludesShadersStore[name]) {
12
+ ShaderStore.IncludesShadersStore[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const sceneVertexDeclaration = { name, shader };
14
16
  //# sourceMappingURL=sceneVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sceneVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/sceneVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"sceneVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\nuniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const sceneVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"sceneVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/sceneVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"sceneVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\nuniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const sceneVertexDeclaration = { name, shader };\n"]}
@@ -147,7 +147,9 @@ ndc.z=projection[2].z+projection[3].z/depth;
147
147
  ndc.w=1.0;vec4 eyePos=invProjectionMatrix*ndc;eyePos.xyz/=eyePos.w;return eyePos.xyz;}
148
148
  `;
149
149
  // Sideeffect
150
- ShaderStore.IncludesShadersStore[name] = shader;
150
+ if (!ShaderStore.IncludesShadersStore[name]) {
151
+ ShaderStore.IncludesShadersStore[name] = shader;
152
+ }
151
153
  /** @internal */
152
154
  export const screenSpaceRayTrace = { name, shader };
153
155
  //# sourceMappingURL=screenSpaceRayTrace.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"screenSpaceRayTrace\";\nconst shader = `float distanceSquared(vec2 a,vec2 b) { a-=b; return dot(a,a); }\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nfloat linearizeDepth(float depth,float near,float far) {\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nreturn -(near*far)/(far-depth*(far-near));\n#else\nreturn (near*far)/(far-depth*(far-near));\n#endif\n}\n#endif\n/**\n\\param csOrigin Camera-space ray origin,which must be \nwithin the view volume and must have z>0.01 and project within the valid screen rectangle\n\\param csDirection Unit length camera-space ray direction\n\\param projectToPixelMatrix A projection matrix that maps to **pixel** coordinates \n(**not** [-1,+1] normalized device coordinates).\n\\param csZBuffer The camera-space Z buffer\n\\param csZBufferSize Dimensions of csZBuffer\n\\param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer\n\\param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value\nfor clipping rays headed towards the camera\n\\param stride Step in horizontal or vertical pixels between samples. This is a float\nbecause integer math is slow on GPUs,but should be set to an integer>=1\n\\param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units\nto conceal banding artifacts,plus the stride ray offset.\n\\param maxSteps Maximum number of iterations. Higher gives better images but may be slow\n\\param maxRayTraceDistance Maximum camera-space distance to trace before returning a miss\n\\param selfCollisionNumSkip Number of steps to skip at start when raytracing to avoid self collisions.\n1 is a reasonable value,depending on the scene you may need to set this value to 2\n\\param hitPixel Pixel coordinates of the first intersection with the scene\n\\param numIterations number of iterations performed\n\\param csHitPoint Camera space location of the ray hit\n*/\n#define inline\nbool traceScreenSpaceRay1(\nvec3 csOrigin,\nvec3 csDirection,\nmat4 projectToPixelMatrix,\nsampler2D csZBuffer,\nvec2 csZBufferSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nsampler2D csZBackBuffer,\nfloat csZBackSizeFactor,\n#endif\nfloat csZThickness,\nfloat nearPlaneZ,\nfloat farPlaneZ,\nfloat stride,\nfloat jitterFraction,\nfloat maxSteps,\nfloat maxRayTraceDistance,\nfloat selfCollisionNumSkip,\nout vec2 startPixel,\nout vec2 hitPixel,\nout vec3 csHitPoint,\nout float numIterations\n#ifdef SSRAYTRACE_DEBUG\n,out vec3 debugColor\n#endif\n)\n{\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ ? (-nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\n#else\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)<nearPlaneZ ? (nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\n#endif\nvec3 csEndPoint=csOrigin+csDirection*rayLength;hitPixel=vec2(-1.0,-1.0);vec4 H0=projectToPixelMatrix*vec4(csOrigin,1.0);vec4 H1=projectToPixelMatrix*vec4(csEndPoint,1.0);float k0=1.0/H0.w;float k1=1.0/H1.w;vec3 Q0=csOrigin*k0;vec3 Q1=csEndPoint*k1;vec2 P0=H0.xy*k0;vec2 P1=H1.xy*k1;\n#ifdef SSRAYTRACE_CLIP_TO_FRUSTUM\nfloat xMax=csZBufferSize.x-0.5,xMin=0.5,yMax=csZBufferSize.y-0.5,yMin=0.5;float alpha=0.0;if ((P1.y>yMax) || (P1.y<yMin)) {alpha=(P1.y-((P1.y>yMax) ? yMax : yMin))/(P1.y-P0.y);}\nif ((P1.x>xMax) || (P1.x<xMin)) {alpha=max(alpha,(P1.x-((P1.x>xMax) ? xMax : xMin))/(P1.x-P0.x));}\nP1=mix(P1,P0,alpha); k1=mix(k1,k0,alpha); Q1=mix(Q1,Q0,alpha);\n#endif\nP1+=vec2((distanceSquared(P0,P1)<0.0001) ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) { \npermute=true;delta=delta.yx;P0=P0.yx;P1=P1.yx; }\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=vec2(stepDirection,delta.y*invdx);vec3 dQ=(Q1-Q0)*invdx;float dk=(k1-k0)*invdx;float zMin=min(csEndPoint.z,csOrigin.z);float zMax=max(csEndPoint.z,csOrigin.z);dP*=stride; dQ*=stride; dk*=stride;P0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;vec4 pqk=vec4(P0,Q0.z,k0);vec4 dPQK=vec4(dP,dQ.z,dk);startPixel=permute ? P0.yx : P0.xy;float prevZMaxEstimate=csOrigin.z;float rayZMin=prevZMaxEstimate,rayZMax=prevZMaxEstimate;float sceneZMax=rayZMax+1e4;float end=P1.x*stepDirection;bool hit=false;float stepCount;for (stepCount=0.0;stepCount<=selfCollisionNumSkip ||\n(pqk.x*stepDirection)<=end &&\nstepCount<maxSteps &&\n!hit &&\nsceneZMax != 0.0; \npqk+=dPQK,++stepCount)\n{hitPixel=permute ? pqk.yx : pqk.xy;rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (rayZMin>rayZMax) { \nfloat t=rayZMin; rayZMin=rayZMax; rayZMax=t;}\nsceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nhit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);\n#else\nhit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);\n#endif\n#else\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nhit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);\n#else\nhit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);\n#endif\n#endif\n}\npqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps || sceneZMax==0.0) {hit=false;}\n#ifdef SSRAYTRACE_ENABLE_REFINEMENT\nif (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;float invStride=1.0/stride;dPQK*=invStride;float refinementStepCount=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||\n(refinementStepCount<=stride*1.4) &&\n(rayZMax<sceneZMax) && (sceneZMax != 0.0);pqk+=dPQK,refinementStepCount+=1.0)\n{rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);hitPixel=permute ? pqk.yx : pqk.xy;sceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\n}\npqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}\n#endif\nQ0.xy+=dQ.xy*stepCount;Q0.z=pqk.z;csHitPoint=Q0/pqk.w;numIterations=stepCount+1.0;\n#ifdef SSRAYTRACE_DEBUG\nif (((pqk.x+dPQK.x)*stepDirection)>end) {debugColor=vec3(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {debugColor=vec3(1,0,0);} else if (sceneZMax==0.0) {debugColor=vec3(1,1,0);} else {debugColor=vec3(0,stepCount/maxSteps,0);}\n#endif\nreturn hit;}\n/**\ntexCoord: in the [0,1] range\ndepth: depth in view space (range [znear,zfar]])\n*/\nvec3 computeViewPosFromUVDepth(vec2 texCoord,float depth,mat4 projection,mat4 invProjectionMatrix) {vec4 ndc;ndc.xy=texCoord*2.0-1.0;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef ORTHOGRAPHIC_CAMERA\nndc.z=-projection[2].z*depth+projection[3].z;\n#else\nndc.z=-projection[2].z-projection[3].z/depth;\n#endif\n#else\n#ifdef ORTHOGRAPHIC_CAMERA\nndc.z=projection[2].z*depth+projection[3].z;\n#else\nndc.z=projection[2].z+projection[3].z/depth;\n#endif\n#endif\nndc.w=1.0;vec4 eyePos=invProjectionMatrix*ndc;eyePos.xyz/=eyePos.w;return eyePos.xyz;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceRayTrace = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"screenSpaceRayTrace\";\nconst shader = `float