@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
  321. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  322. package/Shaders/ShadersInclude/lineUboDeclaration.js +3 -1
  323. package/Shaders/ShadersInclude/lineUboDeclaration.js.map +1 -1
  324. package/Shaders/ShadersInclude/lineVertexDeclaration.js +3 -1
  325. package/Shaders/ShadersInclude/lineVertexDeclaration.js.map +1 -1
  326. package/Shaders/ShadersInclude/logDepthDeclaration.js +3 -1
  327. package/Shaders/ShadersInclude/logDepthDeclaration.js.map +1 -1
  328. package/Shaders/ShadersInclude/logDepthFragment.js +3 -1
  329. package/Shaders/ShadersInclude/logDepthFragment.js.map +1 -1
  330. package/Shaders/ShadersInclude/logDepthVertex.js +3 -1
  331. package/Shaders/ShadersInclude/logDepthVertex.js.map +1 -1
  332. package/Shaders/ShadersInclude/ltcHelperFunctions.js +3 -1
  333. package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  334. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
  335. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
  336. package/Shaders/ShadersInclude/meshFragmentDeclaration.js +3 -1
  337. package/Shaders/ShadersInclude/meshFragmentDeclaration.js.map +1 -1
  338. package/Shaders/ShadersInclude/meshUboDeclaration.js +3 -1
  339. package/Shaders/ShadersInclude/meshUboDeclaration.js.map +1 -1
  340. package/Shaders/ShadersInclude/meshVertexDeclaration.js +3 -1
  341. package/Shaders/ShadersInclude/meshVertexDeclaration.js.map +1 -1
  342. package/Shaders/ShadersInclude/morphTargetsVertex.js +3 -1
  343. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  344. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
  345. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  346. package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
  347. package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  348. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -1
  349. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  350. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +3 -1
  351. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
  352. package/Shaders/ShadersInclude/oitDeclaration.js +3 -1
  353. package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -1
  354. package/Shaders/ShadersInclude/oitFragment.js +3 -1
  355. package/Shaders/ShadersInclude/oitFragment.js.map +1 -1
  356. package/Shaders/ShadersInclude/packingFunctions.js +3 -1
  357. package/Shaders/ShadersInclude/packingFunctions.js.map +1 -1
  358. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +3 -1
  359. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  360. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +3 -1
  361. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  362. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js +3 -1
  363. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  364. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +3 -1
  365. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  366. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js +3 -1
  367. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  368. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +3 -1
  369. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  370. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +3 -1
  371. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  372. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js +3 -1
  373. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  374. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js +5 -2
  375. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  376. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -1
  377. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  378. package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js +3 -1
  379. package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
  380. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +3 -1
  381. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  382. package/Shaders/ShadersInclude/pbrBlockIridescence.js +3 -1
  383. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  384. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js +3 -1
  385. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  386. package/Shaders/ShadersInclude/pbrBlockNormalFinal.js +3 -1
  387. package/Shaders/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
  388. package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js +3 -1
  389. package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -1
  390. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
  391. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  392. package/Shaders/ShadersInclude/pbrBlockReflectance.js +3 -1
  393. package/Shaders/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  394. package/Shaders/ShadersInclude/pbrBlockReflectance0.js +3 -1
  395. package/Shaders/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  396. package/Shaders/ShadersInclude/pbrBlockReflection.js +3 -1
  397. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  398. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +3 -1
  399. package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  400. package/Shaders/ShadersInclude/pbrBlockSheen.js +3 -1
  401. package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
  402. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -1
  403. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  404. package/Shaders/ShadersInclude/pbrDebug.js +3 -1
  405. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  406. package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js +3 -1
  407. package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
  408. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  409. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  410. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +3 -1
  411. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  412. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +3 -1
  413. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  414. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -1
  415. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  416. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -1
  417. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  418. package/Shaders/ShadersInclude/pbrHelperFunctions.js +3 -1
  419. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  420. package/Shaders/ShadersInclude/pbrIBLFunctions.js +3 -1
  421. package/Shaders/ShadersInclude/pbrIBLFunctions.js.map +1 -1
  422. package/Shaders/ShadersInclude/pbrUboDeclaration.js +3 -1
  423. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  424. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +3 -1
  425. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  426. package/Shaders/ShadersInclude/pointCloudVertex.js +3 -1
  427. package/Shaders/ShadersInclude/pointCloudVertex.js.map +1 -1
  428. package/Shaders/ShadersInclude/pointCloudVertexDeclaration.js +3 -1
  429. package/Shaders/ShadersInclude/pointCloudVertexDeclaration.js.map +1 -1
  430. package/Shaders/ShadersInclude/prePassDeclaration.js +3 -1
  431. package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
  432. package/Shaders/ShadersInclude/prePassVertex.js +3 -1
  433. package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
  434. package/Shaders/ShadersInclude/prePassVertexDeclaration.js +3 -1
  435. package/Shaders/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  436. package/Shaders/ShadersInclude/reflectionFunction.js +3 -1
  437. package/Shaders/ShadersInclude/reflectionFunction.js.map +1 -1
  438. package/Shaders/ShadersInclude/samplerFragmentAlternateDeclaration.js +3 -1
  439. package/Shaders/ShadersInclude/samplerFragmentAlternateDeclaration.js.map +1 -1
  440. package/Shaders/ShadersInclude/samplerFragmentDeclaration.js +3 -1
  441. package/Shaders/ShadersInclude/samplerFragmentDeclaration.js.map +1 -1
  442. package/Shaders/ShadersInclude/samplerVertexDeclaration.js +3 -1
  443. package/Shaders/ShadersInclude/samplerVertexDeclaration.js.map +1 -1
  444. package/Shaders/ShadersInclude/samplerVertexImplementation.js +3 -1
  445. package/Shaders/ShadersInclude/samplerVertexImplementation.js.map +1 -1
  446. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +3 -1
  447. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
  448. package/Shaders/ShadersInclude/sceneUboDeclaration.js +3 -1
  449. package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  450. package/Shaders/ShadersInclude/sceneVertexDeclaration.js +3 -1
  451. package/Shaders/ShadersInclude/sceneVertexDeclaration.js.map +1 -1
  452. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -1
  453. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  454. package/Shaders/ShadersInclude/shadowMapFragment.js +3 -1
  455. package/Shaders/ShadersInclude/shadowMapFragment.js.map +1 -1
  456. package/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.js +3 -1
  457. package/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -1
  458. package/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +3 -1
  459. package/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -1
  460. package/Shaders/ShadersInclude/shadowMapUboDeclaration.js +3 -1
  461. package/Shaders/ShadersInclude/shadowMapUboDeclaration.js.map +1 -1
  462. package/Shaders/ShadersInclude/shadowMapVertexDeclaration.js +3 -1
  463. package/Shaders/ShadersInclude/shadowMapVertexDeclaration.js.map +1 -1
  464. package/Shaders/ShadersInclude/shadowMapVertexExtraDeclaration.js +3 -1
  465. package/Shaders/ShadersInclude/shadowMapVertexExtraDeclaration.js.map +1 -1
  466. package/Shaders/ShadersInclude/shadowMapVertexMetric.js +3 -1
  467. package/Shaders/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
  468. package/Shaders/ShadersInclude/shadowMapVertexNormalBias.js +3 -1
  469. package/Shaders/ShadersInclude/shadowMapVertexNormalBias.js.map +1 -1
  470. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -1
  471. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  472. package/Shaders/ShadersInclude/shadowsVertex.js +3 -1
  473. package/Shaders/ShadersInclude/shadowsVertex.js.map +1 -1
  474. package/Shaders/ShadersInclude/subSurfaceScatteringFunctions.js +3 -1
  475. package/Shaders/ShadersInclude/subSurfaceScatteringFunctions.js.map +1 -1
  476. package/Shaders/ShadersInclude/uvAttributeDeclaration.js +3 -1
  477. package/Shaders/ShadersInclude/uvAttributeDeclaration.js.map +1 -1
  478. package/Shaders/ShadersInclude/uvVariableDeclaration.js +3 -1
  479. package/Shaders/ShadersInclude/uvVariableDeclaration.js.map +1 -1
  480. package/Shaders/ShadersInclude/vertexColorMixing.js +3 -1
  481. package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
  482. package/Shaders/anaglyph.fragment.js +3 -1
  483. package/Shaders/anaglyph.fragment.js.map +1 -1
  484. package/Shaders/background.fragment.js +3 -1
  485. package/Shaders/background.fragment.js.map +1 -1
  486. package/Shaders/background.vertex.js +3 -1
  487. package/Shaders/background.vertex.js.map +1 -1
  488. package/Shaders/bilateralBlur.fragment.js +3 -1
  489. package/Shaders/bilateralBlur.fragment.js.map +1 -1
  490. package/Shaders/bilateralBlurQuality.fragment.js +3 -1
  491. package/Shaders/bilateralBlurQuality.fragment.js.map +1 -1
  492. package/Shaders/blackAndWhite.fragment.js +3 -1
  493. package/Shaders/blackAndWhite.fragment.js.map +1 -1
  494. package/Shaders/bloomMerge.fragment.js +3 -1
  495. package/Shaders/bloomMerge.fragment.js.map +1 -1
  496. package/Shaders/boundingBoxRenderer.fragment.js +3 -1
  497. package/Shaders/boundingBoxRenderer.fragment.js.map +1 -1
  498. package/Shaders/boundingBoxRenderer.vertex.js +3 -1
  499. package/Shaders/boundingBoxRenderer.vertex.js.map +1 -1
  500. package/Shaders/chromaticAberration.fragment.js +3 -1
  501. package/Shaders/chromaticAberration.fragment.js.map +1 -1
  502. package/Shaders/circleOfConfusion.fragment.js +3 -1
  503. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  504. package/Shaders/color.fragment.js +3 -1
  505. package/Shaders/color.fragment.js.map +1 -1
  506. package/Shaders/color.vertex.js +3 -1
  507. package/Shaders/color.vertex.js.map +1 -1
  508. package/Shaders/colorCorrection.fragment.js +3 -1
  509. package/Shaders/colorCorrection.fragment.js.map +1 -1
  510. package/Shaders/convolution.fragment.js +3 -1
  511. package/Shaders/convolution.fragment.js.map +1 -1
  512. package/Shaders/copyTexture3DLayerToTexture.fragment.js +3 -1
  513. package/Shaders/copyTexture3DLayerToTexture.fragment.js.map +1 -1
  514. package/Shaders/copyTextureToTexture.fragment.js +3 -1
  515. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  516. package/Shaders/default.fragment.js +3 -1
  517. package/Shaders/default.fragment.js.map +1 -1
  518. package/Shaders/default.vertex.js +3 -1
  519. package/Shaders/default.vertex.js.map +1 -1
  520. package/Shaders/depth.fragment.js +3 -1
  521. package/Shaders/depth.fragment.js.map +1 -1
  522. package/Shaders/depth.vertex.js +3 -1
  523. package/Shaders/depth.vertex.js.map +1 -1
  524. package/Shaders/depthBoxBlur.fragment.js +3 -1
  525. package/Shaders/depthBoxBlur.fragment.js.map +1 -1
  526. package/Shaders/depthOfField.fragment.js +3 -1
  527. package/Shaders/depthOfField.fragment.js.map +1 -1
  528. package/Shaders/depthOfFieldMerge.fragment.js +3 -1
  529. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  530. package/Shaders/displayPass.fragment.js +3 -1
  531. package/Shaders/displayPass.fragment.js.map +1 -1
  532. package/Shaders/equirectangularPanorama.fragment.js +3 -1
  533. package/Shaders/equirectangularPanorama.fragment.js.map +1 -1
  534. package/Shaders/extractHighlights.fragment.js +3 -1
  535. package/Shaders/extractHighlights.fragment.js.map +1 -1
  536. package/Shaders/filter.fragment.js +3 -1
  537. package/Shaders/filter.fragment.js.map +1 -1
  538. package/Shaders/fluidRenderingBilateralBlur.fragment.js +3 -1
  539. package/Shaders/fluidRenderingBilateralBlur.fragment.js.map +1 -1
  540. package/Shaders/fluidRenderingParticleDepth.fragment.js +3 -1
  541. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -1
  542. package/Shaders/fluidRenderingParticleDepth.vertex.js +3 -1
  543. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
  544. package/Shaders/fluidRenderingParticleDiffuse.fragment.js +3 -1
  545. package/Shaders/fluidRenderingParticleDiffuse.fragment.js.map +1 -1
  546. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +3 -1
  547. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  548. package/Shaders/fluidRenderingParticleThickness.fragment.js +3 -1
  549. package/Shaders/fluidRenderingParticleThickness.fragment.js.map +1 -1