distanceSquared(vec2 a,vec2 b) { a-=b; return dot(a,a); }\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nfloat linearizeDepth(float depth,float near,float far) {\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nreturn -(near*far)/(far-depth*(far-near));\n#else\nreturn (near*far)/(far-depth*(far-near));\n#endif\n}\n#endif\n/**\n\\param csOrigin Camera-space ray origin,which must be \nwithin the view volume and must have z>0.01 and project within the valid screen rectangle\n\\param csDirection Unit length camera-space ray direction\n\\param projectToPixelMatrix A projection matrix that maps to **pixel** coordinates \n(**not** [-1,+1] normalized device coordinates).\n\\param csZBuffer The camera-space Z buffer\n\\param csZBufferSize Dimensions of csZBuffer\n\\param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer\n\\param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value\nfor clipping rays headed towards the camera\n\\param stride Step in horizontal or vertical pixels between samples. This is a float\nbecause integer math is slow on GPUs,but should be set to an integer>=1\n\\param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units\nto conceal banding artifacts,plus the stride ray offset.\n\\param maxSteps Maximum number of iterations. Higher gives better images but may be slow\n\\param maxRayTraceDistance Maximum camera-space distance to trace before returning a miss\n\\param selfCollisionNumSkip Number of steps to skip at start when raytracing to avoid self collisions.\n1 is a reasonable value,depending on the scene you may need to set this value to 2\n\\param hitPixel Pixel coordinates of the first intersection with the scene\n\\param numIterations number of iterations performed\n\\param csHitPoint Camera space location of the ray hit\n*/\n#define inline\nbool traceScreenSpaceRay1(\nvec3 csOrigin,\nvec3 csDirection,\nmat4 projectToPixelMatrix,\nsampler2D csZBuffer,\nvec2 csZBufferSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nsampler2D csZBackBuffer,\nfloat csZBackSizeFactor,\n#endif\nfloat csZThickness,\nfloat nearPlaneZ,\nfloat farPlaneZ,\nfloat stride,\nfloat jitterFraction,\nfloat maxSteps,\nfloat maxRayTraceDistance,\nfloat selfCollisionNumSkip,\nout vec2 startPixel,\nout vec2 hitPixel,\nout vec3 csHitPoint,\nout float numIterations\n#ifdef SSRAYTRACE_DEBUG\n,out vec3 debugColor\n#endif\n)\n{\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ ? (-nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\n#else\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)<nearPlaneZ ? (nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\n#endif\nvec3 csEndPoint=csOrigin+csDirection*rayLength;hitPixel=vec2(-1.0,-1.0);vec4 H0=projectToPixelMatrix*vec4(csOrigin,1.0);vec4 H1=projectToPixelMatrix*vec4(csEndPoint,1.0);float k0=1.0/H0.w;float k1=1.0/H1.w;vec3 Q0=csOrigin*k0;vec3 Q1=csEndPoint*k1;vec2 P0=H0.xy*k0;vec2 P1=H1.xy*k1;\n#ifdef SSRAYTRACE_CLIP_TO_FRUSTUM\nfloat xMax=csZBufferSize.x-0.5,xMin=0.5,yMax=csZBufferSize.y-0.5,yMin=0.5;float alpha=0.0;if ((P1.y>yMax) || (P1.y<yMin)) {alpha=(P1.y-((P1.y>yMax) ? yMax : yMin))/(P1.y-P0.y);}\nif ((P1.x>xMax) || (P1.x<xMin)) {alpha=max(alpha,(P1.x-((P1.x>xMax) ? xMax : xMin))/(P1.x-P0.x));}\nP1=mix(P1,P0,alpha); k1=mix(k1,k0,alpha); Q1=mix(Q1,Q0,alpha);\n#endif\nP1+=vec2((distanceSquared(P0,P1)<0.0001) ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) { \npermute=true;delta=delta.yx;P0=P0.yx;P1=P1.yx; }\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=vec2(stepDirection,delta.y*invdx);vec3 dQ=(Q1-Q0)*invdx;float dk=(k1-k0)*invdx;float zMin=min(csEndPoint.z,csOrigin.z);float zMax=max(csEndPoint.z,csOrigin.z);dP*=stride; dQ*=stride; dk*=stride;P0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;vec4 pqk=vec4(P0,Q0.z,k0);vec4 dPQK=vec4(dP,dQ.z,dk);startPixel=permute ? P0.yx : P0.xy;float prevZMaxEstimate=csOrigin.z;float rayZMin=prevZMaxEstimate,rayZMax=prevZMaxEstimate;float sceneZMax=rayZMax+1e4;float end=P1.x*stepDirection;bool hit=false;float