  550. package/Shaders/fluidRenderingParticleThickness.vertex.js +3 -1
  551. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
  552. package/Shaders/fluidRenderingRender.fragment.js +3 -1
  553. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  554. package/Shaders/fluidRenderingStandardBlur.fragment.js +3 -1
  555. package/Shaders/fluidRenderingStandardBlur.fragment.js.map +1 -1
  556. package/Shaders/fxaa.fragment.js +3 -1
  557. package/Shaders/fxaa.fragment.js.map +1 -1
  558. package/Shaders/fxaa.vertex.js +3 -1
  559. package/Shaders/fxaa.vertex.js.map +1 -1
  560. package/Shaders/gaussianSplatting.fragment.js +3 -1
  561. package/Shaders/gaussianSplatting.fragment.js.map +1 -1
  562. package/Shaders/gaussianSplatting.vertex.js +3 -1
  563. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  564. package/Shaders/geometry.fragment.js +3 -1
  565. package/Shaders/geometry.fragment.js.map +1 -1
  566. package/Shaders/geometry.vertex.js +3 -1
  567. package/Shaders/geometry.vertex.js.map +1 -1
  568. package/Shaders/glowBlurPostProcess.fragment.js +3 -1
  569. package/Shaders/glowBlurPostProcess.fragment.js.map +1 -1
  570. package/Shaders/glowMapGeneration.fragment.js +3 -1
  571. package/Shaders/glowMapGeneration.fragment.js.map +1 -1
  572. package/Shaders/glowMapGeneration.vertex.js +3 -1
  573. package/Shaders/glowMapGeneration.vertex.js.map +1 -1
  574. package/Shaders/glowMapMerge.fragment.js +3 -1
  575. package/Shaders/glowMapMerge.fragment.js.map +1 -1
  576. package/Shaders/glowMapMerge.vertex.js +3 -1
  577. package/Shaders/glowMapMerge.vertex.js.map +1 -1
  578. package/Shaders/gpuRenderParticles.fragment.js +3 -1
  579. package/Shaders/gpuRenderParticles.fragment.js.map +1 -1
  580. package/Shaders/gpuRenderParticles.vertex.js +3 -1
  581. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  582. package/Shaders/gpuTransform.fragment.js +3 -1
  583. package/Shaders/gpuTransform.fragment.js.map +1 -1
  584. package/Shaders/gpuTransform.vertex.js +3 -1
  585. package/Shaders/gpuTransform.vertex.js.map +1 -1
  586. package/Shaders/gpuUpdateParticles.fragment.js +3 -1
  587. package/Shaders/gpuUpdateParticles.fragment.js.map +1 -1
  588. package/Shaders/gpuUpdateParticles.vertex.js +3 -1
  589. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  590. package/Shaders/grain.fragment.js +3 -1
  591. package/Shaders/grain.fragment.js.map +1 -1
  592. package/Shaders/greasedLine.fragment.js +3 -1
  593. package/Shaders/greasedLine.fragment.js.map +1 -1
  594. package/Shaders/greasedLine.vertex.js +3 -1
  595. package/Shaders/greasedLine.vertex.js.map +1 -1
  596. package/Shaders/hdrFiltering.fragment.js +3 -1
  597. package/Shaders/hdrFiltering.fragment.js.map +1 -1
  598. package/Shaders/hdrFiltering.vertex.js +3 -1
  599. package/Shaders/hdrFiltering.vertex.js.map +1 -1
  600. package/Shaders/hdrIrradianceFiltering.fragment.js +3 -1
  601. package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -1
  602. package/Shaders/hdrIrradianceFiltering.vertex.js +3 -1
  603. package/Shaders/hdrIrradianceFiltering.vertex.js.map +1 -1
  604. package/Shaders/highlights.fragment.js +3 -1
  605. package/Shaders/highlights.fragment.js.map +1 -1
  606. package/Shaders/iblCdfDebug.fragment.js +3 -1
  607. package/Shaders/iblCdfDebug.fragment.js.map +1 -1
  608. package/Shaders/iblCdfx.fragment.js +3 -1
  609. package/Shaders/iblCdfx.fragment.js.map +1 -1
  610. package/Shaders/iblCdfy.fragment.js +3 -1
  611. package/Shaders/iblCdfy.fragment.js.map +1 -1
  612. package/Shaders/iblCombineVoxelGrids.fragment.js +3 -1
  613. package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -1
  614. package/Shaders/iblGenerateVoxelMip.fragment.js +3 -1
  615. package/Shaders/iblGenerateVoxelMip.fragment.js.map +1 -1
  616. package/Shaders/iblIcdf.fragment.js +3 -1
  617. package/Shaders/iblIcdf.fragment.js.map +1 -1
  618. package/Shaders/iblScaledLuminance.fragment.js +3 -1
  619. package/Shaders/iblScaledLuminance.fragment.js.map +1 -1
  620. package/Shaders/iblShadowAccumulation.fragment.js +3 -1
  621. package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
  622. package/Shaders/iblShadowDebug.fragment.js +3 -1
  623. package/Shaders/iblShadowDebug.fragment.js.map +1 -1
  624. package/Shaders/iblShadowGBufferDebug.fragment.js +3 -1
  625. package/Shaders/iblShadowGBufferDebug.fragment.js.map +1 -1
  626. package/Shaders/iblShadowSpatialBlur.fragment.js +3 -1
  627. package/Shaders/iblShadowSpatialBlur.fragment.js.map +1 -1
  628. package/Shaders/iblShadowVoxelTracing.fragment.js +3 -1
  629. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  630. package/Shaders/iblShadowsCombine.fragment.js +3 -1
  631. package/Shaders/iblShadowsCombine.fragment.js.map +1 -1
  632. package/Shaders/iblVoxelGrid.fragment.js +3 -1
  633. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  634. package/Shaders/iblVoxelGrid.vertex.js +3 -1
  635. package/Shaders/iblVoxelGrid.vertex.js.map +1 -1
  636. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
  637. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
  638. package/Shaders/iblVoxelGrid3dDebug.fragment.js +3 -1
  639. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +1 -1
  640. package/Shaders/iblVoxelSlabDebug.fragment.js +3 -1
  641. package/Shaders/iblVoxelSlabDebug.fragment.js.map +1 -1
  642. package/Shaders/iblVoxelSlabDebug.vertex.js +3 -1
  643. package/Shaders/iblVoxelSlabDebug.vertex.js.map +1 -1
  644. package/Shaders/imageProcessing.fragment.js +3 -1
  645. package/Shaders/imageProcessing.fragment.js.map +1 -1
  646. package/Shaders/kernelBlur.fragment.js +3 -1
  647. package/Shaders/kernelBlur.fragment.js.map +1 -1
  648. package/Shaders/kernelBlur.vertex.js +3 -1
  649. package/Shaders/kernelBlur.vertex.js.map +1 -1
  650. package/Shaders/layer.fragment.js +3 -1
  651. package/Shaders/layer.fragment.js.map +1 -1
  652. package/Shaders/layer.vertex.js +3 -1
  653. package/Shaders/layer.vertex.js.map +1 -1
  654. package/Shaders/lensFlare.fragment.js +3 -1
  655. package/Shaders/lensFlare.fragment.js.map +1 -1
  656. package/Shaders/lensFlare.vertex.js +3 -1
  657. package/Shaders/lensFlare.vertex.js.map +1 -1
  658. package/Shaders/lensHighlights.fragment.js +3 -1
  659. package/Shaders/lensHighlights.fragment.js.map +1 -1
  660. package/Shaders/line.fragment.js +3 -1
  661. package/Shaders/line.fragment.js.map +1 -1
  662. package/Shaders/line.vertex.js +3 -1
  663. package/Shaders/line.vertex.js.map +1 -1
  664. package/Shaders/lod.fragment.js +3 -1
  665. package/Shaders/lod.fragment.js.map +1 -1
  666. package/Shaders/lodCube.fragment.js +3 -1
  667. package/Shaders/lodCube.fragment.js.map +1 -1
  668. package/Shaders/meshUVSpaceRenderer.fragment.js +3 -1
  669. package/Shaders/meshUVSpaceRenderer.fragment.js.map +1 -1
  670. package/Shaders/meshUVSpaceRenderer.vertex.js +3 -1
  671. package/Shaders/meshUVSpaceRenderer.vertex.js.map +1 -1
  672. package/Shaders/meshUVSpaceRendererFinaliser.fragment.js +3 -1
  673. package/Shaders/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
  674. package/Shaders/meshUVSpaceRendererFinaliser.vertex.js +3 -1
  675. package/Shaders/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  676. package/Shaders/meshUVSpaceRendererMasker.fragment.js +3 -1
  677. package/Shaders/meshUVSpaceRendererMasker.fragment.js.map +1 -1
  678. package/Shaders/meshUVSpaceRendererMasker.vertex.js +3 -1
  679. package/Shaders/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  680. package/Shaders/minmaxRedux.fragment.js +3 -1
  681. package/Shaders/minmaxRedux.fragment.js.map +1 -1
  682. package/Shaders/motionBlur.fragment.js +3 -1
  683. package/Shaders/motionBlur.fragment.js.map +1 -1
  684. package/Shaders/noise.fragment.js +3 -1
  685. package/Shaders/noise.fragment.js.map +1 -1
  686. package/Shaders/oitBackBlend.fragment.js +3 -1
  687. package/Shaders/oitBackBlend.fragment.js.map +1 -1
  688. package/Shaders/oitFinal.fragment.js +3 -1
  689. package/Shaders/oitFinal.fragment.js.map +1 -1
  690. package/Shaders/outline.fragment.js +3 -1
  691. package/Shaders/outline.fragment.js.map +1 -1
  692. package/Shaders/outline.vertex.js +3 -1
  693. package/Shaders/outline.vertex.js.map +1 -1
  694. package/Shaders/particles.fragment.js +3 -1
  695. package/Shaders/particles.fragment.js.map +1 -1
  696. package/Shaders/particles.vertex.js +3 -1
  697. package/Shaders/particles.vertex.js.map +1 -1
  698. package/Shaders/pass.fragment.js +3 -1
  699. package/Shaders/pass.fragment.js.map +1 -1
  700. package/Shaders/passCube.fragment.js +3 -1
  701. package/Shaders/passCube.fragment.js.map +1 -1
  702. package/Shaders/pbr.fragment.js +6 -1
  703. package/Shaders/pbr.fragment.js.map +1 -1
  704. package/Shaders/pbr.vertex.js +3 -1
  705. package/Shaders/pbr.vertex.js.map +1 -1
  706. package/Shaders/picking.fragment.js +3 -1
  707. package/Shaders/picking.fragment.js.map +1 -1
  708. package/Shaders/picking.vertex.js +3 -1
  709. package/Shaders/picking.vertex.js.map +1 -1
  710. package/Shaders/postprocess.vertex.js +3 -1
  711. package/Shaders/postprocess.vertex.js.map +1 -1
  712. package/Shaders/procedural.vertex.js +3 -1
  713. package/Shaders/procedural.vertex.js.map +1 -1
  714. package/Shaders/refraction.fragment.js +3 -1
  715. package/Shaders/refraction.fragment.js.map +1 -1
  716. package/Shaders/rgbdDecode.fragment.js +3 -1
  717. package/Shaders/rgbdDecode.fragment.js.map +1 -1
  718. package/Shaders/rgbdEncode.fragment.js +3 -1
  719. package/Shaders/rgbdEncode.fragment.js.map +1 -1
  720. package/Shaders/rsmFullGlobalIllumination.fragment.js +3 -1
  721. package/Shaders/rsmFullGlobalIllumination.fragment.js.map +1 -1
  722. package/Shaders/rsmGlobalIllumination.fragment.js +3 -1
  723. package/Shaders/rsmGlobalIllumination.fragment.js.map +1 -1
  724. package/Shaders/screenSpaceCurvature.fragment.js +3 -1
  725. package/Shaders/screenSpaceCurvature.fragment.js.map +1 -1
  726. package/Shaders/screenSpaceReflection.fragment.js +3 -1
  727. package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
  728. package/Shaders/screenSpaceReflection2.fragment.js +3 -1
  729. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  730. package/Shaders/screenSpaceReflection2Blur.fragment.js +3 -1
  731. package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
  732. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
  733. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  734. package/Shaders/shadowMap.fragment.js +3 -1
  735. package/Shaders/shadowMap.fragment.js.map +1 -1
  736. package/Shaders/shadowMap.vertex.js +3 -1
  737. package/Shaders/shadowMap.vertex.js.map +1 -1
  738. package/Shaders/sharpen.fragment.js +3 -1
  739. package/Shaders/sharpen.fragment.js.map +1 -1
  740. package/Shaders/spriteMap.fragment.js +3 -1
  741. package/Shaders/spriteMap.fragment.js.map +1 -1
  742. package/Shaders/spriteMap.vertex.js +3 -1
  743. package/Shaders/spriteMap.vertex.js.map +1 -1
  744. package/Shaders/sprites.fragment.js +3 -1
  745. package/Shaders/sprites.fragment.js.map +1 -1
  746. package/Shaders/sprites.vertex.js +3 -1
  747. package/Shaders/sprites.vertex.js.map +1 -1
  748. package/Shaders/ssao.fragment.js +3 -1
  749. package/Shaders/ssao.fragment.js.map +1 -1
  750. package/Shaders/ssao2.fragment.js +3 -1
  751. package/Shaders/ssao2.fragment.js.map +1 -1
  752. package/Shaders/ssaoCombine.fragment.js +3 -1
  753. package/Shaders/ssaoCombine.fragment.js.map +1 -1
  754. package/Shaders/standard.fragment.js +3 -1
  755. package/Shaders/standard.fragment.js.map +1 -1
  756. package/Shaders/stereoscopicInterlace.fragment.js +3 -1
  757. package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
  758. package/Shaders/subSurfaceScattering.fragment.d.ts +1 -1
  759. package/Shaders/subSurfaceScattering.fragment.js +8 -6
  760. package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
  761. package/Shaders/taa.fragment.js +3 -1
  762. package/Shaders/taa.fragment.js.map +1 -1
  763. package/Shaders/tonemap.fragment.js +3 -1
  764. package/Shaders/tonemap.fragment.js.map +1 -1
  765. package/Shaders/velocity.fragment.js +3 -1
  766. package/Shaders/velocity.fragment.js.map +1 -1
  767. package/Shaders/velocity.vertex.js +3 -1
  768. package/Shaders/velocity.vertex.js.map +1 -1
  769. package/Shaders/volumetricLightScattering.fragment.js +3 -1
  770. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  771. package/Shaders/volumetricLightScatteringPass.fragment.js +3 -1
  772. package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
  773. package/Shaders/volumetricLightScatteringPass.vertex.js +3 -1
  774. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  775. package/Shaders/vrDistortionCorrection.fragment.js +3 -1
  776. package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
  777. package/Shaders/vrMultiviewToSingleview.fragment.js +3 -1
  778. package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
  779. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +3 -1
  780. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  781. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +3 -1
  782. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  783. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  784. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  785. package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js +3 -1
  786. package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  787. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +3 -1
  788. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  789. package/ShadersWGSL/ShadersInclude/bonesVertex.js +3 -1
  790. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  791. package/ShadersWGSL/ShadersInclude/bumpFragment.js +3 -1
  792. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
  793. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +3 -1
  794. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  795. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  796. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  797. package/ShadersWGSL/ShadersInclude/bumpVertex.js +3 -1
  798. package/ShadersWGSL/ShadersInclude/bumpVertex.js.map +1 -1
  799. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js +3 -1
  800. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  801. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +3 -1
  802. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  803. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  804. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  805. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +3 -1
  806. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  807. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  808. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  809. package/ShadersWGSL/ShadersInclude/decalFragment.js +3 -1
  810. package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -1
  811. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js +3 -1
  812. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  813. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js +3 -1
  814. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  815. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +3 -1
  816. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  817. package/ShadersWGSL/ShadersInclude/depthPrePass.js +3 -1
  818. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  819. package/ShadersWGSL/ShadersInclude/diffusionProfile.d.ts +5 -0
  820. package/ShadersWGSL/ShadersInclude/diffusionProfile.js +12 -0
  821. package/ShadersWGSL/ShadersInclude/diffusionProfile.js.map +1 -0
  822. package/ShadersWGSL/ShadersInclude/fibonacci.d.ts +5 -0
  823. package/ShadersWGSL/ShadersInclude/fibonacci.js +17 -0
  824. package/ShadersWGSL/ShadersInclude/fibonacci.js.map +1 -0
  825. package/ShadersWGSL/ShadersInclude/fogFragment.js +3 -1
  826. package/ShadersWGSL/ShadersInclude/fogFragment.js.map +1 -1
  827. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +3 -1
  828. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  829. package/ShadersWGSL/ShadersInclude/fogVertex.js +3 -1
  830. package/ShadersWGSL/ShadersInclude/fogVertex.js.map +1 -1
  831. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js +3 -1
  832. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  833. package/ShadersWGSL/ShadersInclude/fresnelFunction.js +3 -1
  834. package/ShadersWGSL/ShadersInclude/fresnelFunction.js.map +1 -1
  835. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +3 -1
  836. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  837. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  838. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  839. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  840. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  841. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  842. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  843. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +3 -1
  844. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -1
  845. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +3 -1
  846. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  847. package/ShadersWGSL/ShadersInclude/helperFunctions.js +3 -1
  848. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  849. package/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js +3 -1
  850. package/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  851. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -1
  852. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  853. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +3 -1
  854. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  855. package/ShadersWGSL/ShadersInclude/importanceSampling.js +3 -1
  856. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  857. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +3 -1
  858. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  859. package/ShadersWGSL/ShadersInclude/instancesVertex.js +3 -1
  860. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  861. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js +3 -1
  862. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js.map +1 -1
  863. package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js +3 -1
  864. package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js.map +1 -1
  865. package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js +3 -1
  866. package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  867. package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  868. package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  869. package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js +3 -1
  870. package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js.map +1 -1
  871. package/ShadersWGSL/ShadersInclude/lightFragment.js +3 -1
  872. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  873. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +3 -1
  874. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  875. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  876. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  877. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +3 -1
  878. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  879. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +3 -1
  880. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  881. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js +3 -1
  882. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js.map +1 -1
  883. package/ShadersWGSL/ShadersInclude/logDepthFragment.js +3 -1
  884. package/ShadersWGSL/ShadersInclude/logDepthFragment.js.map +1 -1
  885. package/ShadersWGSL/ShadersInclude/logDepthVertex.js +3 -1
  886. package/ShadersWGSL/ShadersInclude/logDepthVertex.js.map +1 -1
  887. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js +3 -1
  888. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  889. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
  890. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
  891. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +3 -1
  892. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  893. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +3 -1
  894. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  895. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
  896. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  897. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
  898. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  899. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -1
  900. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  901. package/ShadersWGSL/ShadersInclude/oitDeclaration.js +3 -1
  902. package/ShadersWGSL/ShadersInclude/oitDeclaration.js.map +1 -1
  903. package/ShadersWGSL/ShadersInclude/oitFragment.js +3 -1
  904. package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -1
  905. package/ShadersWGSL/ShadersInclude/packingFunctions.js +3 -1
  906. package/ShadersWGSL/ShadersInclude/packingFunctions.js.map +1 -1
  907. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +3 -1
  908. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  909. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +3 -1
  910. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  911. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +3 -1
  912. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  913. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +3 -1
  914. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  915. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +3 -1
  916. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  917. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +3 -1
  918. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  919. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +3 -1
  920. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  921. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +3 -1
  922. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  923. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +5 -2
  924. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  925. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -1
  926. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  927. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +3 -1
  928. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
  929. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +3 -1
  930. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  931. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +3 -1
  932. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  933. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +3 -1
  934. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  935. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +3 -1
  936. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
  937. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js +3 -1
  938. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -1
  939. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
  940. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  941. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +3 -1
  942. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  943. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +3 -1
  944. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  945. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +3 -1
  946. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  947. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +3 -1
  948. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  949. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js +3 -1
  950. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js.map +1 -1
  951. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +3 -1
  952. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  953. package/ShadersWGSL/ShadersInclude/pbrDebug.js +3 -1
  954. package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
  955. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +3 -1
  956. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
  957. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  958. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  959. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +3 -1
  960. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  961. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -1
  962. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  963. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -1
  964. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  965. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +3 -1
  966. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  967. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js +3 -1
  968. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js.map +1 -1
  969. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +3 -1
  970. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  971. package/ShadersWGSL/ShadersInclude/pointCloudVertex.js +3 -1
  972. package/ShadersWGSL/ShadersInclude/pointCloudVertex.js.map +1 -1
  973. package/ShadersWGSL/ShadersInclude/pointCloudVertexDeclaration.js +3 -1
  974. package/ShadersWGSL/ShadersInclude/pointCloudVertexDeclaration.js.map +1 -1
  975. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +3 -1
  976. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
  977. package/ShadersWGSL/ShadersInclude/prePassVertex.js +3 -1
  978. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
  979. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js +3 -1
  980. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  981. package/ShadersWGSL/ShadersInclude/reflectionFunction.js +3 -1
  982. package/ShadersWGSL/ShadersInclude/reflectionFunction.js.map +1 -1
  983. package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js +3 -1
  984. package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js.map +1 -1
  985. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js +3 -1
  986. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js.map +1 -1
  987. package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js +3 -1
  988. package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js.map +1 -1
  989. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js +3 -1
  990. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js.map +1 -1
  991. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +3 -1
  992. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  993. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +3 -1
  994. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  995. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +3 -1
  996. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -1
  997. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js +3 -1
  998. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -1
  999. package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +3 -1
  1000. package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -1
  1001. package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js +3 -1
  1002. package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js.map +1 -1
  1003. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +3 -1
  1004. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
  1005. package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js +3 -1
  1006. package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js.map +1 -1
  1007. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +3 -1
  1008. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  1009. package/ShadersWGSL/ShadersInclude/shadowsVertex.js +3 -1
  1010. package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -1
  1011. package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js +3 -1
  1012. package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js.map +1 -1
  1013. package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js +3 -1
  1014. package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js.map +1 -1
  1015. package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js +3 -1
  1016. package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js.map +1 -1
  1017. package/ShadersWGSL/ShadersInclude/vertexColorMixing.js +3 -1
  1018. package/ShadersWGSL/ShadersInclude/vertexColorMixing.js.map +1 -1
  1019. package/ShadersWGSL/anaglyph.fragment.js +3 -1
  1020. package/ShadersWGSL/anaglyph.fragment.js.map +1 -1
  1021. package/ShadersWGSL/background.fragment.js +3 -1
  1022. package/ShadersWGSL/background.fragment.js.map +1 -1
  1023. package/ShadersWGSL/background.vertex.js +3 -1
  1024. package/ShadersWGSL/background.vertex.js.map +1 -1
  1025. package/ShadersWGSL/bilateralBlur.fragment.js +3 -1
  1026. package/ShadersWGSL/bilateralBlur.fragment.js.map +1 -1
  1027. package/ShadersWGSL/bilateralBlurQuality.fragment.js +3 -1
  1028. package/ShadersWGSL/bilateralBlurQuality.fragment.js.map +1 -1
  1029. package/ShadersWGSL/blackAndWhite.fragment.js +3 -1
  1030. package/ShadersWGSL/blackAndWhite.fragment.js.map +1 -1
  1031. package/ShadersWGSL/bloomMerge.fragment.js +3 -1
  1032. package/ShadersWGSL/bloomMerge.fragment.js.map +1 -1
  1033. package/ShadersWGSL/boundingBoxRenderer.fragment.js +3 -1
  1034. package/ShadersWGSL/boundingBoxRenderer.fragment.js.map +1 -1
  1035. package/ShadersWGSL/boundingBoxRenderer.vertex.js +3 -1