stepCount;for (stepCount=0.0;stepCount<=selfCollisionNumSkip ||\n(pqk.x*stepDirection)<=end &&\nstepCount<maxSteps &&\n!hit &&\nsceneZMax != 0.0; \npqk+=dPQK,++stepCount)\n{hitPixel=permute ? pqk.yx : pqk.xy;rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (rayZMin>rayZMax) { \nfloat t=rayZMin; rayZMin=rayZMax; rayZMax=t;}\nsceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nhit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);\n#else\nhit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);\n#endif\n#else\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nhit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);\n#else\nhit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);\n#endif\n#endif\n}\npqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps || sceneZMax==0.0) {hit=false;}\n#ifdef SSRAYTRACE_ENABLE_REFINEMENT\nif (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;float invStride=1.0/stride;dPQK*=invStride;float refinementStepCount=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||\n(refinementStepCount<=stride*1.4) &&\n(rayZMax<sceneZMax) && (sceneZMax != 0.0);pqk+=dPQK,refinementStepCount+=1.0)\n{rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);hitPixel=permute ? pqk.yx : pqk.xy;sceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\n}\npqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}\n#endif\nQ0.xy+=dQ.xy*stepCount;Q0.z=pqk.z;csHitPoint=Q0/pqk.w;numIterations=stepCount+1.0;\n#ifdef SSRAYTRACE_DEBUG\nif (((pqk.x+dPQK.x)*stepDirection)>end) {debugColor=vec3(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {debugColor=vec3(1,0,0);} else if (sceneZMax==0.0) {debugColor=vec3(1,1,0);} else {debugColor=vec3(0,stepCount/maxSteps,0);}\n#endif\nreturn hit;}\n/**\ntexCoord: in the [0,1] range\ndepth: depth in view space (range [znear,zfar]])\n*/\nvec3 computeViewPosFromUVDepth(vec2 texCoord,float depth,mat4 projection,mat4 invProjectionMatrix) {vec4 ndc;ndc.xy=texCoord*2.0-1.0;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef ORTHOGRAPHIC_CAMERA\nndc.z=-projection[2].z*depth+projection[3].z;\n#else\nndc.z=-projection[2].z-projection[3].z/depth;\n#endif\n#else\n#ifdef ORTHOGRAPHIC_CAMERA\nndc.z=projection[2].z*depth+projection[3].z;\n#else\nndc.z=projection[2].z+projection[3].z/depth;\n#endif\n#endif\nndc.w=1.0;vec4 eyePos=invProjectionMatrix*ndc;eyePos.xyz/=eyePos.w;return eyePos.xyz;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const screenSpaceRayTrace = { name, shader };\n"]}
@@ -31,7 +31,9 @@ gl_FragColor=pack(depthSM);
31
31
  #endif
32
32
  return;`;
33
33
  // Sideeffect
34
- ShaderStore.IncludesShadersStore[name] = shader;
34
+ if (!ShaderStore.IncludesShadersStore[name]) {
35
+ ShaderStore.IncludesShadersStore[name] = shader;
36
+ }
35
37
  /** @internal */
36
38
  export const shadowMapFragment = { name, shader };
37
39
  //# sourceMappingURL=shadowMapFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMapFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;QA4BP,CAAC;AACT,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 = \"shadowMapFragment\";\nconst shader = `float depthSM=vDepthMetricSM;\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\n#if SM_USEDISTANCE==1\ndepthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\ndepthSM=(-zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#else\ndepthSM=(zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#endif\n#endif\ndepthSM=clamp(depthSM,0.0,1.0);\n#ifdef USE_REVERSE_DEPTHBUFFER\ngl_FragDepth=clamp(1.0-depthSM,0.0,1.0);\n#else\ngl_FragDepth=clamp(depthSM,0.0,1.0); \n#endif\n#elif SM_USEDISTANCE==1\ndepthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#endif\n#if SM_ESM==1\ndepthSM=clamp(exp(-min(87.,biasAndScaleSM.z*depthSM)),0.,1.);\n#endif\n#if SM_FLOAT==1\ngl_FragColor=vec4(depthSM,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depthSM);\n#endif\nreturn;`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMapFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;QA4BP,CAAC;AACT,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,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 = \"shadowMapFragment\";\nconst shader = `float depthSM=vDepthMetricSM;\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\n#if SM_USEDISTANCE==1\ndepthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\ndepthSM=(-zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#else\ndepthSM=(zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#endif\n#endif\ndepthSM=clamp(depthSM,0.0,1.0);\n#ifdef USE_REVERSE_DEPTHBUFFER\ngl_FragDepth=clamp(1.0-depthSM,0.0,1.0);\n#else\ngl_FragDepth=clamp(depthSM,0.0,1.0); \n#endif\n#elif SM_USEDISTANCE==1\ndepthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#endif\n#if SM_ESM==1\ndepthSM=clamp(exp(-min(87.,biasAndScaleSM.z*depthSM)),0.,1.);\n#endif\n#if SM_FLOAT==1\ngl_FragColor=vec4(depthSM,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depthSM);\n#endif\nreturn;`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowMapFragment = { name, shader };\n"]}
@@ -20,7 +20,9 @@ varying float zSM;
20
20
  #endif
21
21
  `;
22
22
  // Sideeffect
23
- ShaderStore.IncludesShadersStore[name] = shader;
23
+ if (!ShaderStore.IncludesShadersStore[name]) {
24
+ ShaderStore.IncludesShadersStore[name] = shader;
25
+ }
24
26
  /** @internal */
25
27
  export const shadowMapFragmentExtraDeclaration = { name, shader };
26
28
  //# sourceMappingURL=shadowMapFragmentExtraDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMapFragmentExtraDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,oBAAoB,CAAC;AAC5B,OAAO,wBAAwB,CAAC;AAEhC,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./packingFunctions\";\nimport \"./bayerDitherFunctions\";\n\nconst name = \"shadowMapFragmentExtraDeclaration\";\nconst shader = `#if SM_FLOAT==0\n#include<packingFunctions>\n#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#include<bayerDitherFunctions>\nuniform vec2 softTransparentShadowSM;\n#endif\nvarying float vDepthMetricSM;\n#if SM_USEDISTANCE==1\nuniform vec3 lightDataSM;varying vec3 vPositionWSM;\n#endif\nuniform vec3 biasAndScaleSM;uniform vec2 depthValuesSM;\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nvarying float zSM;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapFragmentExtraDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMapFragmentExtraDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,oBAAoB,CAAC;AAC5B,OAAO,wBAAwB,CAAC;AAEhC,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./packingFunctions\";\nimport \"./bayerDitherFunctions\";\n\nconst name = \"shadowMapFragmentExtraDeclaration\";\nconst shader = `#if SM_FLOAT==0\n#include<packingFunctions>\n#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#include<bayerDitherFunctions>\nuniform vec2 softTransparentShadowSM;\n#endif\nvarying float vDepthMetricSM;\n#if SM_USEDISTANCE==1\nuniform vec3 lightDataSM;varying vec3 vPositionWSM;\n#endif\nuniform vec3 biasAndScaleSM;uniform vec2 depthValuesSM;\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nvarying float zSM;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowMapFragmentExtraDeclaration = { name, shader };\n"]}
@@ -6,7 +6,9 @@ if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowS
6
6
  #endif
7
7
  `;
8
8
  // Sideeffect
9
- ShaderStore.IncludesShadersStore[name] = shader;
9
+ if (!ShaderStore.IncludesShadersStore[name]) {
10
+ ShaderStore.IncludesShadersStore[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const shadowMapFragmentSoftTransparentShadow = { name, shader };
12
14
  //# sourceMappingURL=shadowMapFragmentSoftTransparentShadow.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMapFragmentSoftTransparentShadow.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowMapFragmentSoftTransparentShadow\";\nconst shader = `#if SM_SOFTTRANSPARENTSHADOW==1\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM.x*alpha) discard;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapFragmentSoftTransparentShadow = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMapFragmentSoftTransparentShadow.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowMapFragmentSoftTransparentShadow\";\nconst shader = `#if SM_SOFTTRANSPARENTSHADOW==1\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM.x*alpha) discard;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowMapFragmentSoftTransparentShadow = { name, shader };\n"]}