  1036. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
  1037. package/ShadersWGSL/boundingInfo.compute.js +3 -1
  1038. package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
  1039. package/ShadersWGSL/chromaticAberration.fragment.js +3 -1
  1040. package/ShadersWGSL/chromaticAberration.fragment.js.map +1 -1
  1041. package/ShadersWGSL/circleOfConfusion.fragment.js +3 -1
  1042. package/ShadersWGSL/circleOfConfusion.fragment.js.map +1 -1
  1043. package/ShadersWGSL/clearQuad.fragment.js +3 -1
  1044. package/ShadersWGSL/clearQuad.fragment.js.map +1 -1
  1045. package/ShadersWGSL/clearQuad.vertex.js +3 -1
  1046. package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
  1047. package/ShadersWGSL/color.fragment.js +3 -1
  1048. package/ShadersWGSL/color.fragment.js.map +1 -1
  1049. package/ShadersWGSL/color.vertex.js +3 -1
  1050. package/ShadersWGSL/color.vertex.js.map +1 -1
  1051. package/ShadersWGSL/colorCorrection.fragment.js +3 -1
  1052. package/ShadersWGSL/colorCorrection.fragment.js.map +1 -1
  1053. package/ShadersWGSL/convolution.fragment.js +3 -1
  1054. package/ShadersWGSL/convolution.fragment.js.map +1 -1
  1055. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js +3 -1
  1056. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js.map +1 -1
  1057. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -1
  1058. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  1059. package/ShadersWGSL/default.fragment.js +3 -1
  1060. package/ShadersWGSL/default.fragment.js.map +1 -1
  1061. package/ShadersWGSL/default.vertex.js +3 -1
  1062. package/ShadersWGSL/default.vertex.js.map +1 -1
  1063. package/ShadersWGSL/depth.fragment.js +3 -1
  1064. package/ShadersWGSL/depth.fragment.js.map +1 -1
  1065. package/ShadersWGSL/depth.vertex.js +3 -1
  1066. package/ShadersWGSL/depth.vertex.js.map +1 -1
  1067. package/ShadersWGSL/depthBoxBlur.fragment.js +3 -1
  1068. package/ShadersWGSL/depthBoxBlur.fragment.js.map +1 -1
  1069. package/ShadersWGSL/depthOfFieldMerge.fragment.js +3 -1
  1070. package/ShadersWGSL/depthOfFieldMerge.fragment.js.map +1 -1
  1071. package/ShadersWGSL/displayPass.fragment.js +3 -1
  1072. package/ShadersWGSL/displayPass.fragment.js.map +1 -1
  1073. package/ShadersWGSL/extractHighlights.fragment.js +3 -1
  1074. package/ShadersWGSL/extractHighlights.fragment.js.map +1 -1
  1075. package/ShadersWGSL/filter.fragment.js +3 -1
  1076. package/ShadersWGSL/filter.fragment.js.map +1 -1
  1077. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +3 -1
  1078. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -1
  1079. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +3 -1
  1080. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -1
  1081. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +3 -1
  1082. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  1083. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +3 -1
  1084. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -1
  1085. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +3 -1
  1086. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  1087. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +3 -1
  1088. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -1
  1089. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +3 -1
  1090. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  1091. package/ShadersWGSL/fluidRenderingRender.fragment.js +3 -1
  1092. package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -1
  1093. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +3 -1
  1094. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -1
  1095. package/ShadersWGSL/fxaa.fragment.js +3 -1
  1096. package/ShadersWGSL/fxaa.fragment.js.map +1 -1
  1097. package/ShadersWGSL/fxaa.vertex.js +3 -1
  1098. package/ShadersWGSL/fxaa.vertex.js.map +1 -1
  1099. package/ShadersWGSL/gaussianSplatting.fragment.js +3 -1
  1100. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
  1101. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -1
  1102. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  1103. package/ShadersWGSL/geometry.fragment.js +3 -1
  1104. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  1105. package/ShadersWGSL/geometry.vertex.js +3 -1
  1106. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  1107. package/ShadersWGSL/glowBlurPostProcess.fragment.js +3 -1
  1108. package/ShadersWGSL/glowBlurPostProcess.fragment.js.map +1 -1
  1109. package/ShadersWGSL/glowMapGeneration.fragment.js +3 -1
  1110. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
  1111. package/ShadersWGSL/glowMapGeneration.vertex.js +3 -1
  1112. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  1113. package/ShadersWGSL/glowMapMerge.fragment.js +3 -1
  1114. package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -1
  1115. package/ShadersWGSL/glowMapMerge.vertex.js +3 -1
  1116. package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
  1117. package/ShadersWGSL/gpuUpdateParticles.compute.js +3 -1
  1118. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1119. package/ShadersWGSL/grain.fragment.js +3 -1
  1120. package/ShadersWGSL/grain.fragment.js.map +1 -1
  1121. package/ShadersWGSL/greasedLine.fragment.js +3 -1
  1122. package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
  1123. package/ShadersWGSL/greasedLine.vertex.js +3 -1
  1124. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  1125. package/ShadersWGSL/hdrFiltering.fragment.js +3 -1
  1126. package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -1
  1127. package/ShadersWGSL/hdrFiltering.vertex.js +3 -1
  1128. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
  1129. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +3 -1
  1130. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -1
  1131. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +3 -1
  1132. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
  1133. package/ShadersWGSL/highlights.fragment.js +3 -1
  1134. package/ShadersWGSL/highlights.fragment.js.map +1 -1
  1135. package/ShadersWGSL/iblCdfDebug.fragment.js +3 -1
  1136. package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -1
  1137. package/ShadersWGSL/iblCdfx.fragment.js +3 -1
  1138. package/ShadersWGSL/iblCdfx.fragment.js.map +1 -1
  1139. package/ShadersWGSL/iblCdfy.fragment.js +3 -1
  1140. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
  1141. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +3 -1
  1142. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
  1143. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +3 -1
  1144. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -1
  1145. package/ShadersWGSL/iblIcdf.fragment.js +3 -1
  1146. package/ShadersWGSL/iblIcdf.fragment.js.map +1 -1
  1147. package/ShadersWGSL/iblScaledLuminance.fragment.js +3 -1
  1148. package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -1
  1149. package/ShadersWGSL/iblShadowAccumulation.fragment.js +3 -1
  1150. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
  1151. package/ShadersWGSL/iblShadowDebug.fragment.js +3 -1
  1152. package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -1
  1153. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +3 -1
  1154. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
  1155. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +3 -1
  1156. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -1
  1157. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -1
  1158. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  1159. package/ShadersWGSL/iblShadowsCombine.fragment.js +3 -1
  1160. package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -1
  1161. package/ShadersWGSL/iblVoxelGrid.fragment.js +3 -1
  1162. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  1163. package/ShadersWGSL/iblVoxelGrid.vertex.js +3 -1
  1164. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  1165. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
  1166. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
  1167. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +3 -1
  1168. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -1
  1169. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +3 -1
  1170. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -1
  1171. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +3 -1
  1172. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
  1173. package/ShadersWGSL/imageProcessing.fragment.js +3 -1
  1174. package/ShadersWGSL/imageProcessing.fragment.js.map +1 -1
  1175. package/ShadersWGSL/kernelBlur.fragment.js +3 -1
  1176. package/ShadersWGSL/kernelBlur.fragment.js.map +1 -1
  1177. package/ShadersWGSL/kernelBlur.vertex.js +3 -1
  1178. package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
  1179. package/ShadersWGSL/layer.fragment.js +3 -1
  1180. package/ShadersWGSL/layer.fragment.js.map +1 -1
  1181. package/ShadersWGSL/layer.vertex.js +3 -1
  1182. package/ShadersWGSL/layer.vertex.js.map +1 -1
  1183. package/ShadersWGSL/lensFlare.fragment.js +3 -1
  1184. package/ShadersWGSL/lensFlare.fragment.js.map +1 -1
  1185. package/ShadersWGSL/lensFlare.vertex.js +3 -1
  1186. package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
  1187. package/ShadersWGSL/line.fragment.js +3 -1
  1188. package/ShadersWGSL/line.fragment.js.map +1 -1
  1189. package/ShadersWGSL/line.vertex.js +3 -1
  1190. package/ShadersWGSL/line.vertex.js.map +1 -1
  1191. package/ShadersWGSL/lod.fragment.js +3 -1
  1192. package/ShadersWGSL/lod.fragment.js.map +1 -1
  1193. package/ShadersWGSL/lodCube.fragment.js +3 -1
  1194. package/ShadersWGSL/lodCube.fragment.js.map +1 -1
  1195. package/ShadersWGSL/meshUVSpaceRenderer.fragment.js +3 -1
  1196. package/ShadersWGSL/meshUVSpaceRenderer.fragment.js.map +1 -1
  1197. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +3 -1
  1198. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
  1199. package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js +3 -1
  1200. package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
  1201. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +3 -1
  1202. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  1203. package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js +3 -1
  1204. package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js.map +1 -1
  1205. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +3 -1
  1206. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  1207. package/ShadersWGSL/motionBlur.fragment.js +3 -1
  1208. package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
  1209. package/ShadersWGSL/oitBackBlend.fragment.js +3 -1
  1210. package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -1
  1211. package/ShadersWGSL/oitFinal.fragment.js +3 -1
  1212. package/ShadersWGSL/oitFinal.fragment.js.map +1 -1
  1213. package/ShadersWGSL/outline.fragment.js +3 -1
  1214. package/ShadersWGSL/outline.fragment.js.map +1 -1
  1215. package/ShadersWGSL/outline.vertex.js +3 -1
  1216. package/ShadersWGSL/outline.vertex.js.map +1 -1
  1217. package/ShadersWGSL/particles.fragment.js +3 -1
  1218. package/ShadersWGSL/particles.fragment.js.map +1 -1
  1219. package/ShadersWGSL/particles.vertex.js +3 -1
  1220. package/ShadersWGSL/particles.vertex.js.map +1 -1
  1221. package/ShadersWGSL/pass.fragment.js +3 -1
  1222. package/ShadersWGSL/pass.fragment.js.map +1 -1
  1223. package/ShadersWGSL/passCube.fragment.js +3 -1
  1224. package/ShadersWGSL/passCube.fragment.js.map +1 -1
  1225. package/ShadersWGSL/pbr.fragment.js +6 -1
  1226. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  1227. package/ShadersWGSL/pbr.vertex.js +3 -1
  1228. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  1229. package/ShadersWGSL/picking.fragment.js +3 -1
  1230. package/ShadersWGSL/picking.fragment.js.map +1 -1
  1231. package/ShadersWGSL/picking.vertex.js +3 -1
  1232. package/ShadersWGSL/picking.vertex.js.map +1 -1
  1233. package/ShadersWGSL/postprocess.vertex.js +3 -1
  1234. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  1235. package/ShadersWGSL/procedural.vertex.js +3 -1
  1236. package/ShadersWGSL/procedural.vertex.js.map +1 -1
  1237. package/ShadersWGSL/rgbdDecode.fragment.js +3 -1
  1238. package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -1
  1239. package/ShadersWGSL/rgbdEncode.fragment.js +3 -1
  1240. package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -1
  1241. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +3 -1
  1242. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
  1243. package/ShadersWGSL/rsmGlobalIllumination.fragment.js +3 -1
  1244. package/ShadersWGSL/rsmGlobalIllumination.fragment.js.map +1 -1
  1245. package/ShadersWGSL/screenSpaceReflection2.fragment.js +3 -1
  1246. package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
  1247. package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js +3 -1
  1248. package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js.map +1 -1
  1249. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
  1250. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  1251. package/ShadersWGSL/shadowMap.fragment.js +3 -1
  1252. package/ShadersWGSL/shadowMap.fragment.js.map +1 -1
  1253. package/ShadersWGSL/shadowMap.vertex.js +3 -1
  1254. package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
  1255. package/ShadersWGSL/sharpen.fragment.js +3 -1
  1256. package/ShadersWGSL/sharpen.fragment.js.map +1 -1
  1257. package/ShadersWGSL/sprites.fragment.js +3 -1
  1258. package/ShadersWGSL/sprites.fragment.js.map +1 -1
  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
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;+TASgT,CAAC;AAChU,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowDebugPixelShader\";\nconst shader = `#ifdef GL_ES\nprecision mediump float;\n#endif\nvarying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D debugSampler;uniform vec4 sizeParams;\n#define offsetX sizeParams.x\n#define offsetY sizeParams.y\n#define widthScale sizeParams.z\n#define heightScale sizeParams.w\nvoid main(void) {vec2 uv =\nvec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 background=texture2D(textureSampler,vUV);vec4 debugColour=texture2D(debugSampler,vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=background;} else {gl_FragColor.rgb=mix(debugColour.rgb,background.rgb,0.0);gl_FragColor.a=1.0;}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowDebugPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;+TASgT,CAAC;AAChU,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowDebugPixelShader\";\nconst shader = `#ifdef GL_ES\nprecision mediump float;\n#endif\nvarying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D debugSampler;uniform vec4 sizeParams;\n#define offsetX sizeParams.x\n#define offsetY sizeParams.y\n#define widthScale sizeParams.z\n#define heightScale sizeParams.w\nvoid main(void) {vec2 uv =\nvec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 background=texture2D(textureSampler,vUV);vec4 debugColour=texture2D(debugSampler,vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=background;} else {gl_FragColor.rgb=mix(debugColour.rgb,background.rgb,0.0);gl_FragColor.a=1.0;}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblShadowDebugPixelShader = { name, shader };\n"]}