@@ -8,7 +8,9 @@ const shader = `layout(std140,column_major) uniform;
8
8
  #include<meshUboDeclaration>
9
9
  `;
10
10
  // Sideeffect
11
- ShaderStore.IncludesShadersStore[name] = shader;
11
+ if (!ShaderStore.IncludesShadersStore[name]) {
12
+ ShaderStore.IncludesShadersStore[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const shadowMapUboDeclaration = { name, shader };
14
16
  //# sourceMappingURL=shadowMapUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMapUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"shadowMapUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMapUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"shadowMapUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowMapUboDeclaration = { name, shader };\n"]}
@@ -7,7 +7,9 @@ const shader = `#include<sceneVertexDeclaration>
7
7
  #include<meshVertexDeclaration>
8
8
  `;
9
9
  // Sideeffect
10
- ShaderStore.IncludesShadersStore[name] = shader;
10
+ if (!ShaderStore.IncludesShadersStore[name]) {
11
+ ShaderStore.IncludesShadersStore[name] = shader;
12
+ }
11
13
  /** @internal */
12
14
  export const shadowMapVertexDeclaration = { name, shader };
13
15
  //# sourceMappingURL=shadowMapVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMapVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,0BAA0B,CAAC;AAClC,OAAO,yBAAyB,CAAC;AAEjC,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneVertexDeclaration\";\nimport \"./meshVertexDeclaration\";\n\nconst name = \"shadowMapVertexDeclaration\";\nconst shader = `#include<sceneVertexDeclaration>\n#include<meshVertexDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMapVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,0BAA0B,CAAC;AAClC,OAAO,yBAAyB,CAAC;AAEjC,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneVertexDeclaration\";\nimport \"./meshVertexDeclaration\";\n\nconst name = \"shadowMapVertexDeclaration\";\nconst shader = `#include<sceneVertexDeclaration>\n#include<meshVertexDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowMapVertexDeclaration = { name, shader };\n"]}
@@ -13,7 +13,9 @@ varying float zSM;
13
13
  #endif
14
14
  `;
15
15
  // Sideeffect
16
- ShaderStore.IncludesShadersStore[name] = shader;
16
+ if (!ShaderStore.IncludesShadersStore[name]) {
17
+ ShaderStore.IncludesShadersStore[name] = shader;
18
+ }
17
19
  /** @internal */
18
20
  export const shadowMapVertexExtraDeclaration = { name, shader };
19
21
  //# sourceMappingURL=shadowMapVertexExtraDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMapVertexExtraDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapVertexExtraDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowMapVertexExtraDeclaration\";\nconst shader = `#if SM_NORMALBIAS==1\nuniform vec3 lightDataSM;\n#endif\nuniform vec3 biasAndScaleSM;uniform vec2 depthValuesSM;varying float vDepthMetricSM;\n#if SM_USEDISTANCE==1\nvarying vec3 vPositionWSM;\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nvarying float zSM;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapVertexExtraDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMapVertexExtraDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowMapVertexExtraDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowMapVertexExtraDeclaration\";\nconst shader = `#if SM_NORMALBIAS==1\nuniform vec3 lightDataSM;\n#endif\nuniform vec3 biasAndScaleSM;uniform vec2 depthValuesSM;varying float vDepthMetricSM;\n#if SM_USEDISTANCE==1\nvarying vec3 vPositionWSM;\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nvarying float zSM;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowMapVertexExtraDeclaration = { name, shader };\n"]}