@@ -12,7 +12,9 @@ varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D depthSampler
12
12
  void main(void) {vec2 uv =
13
13
  vec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 backgroundColour=texture2D(textureSampler,vUV).rgba;vec4 depth=texture2D(depthSampler,vUV);vec4 worldNormal=texture2D(normalSampler,vUV);vec4 worldPosition=texture2D(positionSampler,vUV);vec4 velocityLinear=texture2D(velocitySampler,vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=backgroundColour;} else {gl_FragColor.a=1.0;if (uv.x<=0.25) {gl_FragColor.rgb=depth.rgb;gl_FragColor.a=1.0;} else if (uv.x<=0.5) {velocityLinear.rg=velocityLinear.rg*0.5+0.5;gl_FragColor.rgb=velocityLinear.rgb;} else if (uv.x<=0.75) {gl_FragColor.rgb=worldPosition.rgb;} else {gl_FragColor.rgb=worldNormal.rgb;}}}`;
14
14
  // Sideeffect
15
- ShaderStore.ShadersStore[name] = shader;
15
+ if (!ShaderStore.ShadersStore[name]) {
16
+ ShaderStore.ShadersStore[name] = shader;
17
+ }
16
18
  /** @internal */
17
19
  export const iblShadowGBufferDebugPixelShader = { name, shader };
18
20
  //# sourceMappingURL=iblShadowGBufferDebug.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowGBufferDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowGBufferDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;+qBASgqB,CAAC;AAChrB,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowGBufferDebugPixelShader\";\nconst shader = `#ifdef GL_ES\nprecision mediump float;\n#endif\nvarying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D depthSampler;uniform sampler2D normalSampler;uniform sampler2D positionSampler;uniform sampler2D velocitySampler;uniform vec4 sizeParams;uniform float maxDepth;\n#define offsetX sizeParams.x\n#define offsetY sizeParams.y\n#define widthScale sizeParams.z\n#define heightScale sizeParams.w\nvoid main(void) {vec2 uv =\nvec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 backgroundColour=texture2D(textureSampler,vUV).rgba;vec4 depth=texture2D(depthSampler,vUV);vec4 worldNormal=texture2D(normalSampler,vUV);vec4 worldPosition=texture2D(positionSampler,vUV);vec4 velocityLinear=texture2D(velocitySampler,vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=backgroundColour;} else {gl_FragColor.a=1.0;if (uv.x<=0.25) {gl_FragColor.rgb=depth.rgb;gl_FragColor.a=1.0;} else if (uv.x<=0.5) {velocityLinear.rg=velocityLinear.rg*0.5+0.5;gl_FragColor.rgb=velocityLinear.rgb;} else if (uv.x<=0.75) {gl_FragColor.rgb=worldPosition.rgb;} else {gl_FragColor.rgb=worldNormal.rgb;}}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowGBufferDebugPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowGBufferDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowGBufferDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;+qBASgqB,CAAC;AAChrB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowGBufferDebugPixelShader\";\nconst shader = `#ifdef GL_ES\nprecision mediump float;\n#endif\nvarying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D depthSampler;uniform sampler2D normalSampler;uniform sampler2D positionSampler;uniform sampler2D velocitySampler;uniform vec4 sizeParams;uniform float maxDepth;\n#define offsetX sizeParams.x\n#define offsetY sizeParams.y\n#define widthScale sizeParams.z\n#define heightScale sizeParams.w\nvoid main(void) {vec2 uv =\nvec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 backgroundColour=texture2D(textureSampler,vUV).rgba;vec4 depth=texture2D(depthSampler,vUV);vec4 worldNormal=texture2D(normalSampler,vUV);vec4 worldPosition=texture2D(positionSampler,vUV);vec4 velocityLinear=texture2D(velocitySampler,vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=backgroundColour;} else {gl_FragColor.a=1.0;if (uv.x<=0.25) {gl_FragColor.rgb=depth.rgb;gl_FragColor.a=1.0;} else if (uv.x<=0.5) {velocityLinear.rg=velocityLinear.rg*0.5+0.5;gl_FragColor.rgb=velocityLinear.rgb;} else if (uv.x<=0.75) {gl_FragColor.rgb=worldPosition.rgb;} else {gl_FragColor.rgb=worldNormal.rgb;}}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblShadowGBufferDebugPixelShader = { name, shader };\n"]}
@@ -15,7 +15,9 @@ exp2(max(-1000.0/(worldScale*worldScale),-0.5) *
15
15
  1e1*dot(dN,dN));X+=vec4(w*T.x,w*T.y,w*T.z,w);}}
16
16
  gl_FragColor=vec4(X.x/X.w,X.y/X.w,X.z/X.w,1.0);}`;
17
17
  // Sideeffect
18
- ShaderStore.ShadersStore[name] = shader;
18
+ if (!ShaderStore.ShadersStore[name]) {
19
+ ShaderStore.ShadersStore[name] = shader;
20
+ }
19
21
  /** @internal */
20
22
  export const iblShadowSpatialBlurPixelShader = { name, shader };
21
23
  //# sourceMappingURL=iblShadowSpatialBlur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowSpatialBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowSpatialBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;iDAYkC,CAAC;AAClD,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"iblShadowSpatialBlurPixelShader\";\nconst shader = `precision highp sampler2D;\n#define PI 3.1415927\nvarying vec2 vUV;uniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D voxelTracingSampler;uniform vec4 blurParameters;\n#define stridef blurParameters.x\n#define worldScale blurParameters.y\nconst float weights[5]=float[5](0.0625,0.25,0.375,0.25,0.0625);const int nbWeights=5;vec2 max2(vec2 v,vec2 w) {return vec2(max(v.x,w.x),max(v.y,w.y));}\nvoid main(void)\n{vec2 gbufferRes=vec2(textureSize(depthSampler,0));ivec2 gbufferPixelCoord=ivec2(vUV*gbufferRes);vec2 shadowRes=vec2(textureSize(voxelTracingSampler,0));ivec2 shadowPixelCoord=ivec2(vUV*shadowRes);vec3 N=texelFetch(worldNormalSampler,gbufferPixelCoord,0).xyz;if (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat depth=-texelFetch(depthSampler,gbufferPixelCoord,0).x;vec4 X=vec4(0.0);for(int y=0; y<nbWeights; ++y) {for(int x=0; x<nbWeights; ++x) {ivec2 gBufferCoords=gbufferPixelCoord+int(stridef)*ivec2(x-(nbWeights>>1),y-(nbWeights>>1));ivec2 shadowCoords=shadowPixelCoord+int(stridef)*ivec2(x-(nbWeights>>1),y-(nbWeights>>1));vec4 T=texelFetch(voxelTracingSampler,shadowCoords,0);float ddepth=-texelFetch(depthSampler,gBufferCoords,0).x-depth;vec3 dN=texelFetch(worldNormalSampler,gBufferCoords,0).xyz-N;float w=weights[x]*weights[y] *\nexp2(max(-1000.0/(worldScale*worldScale),-0.5) *\n(ddepth*ddepth) -\n1e1*dot(dN,dN));X+=vec4(w*T.x,w*T.y,w*T.z,w);}}\ngl_FragColor=vec4(X.x/X.w,X.y/X.w,X.z/X.w,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowSpatialBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowSpatialBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowSpatialBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;iDAYkC,CAAC;AAClD,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"iblShadowSpatialBlurPixelShader\";\nconst shader = `precision highp sampler2D;\n#define PI 3.1415927\nvarying vec2 vUV;uniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D voxelTracingSampler;uniform vec4 blurParameters;\n#define stridef blurParameters.x\n#define worldScale blurParameters.y\nconst float weights[5]=float[5](0.0625,0.25,0.375,0.25,0.0625);const int nbWeights=5;vec2 max2(vec2 v,vec2 w) {return vec2(max(v.x,w.x),max(v.y,w.y));}\nvoid main(void)\n{vec2 gbufferRes=vec2(textureSize(depthSampler,0));ivec2 gbufferPixelCoord=ivec2(vUV*gbufferRes);vec2 shadowRes=vec2(textureSize(voxelTracingSampler,0));ivec2 shadowPixelCoord=ivec2(vUV*shadowRes);vec3 N=texelFetch(worldNormalSampler,gbufferPixelCoord,0).xyz;if (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat depth=-texelFetch(depthSampler,gbufferPixelCoord,0).x;vec4 X=vec4(0.0);for(int y=0; y<nbWeights; ++y) {for(int x=0; x<nbWeights; ++x) {ivec2 gBufferCoords=gbufferPixelCoord+int(stridef)*ivec2(x-(nbWeights>>1),y-(nbWeights>>1));ivec2 shadowCoords=shadowPixelCoord+int(stridef)*ivec2(x-(nbWeights>>1),y-(nbWeights>>1));vec4 T=texelFetch(voxelTracingSampler,shadowCoords,0);float ddepth=-texelFetch(depthSampler,gBufferCoords,0).x-depth;vec3 dN=texelFetch(worldNormalSampler,gBufferCoords,0).xyz-N;float w=weights[x]*weights[y] *\nexp2(max(-1000.0/(worldScale*worldScale),-0.5) *\n(ddepth*ddepth) -\n1e1*dot(dN,dN));X+=vec4(w*T.x,w*T.y,w*T.z,w);}}\ngl_FragColor=vec4(X.x/X.w,X.y/X.w,X.z/X.w,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblShadowSpatialBlurPixelShader = { name, shader };\n"]}
@@ -181,7 +181,9 @@ gl_FragColor=vec4(shadowAccum/float(sampleWeight),specShadowAccum/float(sampleWe
181
181
  #endif
182
182
  }`;
183
183
  // Sideeffect
184
- ShaderStore.ShadersStore[name] = shader;
184
+ if (!ShaderStore.ShadersStore[name]) {
185
+ ShaderStore.ShadersStore[name] = shader;
186
+ }
185
187
  /** @internal */
186
188
  export const iblShadowVoxelTracingPixelShader = { name, shader };
187
189
  //# sourceMappingURL=iblShadowVoxelTracing.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkLb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `precision highp sampler2D;precision highp sampler3D;\n#define PI 3.1415927\nvarying vec2 vUV;\n#define DISABLE_UNIFORMITY_ANALYSIS\nuniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfSampler;uniform sampler3D voxelGridSampler;\n#ifdef COLOR_SHADOWS\nuniform samplerCube iblSampler;\n#endif\nuniform vec4 shadowParameters;\n#define SHADOWdirs shadowParameters.x\n#define SHADOWframe shadowParameters.y\n#define SHADOWenvRot shadowParameters.w\nuniform vec4 voxelBiasParameters;\n#define highestMipLevel voxelBiasParameters.z\nuniform vec4 sssParameters;\n#define SSSsamples sssParameters.x\n#define SSSstride sssParameters.y\n#define SSSmaxDistance sssParameters.z\n#define SSSthickness sssParameters.w\nuniform vec4 shadowOpacity;uniform mat4 projMtx;uniform mat4 viewMtx;uniform mat4 invProjMtx;uniform mat4 invViewMtx;uniform mat4 wsNormalizationMtx;uniform mat4 invVPMtx;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {vec3 m_min;vec3 m_max;};struct Ray {vec3 orig;vec3 dir;vec3 dir_rcp;float t_min;float t_max;};Ray make_ray(const vec3 origin,const vec3 direction,const float tmin,\nconst float tmax) {Ray ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nbool ray_box_intersection(const in AABB3f aabb,const in Ray ray,\nout float distance_near,out float distance_far) {vec3 tbot=ray.dir_rcp*(aabb.m_min-ray.orig);vec3 ttop=ray.dir_rcp*(aabb.m_max-ray.orig);vec3 tmin=min(ttop,tbot);vec3 tmax=max(ttop,tbot);distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return distance_near<=distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {float heat;ivec3 voxel_intersect_coords;};\n#endif\nuint hash(uint i) {i ^= i>>16u;i*=0x7FEB352Du;i ^= i>>15u;i*=0x846CA68Bu;i ^= i>>16u;return i;}\nfloat uint2float(uint i) {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nvec2 plasticSequence(const uint rstate) {return vec2(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfloat goldenSequence(const uint rstate) {return uint2float(rstate*2654435769u);}\nfloat distanceSquared(vec2 a,vec2 b) {vec2 diff=a-b;return dot(diff,diff);}\nvoid genTB(const vec3 N,out vec3 T,out vec3 B) {float s=N.z<0.0 ? -1.0 : 1.0;float a=-1.0/(s+N.z);float b=N.x*N.y*a;T=vec3(1.0+s*N.x*N.x*a,s*b,-s*N.x);B=vec3(b,s+N.y*N.y*a,-N.y);}\nint stack[24]; \n#define PUSH(i) stack[stackLevel++]=i; \n#define POP() stack[--stackLevel] \n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nbool anyHitVoxels(const Ray ray_vs,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nbool anyHitVoxels(const Ray ray_vs) {\n#endif\nvec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nuint steps=0u;\n#endif\nPUSH(maxLod<<24);while (stackLevel>0) {int elem=POP();ivec4 Coords =\nivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nfloat invRes=exp2(float(Coords.w-maxLod));vec3 bbmin=invRes*vec3(Coords.xyz+negD);vec3 bbmax=invRes*vec3(Coords.xyz-negD+ivec3(1));vec3 mint=mix(t0,t1,bbmin);vec3 maxt=mix(t0,t1,bbmax);vec3 midt=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);int nodeMask=int(\nround(texelFetch(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;int voxelBit=voxel0;Coords.xyz=(Coords.xyz<<1)+negD;int packedCoords =\nCoords.x | Coords.y<<8 | Coords.z<<16 | Coords.w<<24;if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn false;}\nfloat linearizeDepth(float depth,float near,float far) {return (near*far)/(far-depth*(far-near));}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float farPlaneZ,float noise) {\n#ifdef RIGHT_HANDED\nfloat csZDir=-1.0;\n#else \nfloat csZDir=1.0;\n#endif\nfloat ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ\n? \n(nearPlaneZ-csOrigin.z)/csDirection.z\n: ssMaxDist;vec3 csEndPoint=csOrigin+rayLength*csDirection;vec4 H0=projMtx*vec4(csOrigin,1.0);vec4 H1=projMtx*vec4(csEndPoint,1.0);vec2 Z0=vec2(csOrigin.z ,1.0)/H0.w;vec2 Z1=vec2(csEndPoint.z,1.0)/H1.w;vec2 P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+=vec2(distanceSquared(P0,P1)<0.0001 ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=ssStride*vec2(stepDirection,invdx*delta.y);vec2 dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;vec2 Z=Z0+noise*dZ;float end=P1.x*stepDirection;float rayZMax=csZDir*Z.x/Z.y;float sceneDepth=rayZMax;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);sceneDepth=texelFetch(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nfloat rayZMin=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise) {\n#endif\nfloat vxResolution=float(textureSize(voxelGridSampler,0).x);vec3 T,B;genTB(wsDirection,T,B);vec2 DitherXY=sqrt(DitherNoise.x)*vec2(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));float sceneScale=wsNormalizationMtx[0][0];vec3 Dithering =\n(voxelBiasParameters.x*wsNormal+voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;vec3 O=0.5*wsOrigin+0.5+Dithering;Ray ray_vs=make_ray(O,wsDirection,0.0,10.0);AABB3f voxel_aabb;voxel_aabb.m_min=vec3(0);voxel_aabb.m_max=vec3(1);float near,far;if (!ray_box_intersection(voxel_aabb,ray_vs,near,far))\nreturn 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn anyHitVoxels(ray_vs,voxel_march_diagnostic_info) ? 1.0f : 0.0f;\n#else\nreturn anyHitVoxels(ray_vs) ? 1.0f : 0.0f;\n#endif\n}\nvoid main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *\nuint(Resolution.x) +\nuint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat normalizedRotation=envRot/(2.0*PI);float depth=texelFetch(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(currentPixel)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,currentPixel & 0xFF,0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat heat=0.0f;\n#endif\nfloat shadowAccum=0.001;float specShadowAccum=0.001;float sampleWeight=0.001;\n#ifdef COLOR_SHADOWS\nvec3 totalLight=vec3(0.001);vec3 shadowedLight=vec3(0.0);\n#endif\nfor (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;vec2 T;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));T.x=textureLod(icdfSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfSampler,vec2(T.x,r.y),0.0).y;L=vec4(uv_to_normal(vec2(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvec3 lightDir=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));vec3 ibl=textureLod(iblSampler,lightDir,0.0).xyz;float pdf=textureLod(icdfSampler,T,0.0).z;\n#endif\nfloat cosNL=dot(N,L.xyz);float opacity=0.0;if (cosNL>0.0) {vec4 VP2=VP;VP2.y*=-1.0;vec4 unormWP=invViewMtx*VP2;vec3 WP=(wsNormalizationMtx*unormWP).xyz;vec2 vxNoise=vec2(uint2float(hash(dirId*2u)),uint2float(hash(dirId*2u+1u)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,voxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvec3 VL=(viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0);\n#else\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0);\n#endif\nfloat ssShadow=shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(cosNL)/vec3(pdf)*ibl;shadowedLight+=light*opacity;totalLight+=light;\n#else\nfloat rcos=(1.0-cosNL);shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;vec3 VR=-(viewMtx*vec4(reflect(-L.xyz,N),0.0)).xyz;specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvec3 shadow=(totalLight-shadowedLight)/totalLight;float maxShadow=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);glFragColor=vec4(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),\nspecShadowAccum/float(sampleWeight),heat/float(sampleWeight),1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),specShadowAccum/float(sampleWeight),0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowVoxelTracingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkLb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `precision highp sampler2D;precision highp sampler3D;\n#define PI 3.1415927\nvarying vec2 vUV;\n#define DISABLE_UNIFORMITY_ANALYSIS\nuniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfSampler;uniform sampler3D voxelGridSampler;\n#ifdef COLOR_SHADOWS\nuniform samplerCube iblSampler;\n#endif\nuniform vec4 shadowParameters;\n#define SHADOWdirs shadowParameters.x\n#define SHADOWframe shadowParameters.y\n#define SHADOWenvRot shadowParameters.w\nuniform vec4 voxelBiasParameters;\n#define highestMipLevel voxelBiasParameters.z\nuniform vec4 sssParameters;\n#define SSSsamples sssParameters.x\n#define SSSstride sssParameters.y\n#define SSSmaxDistance sssParameters.z\n#define SSSthickness sssParameters.w\nuniform vec4 shadowOpacity;uniform mat4 projMtx;uniform mat4 viewMtx;uniform mat4 invProjMtx;uniform mat4 invViewMtx;uniform mat4 wsNormalizationMtx;uniform mat4 invVPMtx;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {vec3 m_min;vec3 m_max;};struct Ray {vec3 orig;vec3 dir;vec3 dir_rcp;float t_min;float t_max;};Ray make_ray(const vec3 origin,const vec3 direction,const float tmin,\nconst float tmax) {Ray ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nbool ray_box_intersection(const in AABB3f aabb,const in Ray ray,\nout float distance_near,out float distance_far) {vec3 tbot=ray.dir_rcp*(aabb.m_min-ray.orig);vec3 ttop=ray.dir_rcp*(aabb.m_max-ray.orig);vec3 tmin=min(ttop,tbot);vec3 tmax=max(ttop,tbot);distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return distance_near<=distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {float heat;ivec3 voxel_intersect_coords;};\n#endif\nuint hash(uint i) {i ^= i>>16u;i*=0x7FEB352Du;i ^= i>>15u;i*=0x846CA68Bu;i ^= i>>16u;return i;}\nfloat uint2float(uint i) {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nvec2 plasticSequence(const uint rstate) {return vec2(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfloat goldenSequence(const uint rstate) {return uint2float(rstate*2654435769u);}\nfloat distanceSquared(vec2 a,vec2 b) {vec2 diff=a-b;return dot(diff,diff);}\nvoid genTB(const vec3 N,out vec3 T,out vec3 B) {float s=N.z<0.0 ? -1.0 : 1.0;float a=-1.0/(s+N.z);float b=N.x*N.y*a;T=vec3(1.0+s*N.x*N.x*a,s*b,-s*N.x);B=vec3(b,s+N.y*N.y*a,-N.y);}\nint stack[24]; \n#define PUSH(i) stack[stackLevel++]=i; \n#define POP() stack[--stackLevel] \n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nbool anyHitVoxels(const Ray ray_vs,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nbool anyHitVoxels(const Ray ray_vs) {\n#endif\nvec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nuint steps=0u;\n#endif\nPUSH(maxLod<<24);while (stackLevel>0) {int elem=POP();ivec4 Coords =\nivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nfloat invRes=exp2(float(Coords.w-maxLod));vec3 bbmin=invRes*vec3(Coords.xyz+negD);vec3 bbmax=invRes*vec3(Coords.xyz-negD+ivec3(1));vec3 mint=mix(t0,t1,bbmin);vec3 maxt=mix(t0,t1,bbmax);vec3 midt=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);int nodeMask=int(\nround(texelFetch(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;int voxelBit=voxel0;Coords.xyz=(Coords.xyz<<1)+negD;int packedCoords =\nCoords.x | Coords.y<<8 | Coords.z<<16 | Coords.w<<24;if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn false;}\nfloat linearizeDepth(float depth,float near,float far) {return (near*far)/(far-depth*(far-near));}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float farPlaneZ,float noise) {\n#ifdef RIGHT_HANDED\nfloat csZDir=-1.0;\n#else \nfloat csZDir=1.0;\n#endif\nfloat ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ\n? \n(nearPlaneZ-csOrigin.z)/csDirection.z\n: ssMaxDist;vec3 csEndPoint=csOrigin+rayLength*csDirection;vec4 H0=projMtx*vec4(csOrigin,1.0);vec4 H1=projMtx*vec4(csEndPoint,1.0);vec2 Z0=vec2(csOrigin.z ,1.0)/H0.w;vec2 Z1=vec2(csEndPoint.z,1.0)/H1.w;vec2 P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+=vec2(distanceSquared(P0,P1)<0.0001 ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=ssStride*vec2(stepDirection,invdx*delta.y);vec2 dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;vec2 Z=Z0+noise*dZ;float end=P1.x*stepDirection;float rayZMax=csZDir*Z.x/Z.y;float sceneDepth=rayZMax;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);sceneDepth=texelFetch(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nfloat rayZMin=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise) {\n#endif\nfloat vxResolution=float(textureSize(voxelGridSampler,0).x);vec3 T,B;genTB(wsDirection,T,B);vec2 DitherXY=sqrt(DitherNoise.x)*vec2(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));float sceneScale=wsNormalizationMtx[0][0];vec3 Dithering =\n(voxelBiasParameters.x*wsNormal+voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;vec3 O=0.5*wsOrigin+0.5+Dithering;Ray ray_vs=make_ray(O,wsDirection,0.0,10.0);AABB3f voxel_aabb;voxel_aabb.m_min=vec3(0);voxel_aabb.m_max=vec3(1);float near,far;if (!ray_box_intersection(voxel_aabb,ray_vs,near,far))\nreturn 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn anyHitVoxels(ray_vs,voxel_march_diagnostic_info) ? 1.0f : 0.0f;\n#else\nreturn anyHitVoxels(ray_vs) ? 1.0f : 0.0f;\n#endif\n}\nvoid main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *\nuint(Resolution.x) +\nuint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat normalizedRotation=envRot/(2.0*PI);float depth=texelFetch(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(currentPixel)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,currentPixel & 0xFF,0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat heat=0.0f;\n#endif\nfloat shadowAccum=0.001;float specShadowAccum=0.001;float sampleWeight=0.001;\n#ifdef COLOR_SHADOWS\nvec3 totalLight=vec3(0.001);vec3 shadowedLight=vec3(0.0);\n#endif\nfor (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;vec2 T;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));T.x=textureLod(icdfSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfSampler,vec2(T.x,r.y),0.0).y;L=vec4(uv_to_normal(vec2(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvec3 lightDir=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));vec3 ibl=textureLod(iblSampler,lightDir,0.0).xyz;float pdf=textureLod(icdfSampler,T,0.0).z;\n#endif\nfloat cosNL=dot(N,L.xyz);float opacity=0.0;if (cosNL>0.0) {vec4 VP2=VP;VP2.y*=-1.0;vec4 unormWP=invViewMtx*VP2;vec3 WP=(wsNormalizationMtx*unormWP).xyz;vec2 vxNoise=vec2(uint2float(hash(dirId*2u)),uint2float(hash(dirId*2u+1u)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,voxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvec3 VL=(viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0);\n#else\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0);\n#endif\nfloat ssShadow=shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(cosNL)/vec3(pdf)*ibl;shadowedLight+=light*opacity;totalLight+=light;\n#else\nfloat rcos=(1.0-cosNL);shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;vec3 VR=-(viewMtx*vec4(reflect(-L.xyz,N),0.0)).xyz;specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvec3 shadow=(totalLight-shadowedLight)/totalLight;float maxShadow=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);glFragColor=vec4(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),\nspecShadowAccum/float(sampleWeight),heat/float(sampleWeight),1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),specShadowAccum/float(sampleWeight),0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblShadowVoxelTracingPixelShader = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "iblShadowsCombinePixelShader";
4
4
  const shader = `precision highp float;varying vec2 vUV;uniform sampler2D shadowSampler;uniform sampler2D textureSampler;uniform float shadowOpacity;void main(void)
5
5
  {vec3 shadow=texture(shadowSampler,vUV).rgb;vec3 sceneColor=texture(textureSampler,vUV).rgb;float shadowValue=mix(1.0,shadow.x,shadowOpacity);gl_FragColor=vec4(sceneColor*shadowValue,1.0);}`;
6
6
  // Sideeffect
7
- ShaderStore.ShadersStore[name] = shader;
7
+ if (!ShaderStore.ShadersStore[name]) {
8
+ ShaderStore.ShadersStore[name] = shader;
9
+ }
8
10
  /** @internal */
9
11
  export const iblShadowsCombinePixelShader = { name, shader };
10
12
  //# sourceMappingURL=iblShadowsCombine.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowsCombine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowsCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;8LAC+K,CAAC;AAC/L,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowsCombinePixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform sampler2D shadowSampler;uniform sampler2D textureSampler;uniform float shadowOpacity;void main(void)\n{vec3 shadow=texture(shadowSampler,vUV).rgb;vec3 sceneColor=texture(textureSampler,vUV).rgb;float shadowValue=mix(1.0,shadow.x,shadowOpacity);gl_FragColor=vec4(sceneColor*shadowValue,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowsCombinePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowsCombine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowsCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;8LAC+K,CAAC;AAC/L,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowsCombinePixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform sampler2D shadowSampler;uniform sampler2D textureSampler;uniform float shadowOpacity;void main(void)\n{vec3 shadow=texture(shadowSampler,vUV).rgb;vec3 sceneColor=texture(textureSampler,vUV).rgb;float shadowValue=mix(1.0,shadow.x,shadowOpacity);gl_FragColor=vec4(sceneColor*shadowValue,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblShadowsCombinePixelShader = { name, shader };\n"]}
@@ -8,7 +8,9 @@ glFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepS
8
8
  #endif
9
9
  }`;
10
10
  // Sideeffect
11
- ShaderStore.ShadersStore[name] = shader;
11
+ if (!ShaderStore.ShadersStore[name]) {
12
+ ShaderStore.ShadersStore[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const iblVoxelGridPixelShader = { name, shader };
14
16
  //# sourceMappingURL=iblVoxelGrid.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;EAKb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGridPixelShader\";\nconst shader = `precision highp float;layout(location=0) out highp float glFragData[MAX_DRAW_BUFFERS];varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;if (normPos.z<nearPlane || normPos.z>farPlane) {discard;}\nglFragData[0]=normPos.z<nearPlane+stepSize ? 1.0 : 0.0;glFragData[1]=normPos.z>=nearPlane+stepSize && normPos.z<nearPlane+2.0*stepSize ? 1.0 : 0.0;glFragData[2]=normPos.z>=nearPlane+2.0*stepSize && normPos.z<nearPlane+3.0*stepSize ? 1.0 : 0.0;glFragData[3]=normPos.z>=nearPlane+3.0*stepSize && normPos.z<nearPlane+4.0*stepSize ? 1.0 : 0.0;\n#if MAX_DRAW_BUFFERS>4\nglFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? 1.0 : 0.0;glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? 1.0 : 0.0;glFragData[6]=normPos.z>=nearPlane+6.0*stepSize && normPos.z<nearPlane+7.0*stepSize ? 1.0 : 0.0;glFragData[7]=normPos.z>=nearPlane+7.0*stepSize && normPos.z<nearPlane+8.0*stepSize ? 1.0 : 0.0;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblVoxelGridPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;EAKb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGridPixelShader\";\nconst shader = `precision highp float;layout(location=0) out highp float glFragData[MAX_DRAW_BUFFERS];varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;if (normPos.z<nearPlane || normPos.z>farPlane) {discard;}\nglFragData[0]=normPos.z<nearPlane+stepSize ? 1.0 : 0.0;glFragData[1]=normPos.z>=nearPlane+stepSize && normPos.z<nearPlane+2.0*stepSize ? 1.0 : 0.0;glFragData[2]=normPos.z>=nearPlane+2.0*stepSize && normPos.z<nearPlane+3.0*stepSize ? 1.0 : 0.0;glFragData[3]=normPos.z>=nearPlane+3.0*stepSize && normPos.z<nearPlane+4.0*stepSize ? 1.0 : 0.0;\n#if MAX_DRAW_BUFFERS>4\nglFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? 1.0 : 0.0;glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? 1.0 : 0.0;glFragData[6]=normPos.z>=nearPlane+6.0*stepSize && normPos.z<nearPlane+7.0*stepSize ? 1.0 : 0.0;glFragData[7]=normPos.z>=nearPlane+7.0*stepSize && normPos.z<nearPlane+8.0*stepSize ? 1.0 : 0.0;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridPixelShader = { name, shader };\n"]}
@@ -7,7 +7,9 @@ gl_Position.z=gl_Position.z*0.5+0.5;
7
7
  #endif
8
8
  }`;
9
9
  // Sideeffect
10
- ShaderStore.ShadersStore[name] = shader;
10
+ if (!ShaderStore.ShadersStore[name]) {
11
+ ShaderStore.ShadersStore[name] = shader;
12
+ }
11
13
  /** @internal */
12
14
  export const iblVoxelGridVertexShader = { name, shader };
13
15
  //# sourceMappingURL=iblVoxelGrid.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblVoxelGrid.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;EAIb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"iblVoxelGridVertexShader\";\nconst shader = `attribute vec3 position;attribute vec3 normal;varying vec3 vNormalizedPosition;uniform mat4 world;uniform mat4 invWorldScale;uniform mat4 viewMatrix;void main(void) {gl_Position=viewMatrix*invWorldScale*world*vec4(position,1.);vNormalizedPosition.xyz=gl_Position.xyz*0.5+0.5;\n#ifdef IS_NDC_HALF_ZRANGE\ngl_Position.z=gl_Position.z*0.5+0.5;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblVoxelGridVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblVoxelGrid.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;EAIb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"iblVoxelGridVertexShader\";\nconst shader = `attribute vec3 position;attribute vec3 normal;varying vec3 vNormalizedPosition;uniform mat4 world;uniform mat4 invWorldScale;uniform mat4 viewMatrix;void main(void) {gl_Position=viewMatrix*invWorldScale*world*vec4(position,1.);vNormalizedPosition.xyz=gl_Position.xyz*0.5+0.5;\n#ifdef IS_NDC_HALF_ZRANGE\ngl_Position.z=gl_Position.z*0.5+0.5;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridVertexShader = { name, shader };\n"]}
@@ -3,7 +3,9 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "iblVoxelGrid2dArrayDebugPixelShader";
4
4
  const shader = `precision highp sampler2DArray;varying vec2 vUV;uniform sampler2DArray voxelTexture;uniform sampler2D textureSampler;uniform int slice;void main(void) {ivec3 size=textureSize(voxelTexture,0);float dimension=sqrt(float(size.z));vec2 samplePos=fract(vUV.xy*vec2(dimension));int sampleIndex=int(floor(vUV.x*float(dimension))+floor(vUV.y*float(dimension))*dimension);glFragColor.rgb=texture(voxelTexture,vec3(samplePos.xy,sampleIndex)).rrr;glFragColor.a=1.0;glFragColor.rgb+=texture(textureSampler,vUV.xy).rgb;}`;
5
5
  // Sideeffect
6
- ShaderStore.ShadersStore[name] = shader;
6
+ if (!ShaderStore.ShadersStore[name]) {
7
+ ShaderStore.ShadersStore[name] = shader;
8
+ }
7
9
  /** @internal */
8
10
  export const iblVoxelGrid2dArrayDebugPixelShader = { name, shader };
9
11
  //# sourceMappingURL=iblVoxelGrid2dArrayDebug.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblVoxelGrid2dArrayDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid2dArrayDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG,6fAA6f,CAAC;AAC7gB,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"iblVoxelGrid2dArrayDebugPixelShader\";\nconst shader = `precision highp sampler2DArray;varying vec2 vUV;uniform sampler2DArray voxelTexture;uniform sampler2D textureSampler;uniform int slice;void main(void) {ivec3 size=textureSize(voxelTexture,0);float dimension=sqrt(float(size.z));vec2 samplePos=fract(vUV.xy*vec2(dimension));int sampleIndex=int(floor(vUV.x*float(dimension))+floor(vUV.y*float(dimension))*dimension);glFragColor.rgb=texture(voxelTexture,vec3(samplePos.xy,sampleIndex)).rrr;glFragColor.a=1.0;glFragColor.rgb+=texture(textureSampler,vUV.xy).rgb;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblVoxelGrid2dArrayDebugPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblVoxelGrid2dArrayDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid2dArrayDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG,6fAA6f,CAAC;AAC7gB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"iblVoxelGrid2dArrayDebugPixelShader\";\nconst shader = `precision highp sampler2DArray;varying vec2 vUV;uniform sampler2DArray voxelTexture;uniform sampler2D textureSampler;uniform int slice;void main(void) {ivec3 size=textureSize(voxelTexture,0);float dimension=sqrt(float(size.z));vec2 samplePos=fract(vUV.xy*vec2(dimension));int sampleIndex=int(floor(vUV.x*float(dimension))+floor(vUV.y*float(dimension))*dimension);glFragColor.rgb=texture(voxelTexture,vec3(samplePos.xy,sampleIndex)).rrr;glFragColor.a=1.0;glFragColor.rgb+=texture(textureSampler,vUV.xy).rgb;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGrid2dArrayDebugPixelShader = { name, shader };\n"]}
@@ -16,7 +16,9 @@ int(mipNumber))
16
16
  voxel.r+=mip_separator;}
17
17
  glFragColor.rgb=mix(background.rgb,voxelSlab.rgb,voxelSlab.a)+voxel;glFragColor.a=1.0;}}`;
18
18
  // Sideeffect
19
- ShaderStore.ShadersStore[name] = shader;
19
+ if (!ShaderStore.ShadersStore[name]) {
20
+ ShaderStore.ShadersStore[name] = shader;
21
+ }
20
22
  /** @internal */
21
23
  export const iblVoxelGrid3dDebugPixelShader = { name, shader };
22
24
  //# sourceMappingURL=iblVoxelGrid3dDebug.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblVoxelGrid3dDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid3dDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;yFAa0E,CAAC;AAC1F,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGrid3dDebugPixelShader\";\nconst shader = `precision highp sampler3D;varying vec2 vUV;uniform sampler3D voxelTexture;uniform sampler2D voxelSlabTexture;uniform sampler2D textureSampler;uniform vec4 sizeParams;\n#define offsetX sizeParams.x\n#define offsetY sizeParams.y\n#define widthScale sizeParams.z\n#define heightScale sizeParams.w\nuniform float mipNumber;void main(void) {vec2 uv =\nvec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 background=texture2D(textureSampler,vUV);vec4 voxelSlab=texture2D(voxelSlabTexture,vUV);ivec3 size=textureSize(voxelTexture,int(mipNumber));float dimension=ceil(sqrt(float(size.z)));vec2 samplePos=fract(uv.xy*vec2(dimension));int sampleIndex=int(floor(uv.x*float(dimension)) +\nfloor(uv.y*float(dimension))*dimension);float mip_separator=0.0;if (samplePos.x<0.01 || samplePos.y<0.01) {mip_separator=1.0;}\nbool outBounds=sampleIndex>size.z-1 ? true : false;sampleIndex=clamp(sampleIndex,0,size.z-1);ivec2 samplePosInt=ivec2(samplePos.xy*vec2(size.xy));vec3 voxel=texelFetch(voxelTexture,\nivec3(samplePosInt.x,samplePosInt.y,sampleIndex),\nint(mipNumber))\n.rgb;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=background;} else {if (outBounds) {voxel=vec3(0.15,0.0,0.0);} else {if (voxel.r>0.001) {voxel.g=1.0;}\nvoxel.r+=mip_separator;}\nglFragColor.rgb=mix(background.rgb,voxelSlab.rgb,voxelSlab.a)+voxel;glFragColor.a=1.0;}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblVoxelGrid3dDebugPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblVoxelGrid3dDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid3dDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;yFAa0E,CAAC;AAC1F,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGrid3dDebugPixelShader\";\nconst shader = `precision highp sampler3D;varying vec2 vUV;uniform sampler3D voxelTexture;uniform sampler2D voxelSlabTexture;uniform sampler2D textureSampler;uniform vec4 sizeParams;\n#define offsetX sizeParams.x\n#define offsetY sizeParams.y\n#define widthScale sizeParams.z\n#define heightScale sizeParams.w\nuniform float mipNumber;void main(void) {vec2 uv =\nvec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 background=texture2D(textureSampler,vUV);vec4 voxelSlab=texture2D(voxelSlabTexture,vUV);ivec3 size=textureSize(voxelTexture,int(mipNumber));float dimension=ceil(sqrt(float(size.z)));vec2 samplePos=fract(uv.xy*vec2(dimension));int sampleIndex=int(floor(uv.x*float(dimension)) +\nfloor(uv.y*float(dimension))*dimension);float mip_separator=0.0;if (samplePos.x<0.01 || samplePos.y<0.01) {mip_separator=1.0;}\nbool outBounds=sampleIndex>size.z-1 ? true : false;sampleIndex=clamp(sampleIndex,0,size.z-1);ivec2 samplePosInt=ivec2(samplePos.xy*vec2(size.xy));vec3 voxel=texelFetch(voxelTexture,\nivec3(samplePosInt.x,samplePosInt.y,sampleIndex),\nint(mipNumber))\n.rgb;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=background;} else {if (outBounds) {voxel=vec3(0.15,0.0,0.0);} else {if (voxel.r>0.001) {voxel.g=1.0;}\nvoxel.r+=mip_separator;}\nglFragColor.rgb=mix(background.rgb,voxelSlab.rgb,voxelSlab.a)+voxel;glFragColor.a=1.0;}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGrid3dDebugPixelShader = { name, shader };\n"]}
@@ -5,7 +5,9 @@ const shader = `precision highp float;varying vec3 vNormalizedPosition;uniform f
5
5
  float(MAX_DRAW_BUFFERS);if (normPos.x<0.0 || normPos.y<0.0 || normPos.z<0.0 ||
6
6
  normPos.x>1.0 || normPos.y>1.0 || normPos.z>1.0) {gl_FragColor=vec4(0.0,0.0,0.0,0.0);} else {gl_FragColor=vec4(slab,0.0,0.0,0.75);}}`;
7
7
  // Sideeffect
8
- ShaderStore.ShadersStore[name] = shader;
8
+ if (!ShaderStore.ShadersStore[name]) {
9
+ ShaderStore.ShadersStore[name] = shader;
10
+ }
9
11
  /** @internal */
10
12
  export const iblVoxelSlabDebugPixelShader = { name, shader };
11
13
  //# sourceMappingURL=iblVoxelSlabDebug.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblVoxelSlabDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelSlabDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;qIAEsH,CAAC;AACtI,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelSlabDebugPixelShader\";\nconst shader = `precision highp float;varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;float chunkSize=stepSize*float(MAX_DRAW_BUFFERS);float numChunks=1.0/chunkSize;float positionInChunk=fract(normPos.z/chunkSize);float slab=floor(positionInChunk*float(MAX_DRAW_BUFFERS)) /\nfloat(MAX_DRAW_BUFFERS);if (normPos.x<0.0 || normPos.y<0.0 || normPos.z<0.0 ||\nnormPos.x>1.0 || normPos.y>1.0 || normPos.z>1.0) {gl_FragColor=vec4(0.0,0.0,0.0,0.0);} else {gl_FragColor=vec4(slab,0.0,0.0,0.75);}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblVoxelSlabDebugPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblVoxelSlabDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelSlabDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;qIAEsH,CAAC;AACtI,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelSlabDebugPixelShader\";\nconst shader = `precision highp float;varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;float chunkSize=stepSize*float(MAX_DRAW_BUFFERS);float numChunks=1.0/chunkSize;float positionInChunk=fract(normPos.z/chunkSize);float slab=floor(positionInChunk*float(MAX_DRAW_BUFFERS)) /\nfloat(MAX_DRAW_BUFFERS);if (normPos.x<0.0 || normPos.y<0.0 || normPos.z<0.0 ||\nnormPos.x>1.0 || normPos.y>1.0 || normPos.z>1.0) {gl_FragColor=vec4(0.0,0.0,0.0,0.0);} else {gl_FragColor=vec4(slab,0.0,0.0,0.75);}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblVoxelSlabDebugPixelShader = { name, shader };\n"]}
@@ -3,7 +3,9 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "iblVoxelSlabDebugVertexShader";
4
4
  const shader = `attribute vec3 position;varying vec3 vNormalizedPosition;uniform mat4 world;uniform mat4 invWorldScale;uniform mat4 cameraViewMatrix;uniform mat4 projection;uniform mat4 viewMatrix;void main(void) {vec4 worldPosition=(world*vec4(position,1.));gl_Position=projection*cameraViewMatrix*worldPosition;vNormalizedPosition=(viewMatrix*invWorldScale*worldPosition).rgb;vNormalizedPosition.xyz=vNormalizedPosition.xyz*vec3(0.5)+vec3(0.5);}`;
5
5
  // Sideeffect
6
- ShaderStore.ShadersStore[name] = shader;
6
+ if (!ShaderStore.ShadersStore[name]) {
7
+ ShaderStore.ShadersStore[name] = shader;
8
+ }
7
9
  /** @internal */
8
10
  export const iblVoxelSlabDebugVertexShader = { name, shader };
9
11
  //# sourceMappingURL=iblVoxelSlabDebug.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblVoxelSlabDebug.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelSlabDebug.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG,ibAAib,CAAC;AACjc,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelSlabDebugVertexShader\";\nconst shader = `attribute vec3 position;varying vec3 vNormalizedPosition;uniform mat4 world;uniform mat4 invWorldScale;uniform mat4 cameraViewMatrix;uniform mat4 projection;uniform mat4 viewMatrix;void main(void) {vec4 worldPosition=(world*vec4(position,1.));gl_Position=projection*cameraViewMatrix*worldPosition;vNormalizedPosition=(viewMatrix*invWorldScale*worldPosition).rgb;vNormalizedPosition.xyz=vNormalizedPosition.xyz*vec3(0.5)+vec3(0.5);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblVoxelSlabDebugVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblVoxelSlabDebug.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelSlabDebug.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG,ibAAib,CAAC;AACjc,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelSlabDebugVertexShader\";\nconst shader = `attribute vec3 position;varying vec3 vNormalizedPosition;uniform mat4 world;uniform mat4 invWorldScale;uniform mat4 cameraViewMatrix;uniform mat4 projection;uniform mat4 viewMatrix;void main(void) {vec4 worldPosition=(world*vec4(position,1.));gl_Position=projection*cameraViewMatrix*worldPosition;vNormalizedPosition=(viewMatrix*invWorldScale*worldPosition).rgb;vNormalizedPosition.xyz=vNormalizedPosition.xyz*vec3(0.5)+vec3(0.5);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblVoxelSlabDebugVertexShader = { name, shader };\n"]}
@@ -23,7 +23,9 @@ result=applyImageProcessing(result);
23
23
  #endif
24
24
  gl_FragColor=result;}`;
25
25
  // Sideeffect
26
- ShaderStore.ShadersStore[name] = shader;
26
+ if (!ShaderStore.ShadersStore[name]) {
27
+ ShaderStore.ShadersStore[name] = shader;
28
+ }
27
29
  /** @internal */
28
30
  export const imageProcessingPixelShader = { name, shader };
29
31
  //# sourceMappingURL=imageProcessing.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/imageProcessing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AAEnD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;sBAiBO,CAAC;AACvB,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\n\nconst name = \"imageProcessingPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/imageProcessing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AAEnD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;sBAiBO,CAAC;AACvB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\n\nconst name = \"imageProcessingPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const imageProcessingPixelShader = { name, shader };\n"]}
@@ -42,7 +42,9 @@ gl_FragColor/=sumOfWeights;
42
42
  #endif
43
43
  }`;
44
44
  // Sideeffect
45
- ShaderStore.ShadersStore[name] = shader;
45
+ if (!ShaderStore.ShadersStore[name]) {
46
+ ShaderStore.ShadersStore[name] = shader;
47
+ }
46
48
  /** @internal */
47
49
  export const kernelBlurPixelShader = { name, shader };
48
50
  //# sourceMappingURL=kernelBlur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/kernelBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/kernelBlurFragment\";\nimport \"./ShadersInclude/kernelBlurFragment2\";\n\nconst name = \"kernelBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform vec2 delta;varying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;float sampleCoC(in vec2 offset) {float coc=texture2D(circleOfConfusionSampler,offset).r;return coc; }\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\n#include<packingFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float computedWeight=0.0;\n#ifdef PACKEDFLOAT\nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/kernelBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/kernelBlurFragment\";\nimport \"./ShadersInclude/kernelBlurFragment2\";\n\nconst name = \"kernelBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform vec2 delta;varying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;float sampleCoC(in vec2 offset) {float coc=texture2D(circleOfConfusionSampler,offset).r;return coc; }\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\n#include<packingFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float computedWeight=0.0;\n#ifdef PACKEDFLOAT\nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const kernelBlurPixelShader = { name, shader };\n"]}
@@ -15,7 +15,9 @@ gl_Position=vec4(position,0.0,1.0);
15
15
  #define CUSTOM_VERTEX_MAIN_END
16
16
  }`;
17
17
  // Sideeffect
18
- ShaderStore.ShadersStore[name] = shader;
18
+ if (!ShaderStore.ShadersStore[name]) {
19
+ ShaderStore.ShadersStore[name] = shader;
20
+ }
19
21
  /** @internal */
20
22
  export const kernelBlurVertexShader = { name, shader };
21
23
  //# sourceMappingURL=kernelBlur.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlur.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/kernelBlur.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/kernelBlurVertex\";\n\nconst name = \"kernelBlurVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 delta;varying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const kernelBlurVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlur.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/kernelBlur.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/kernelBlurVertex\";\n\nconst name = \"kernelBlurVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 delta;varying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const kernelBlurVertexShader = { name, shader };\n"]}
@@ -21,7 +21,9 @@ gl_FragColor=baseColor*color;
21
21
  #define CUSTOM_FRAGMENT_MAIN_END
22
22
  }`;
23
23
  // Sideeffect
24
- ShaderStore.ShadersStore[name] = shader;
24
+ if (!ShaderStore.ShadersStore[name]) {
25
+ ShaderStore.ShadersStore[name] = shader;
26
+ }
25
27
  /** @internal */
26
28
  export const layerPixelShader = { name, shader };
27
29
  //# sourceMappingURL=layer.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"layer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/layer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;EAiBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"layerPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec4 color;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\n#if defined(CONVERT_TO_GAMMA)\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\n#elif defined(CONVERT_TO_LINEAR)\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const layerPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"layer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/layer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;EAiBb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"layerPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec4 color;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\n#if defined(CONVERT_TO_GAMMA)\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\n#elif defined(CONVERT_TO_LINEAR)\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const layerPixelShader = { name, shader };\n"]}
@@ -9,7 +9,9 @@ vec2 shiftedPosition=position*scale+offset;vUV=vec2(textureMatrix*vec4(shiftedPo
9
9
  #define CUSTOM_VERTEX_MAIN_END
10
10
  }`;
11
11
  // Sideeffect
12
- ShaderStore.ShadersStore[name] = shader;
12
+ if (!ShaderStore.ShadersStore[name]) {
13
+ ShaderStore.ShadersStore[name] = shader;
14
+ }
13
15
  /** @internal */
14
16
  export const layerVertexShader = { name, shader };
15
17
  //# sourceMappingURL=layer.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"layer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/layer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"layerVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 scale;uniform vec2 offset;uniform mat4 textureMatrix;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 shiftedPosition=position*scale+offset;vUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));gl_Position=vec4(shiftedPosition,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const layerVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"layer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/layer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"layerVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 scale;uniform vec2 offset;uniform mat4 textureMatrix;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 shiftedPosition=position*scale+offset;vUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));gl_Position=vec4(shiftedPosition,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const layerVertexShader = { name, shader };\n"]}
@@ -9,7 +9,9 @@ vec4 baseColor=texture2D(textureSampler,vUV);gl_FragColor=baseColor*color;
9
9
  #define CUSTOM_FRAGMENT_MAIN_END
10
10
  }`;
11
11
  // Sideeffect
12
- ShaderStore.ShadersStore[name] = shader;
12
+ if (!ShaderStore.ShadersStore[name]) {
13
+ ShaderStore.ShadersStore[name] = shader;
14
+ }
13
15
  /** @internal */
14
16
  export const lensFlarePixelShader = { name, shader };
15
17
  //# sourceMappingURL=lensFlare.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lensFlare.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensFlare.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlarePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec4 color;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);gl_FragColor=baseColor*color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lensFlarePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"lensFlare.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensFlare.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlarePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec4 color;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);gl_FragColor=baseColor*color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const lensFlarePixelShader = { name, shader };\n"]}
@@ -9,7 +9,9 @@ vUV=position*madd+madd;gl_Position=viewportMatrix*vec4(position,0.0,1.0);
9
9
  #define CUSTOM_VERTEX_MAIN_END
10
10
  }`;
11
11
  // Sideeffect
12
- ShaderStore.ShadersStore[name] = shader;
12
+ if (!ShaderStore.ShadersStore[name]) {
13
+ ShaderStore.ShadersStore[name] = shader;
14
+ }
13
15
  /** @internal */
14
16
  export const lensFlareVertexShader = { name, shader };
15
17
  //# sourceMappingURL=lensFlare.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lensFlare.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensFlare.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlareVertexShader\";\nconst shader = `attribute vec2 position;uniform mat4 viewportMatrix;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=position*madd+madd;gl_Position=viewportMatrix*vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lensFlareVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"lensFlare.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensFlare.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlareVertexShader\";\nconst shader = `attribute vec2 position;uniform mat4 viewportMatrix;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=position*madd+madd;gl_Position=viewportMatrix*vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const lensFlareVertexShader = { name, shader };\n"]}
@@ -16,7 +16,9 @@ blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));blur
16
16
  #endif
17
17
  blurred/=39.0;gl_FragColor=blurred;}`;
18
18
  // Sideeffect
19
- ShaderStore.ShadersStore[name] = shader;
19
+ if (!ShaderStore.ShadersStore[name]) {
20
+ ShaderStore.ShadersStore[name] = shader;
21
+ }
20
22
  /** @internal */
21
23
  export const lensHighlightsPixelShader = { name, shader };
22
24
  //# sourceMappingURL=lensHighlights.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lensHighlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;qCAasB,CAAC;AACtC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensHighlightsPixelShader\";\nconst shader = `uniform sampler2D textureSampler; \nuniform float gain;uniform float threshold;uniform float screen_width;uniform float screen_height;varying vec2 vUV;vec4 highlightColor(vec4 color) {vec4 highlight=color;float luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));float lum_threshold;if (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);highlight*=luminance*gain;highlight.a=1.0;return highlight;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 original=texture2D(textureSampler,vUV);if (gain==-1.0) {gl_FragColor=vec4(0.0,0.0,0.0,1.0);return;}\nfloat w=2.0/screen_width;float h=2.0/screen_height;float weight=1.0;vec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;gl_FragColor=blurred;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lensHighlightsPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"lensHighlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lensHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;qCAasB,CAAC;AACtC,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensHighlightsPixelShader\";\nconst shader = `uniform sampler2D textureSampler; \nuniform float gain;uniform float threshold;uniform float screen_width;uniform float screen_height;varying vec2 vUV;vec4 highlightColor(vec4 color) {vec4 highlight=color;float luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));float lum_threshold;if (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);highlight*=luminance*gain;highlight.a=1.0;return highlight;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 original=texture2D(textureSampler,vUV);if (gain==-1.0) {gl_FragColor=vec4(0.0,0.0,0.0,1.0);return;}\nfloat w=2.0/screen_width;float h=2.0/screen_height;float weight=1.0;vec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));blurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;gl_FragColor=blurred;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const lensHighlightsPixelShader = { name, shader };\n"]}
@@ -20,7 +20,9 @@ gl_FragColor=color;
20
20
  #define CUSTOM_FRAGMENT_MAIN_END
21
21
  }`;
22
22
  // Sideeffect
23
- ShaderStore.ShadersStore[name] = shader;
23
+ if (!ShaderStore.ShadersStore[name]) {
24
+ ShaderStore.ShadersStore[name] = shader;
25
+ }
24
26
  /** @internal */
25
27
  export const linePixelShader = { name, shader };
26
28
  //# sourceMappingURL=line.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"line.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/line.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;EAab,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"linePixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\nuniform vec4 color;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<logDepthFragment>\n#include<clipPlaneFragment>\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const linePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"line.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/line.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;EAab,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"linePixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\nuniform vec4 color;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<logDepthFragment>\n#include<clipPlaneFragment>\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const linePixelShader = { name, shader };\n"]}
@@ -27,7 +27,9 @@ vec4 worldPos=finalWorld*vec4(position,1.0);
27
27
  #define CUSTOM_VERTEX_MAIN_END
28
28
  }`;
29
29
  // Sideeffect
30
- ShaderStore.ShadersStore[name] = shader;
30
+ if (!ShaderStore.ShadersStore[name]) {
31
+ ShaderStore.ShadersStore[name] = shader;
32
+ }
31
33
  /** @internal */
32
34
  export const lineVertexShader = { name, shader };
33
35
  //# sourceMappingURL=line.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"line.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/line.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;EAgBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/lineVertexDeclaration\";\nimport \"./ShadersInclude/lineUboDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"lineVertexShader\";\nconst shader = `#include<__decl__lineVertex>\n#include<instancesDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute vec3 position;attribute vec4 normal;uniform float width;uniform float aspectRatio;\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nmat4 worldViewProjection=viewProjection*finalWorld;vec4 viewPosition=worldViewProjection*vec4(position,1.0);vec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);vec2 currentScreen=viewPosition.xy/viewPosition.w;vec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;currentScreen.x*=aspectRatio;nextScreen.x*=aspectRatio;vec2 dir=normalize(nextScreen-currentScreen);vec2 normalDir=vec2(-dir.y,dir.x);normalDir*=width/2.0;normalDir.x/=aspectRatio;vec4 offset=vec4(normalDir*normal.w,0.0,0.0);gl_Position=viewPosition+offset;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<clipPlaneVertex>\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lineVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"line.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/line.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;EAgBb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/lineVertexDeclaration\";\nimport \"./ShadersInclude/lineUboDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"lineVertexShader\";\nconst shader = `#include<__decl__lineVertex>\n#include<instancesDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute vec3 position;attribute vec4 normal;uniform float width;uniform float aspectRatio;\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nmat4 worldViewProjection=viewProjection*finalWorld;vec4 viewPosition=worldViewProjection*vec4(position,1.0);vec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);vec2 currentScreen=viewPosition.xy/viewPosition.w;vec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;currentScreen.x*=aspectRatio;nextScreen.x*=aspectRatio;vec2 dir=normalize(nextScreen-currentScreen);vec2 normalDir=vec2(-dir.y,dir.x);normalDir*=width/2.0;normalDir.x/=aspectRatio;vec4 offset=vec4(normalDir*normal.w,0.0,0.0);gl_Position=viewPosition+offset;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<clipPlaneVertex>\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const lineVertexShader = { name, shader };\n"]}
@@ -6,7 +6,9 @@ precision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vU
6
6
  {gl_FragColor=texture2DLodEXT(textureSampler,vUV,lod);if (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}
7
7
  `;
8
8
  // Sideeffect
9
- ShaderStore.ShadersStore[name] = shader;
9
+ if (!ShaderStore.ShadersStore[name]) {
10
+ ShaderStore.ShadersStore[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const lodPixelShader = { name, shader };
12
14
  //# sourceMappingURL=lod.fragment.js.map