@babylonjs/core 7.53.2 → 7.54.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1278) hide show
  1. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  2. package/AudioV2/abstractAudio/abstractSound.js +12 -12
  3. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  4. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  5. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  6. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  7. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +15 -8
  8. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +23 -11
  9. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  10. package/AudioV2/abstractAudio/staticSound.js +8 -0
  11. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +2 -0
  13. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +4 -4
  15. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +3 -3
  16. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  17. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +23 -16
  18. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +3 -3
  19. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  20. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +13 -6
  21. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +13 -8
  23. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +18 -14
  24. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +10 -6
  26. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +7 -3
  27. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +7 -5
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +15 -15
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -0
  32. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +4 -2
  33. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  34. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -0
  35. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +4 -2
  36. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  37. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +14 -13
  38. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  39. package/AudioV2/webAudio/webAudioEngine.d.ts +12 -0
  40. package/AudioV2/webAudio/webAudioEngine.js +16 -2
  41. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  42. package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -0
  43. package/AudioV2/webAudio/webAudioMainOut.js +4 -2
  44. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  45. package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -0
  46. package/AudioV2/webAudio/webAudioStaticSound.js +14 -0
  47. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  49. package/AudioV2/webAudio/webAudioUnmuteUI.js +45 -0
  50. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  51. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  52. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  53. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  54. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  55. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  56. package/DeviceInput/webDeviceInputSystem.js +21 -3
  57. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  58. package/Engines/abstractEngine.js +2 -3
  59. package/Engines/abstractEngine.js.map +1 -1
  60. package/Engines/thinEngine.d.ts +2 -1
  61. package/Engines/thinEngine.js +10 -2
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/webgpuEngine.d.ts +2 -1
  64. package/Engines/webgpuEngine.js +3 -2
  65. package/Engines/webgpuEngine.js.map +1 -1
  66. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  67. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  68. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +1 -1
  69. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  71. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  74. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  75. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  76. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  77. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  80. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  81. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  82. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  84. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  86. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  88. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  90. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  91. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  92. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  94. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  96. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  98. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  99. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  100. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  101. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  102. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  103. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  105. package/FrameGraph/Node/Blocks/index.js +1 -1
  106. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  108. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  109. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  110. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  111. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  112. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  113. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  114. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  115. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  116. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  117. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  118. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  119. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  120. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  121. package/FrameGraph/index.d.ts +1 -1
  122. package/FrameGraph/index.js +1 -1
  123. package/FrameGraph/index.js.map +1 -1
  124. package/Gizmos/gizmo.js +25 -17
  125. package/Gizmos/gizmo.js.map +1 -1
  126. package/Lights/IES/iesLoader.d.ts +1 -1
  127. package/Lights/IES/iesLoader.js +1 -1
  128. package/Lights/IES/iesLoader.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  130. package/Lights/Shadows/shadowGenerator.js +2 -2
  131. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  132. package/Lights/spotLight.d.ts +1 -1
  133. package/Lights/spotLight.js +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +1 -1
  136. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +1 -1
  137. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  138. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  139. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  140. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  141. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
  142. package/Materials/PBR/pbrBaseMaterial.js +2 -2
  143. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  144. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  145. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  146. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  147. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
  148. package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
  149. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  150. package/Materials/Textures/Loaders/exrTextureLoader.d.ts +5 -4
  151. package/Materials/Textures/Loaders/exrTextureLoader.js +5 -4
  152. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  153. package/Materials/material.js +1 -1
  154. package/Materials/material.js.map +1 -1
  155. package/Maths/math.scalar.d.ts +1 -0
  156. package/Maths/math.scalar.functions.d.ts +9 -0
  157. package/Maths/math.scalar.functions.js +11 -0
  158. package/Maths/math.scalar.functions.js.map +1 -1
  159. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  160. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  161. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  162. package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +96 -0
  163. package/Meshes/Node/Blocks/geometryEaseBlock.js +318 -0
  164. package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -0
  165. package/Meshes/Node/index.d.ts +1 -0
  166. package/Meshes/Node/index.js +1 -0
  167. package/Meshes/Node/index.js.map +1 -1
  168. package/Meshes/csg2.d.ts +3 -3
  169. package/Meshes/csg2.js +3 -3
  170. package/Meshes/csg2.js.map +1 -1
  171. package/Meshes/lattice.d.ts +2 -2
  172. package/Meshes/lattice.js +5 -4
  173. package/Meshes/lattice.js.map +1 -1
  174. package/Meshes/lattice.material.d.ts +2 -2
  175. package/Meshes/lattice.material.js +2 -2
  176. package/Meshes/lattice.material.js.map +1 -1
  177. package/Meshes/mesh.d.ts +2 -2
  178. package/Meshes/mesh.js +2 -2
  179. package/Meshes/mesh.js.map +1 -1
  180. package/Misc/decorators.js +2 -2
  181. package/Misc/decorators.js.map +1 -1
  182. package/Misc/fileTools.d.ts +1 -1
  183. package/Misc/fileTools.js +1 -1
  184. package/Misc/fileTools.js.map +1 -1
  185. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  186. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  187. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  188. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  189. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  190. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +4 -0
  191. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +11 -16
  192. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  193. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +6 -1
  194. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +7 -1
  195. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  196. package/Rendering/subSurfaceConfiguration.js +5 -1
  197. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  198. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  199. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  200. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  201. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  202. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  203. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  204. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  205. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  206. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  207. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  208. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  209. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  210. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  211. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  212. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  213. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  214. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  215. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  216. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  217. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  218. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  219. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  220. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  221. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  222. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  223. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  224. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  225. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  226. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  227. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  228. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  229. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  230. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  231. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  232. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  233. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  234. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  235. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  236. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  237. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  238. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  239. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  240. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  241. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  242. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  243. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  244. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  245. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  246. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  247. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  248. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  249. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  250. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  251. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  252. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  253. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  254. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  255. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  256. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  257. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  258. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  259. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  260. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  261. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  262. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  263. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  264. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  265. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  266. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  267. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  268. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  269. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  270. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  271. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  272. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  273. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  274. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  275. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  276. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  277. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  278. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  279. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  280. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  281. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  282. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  283. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  284. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  285. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  286. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  287. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  288. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  289. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  290. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  291. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  292. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  293. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  294. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  295. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  296. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  297. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  298. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  299. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  300. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  301. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  302. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  303. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  304. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  305. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  306. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  307. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  308. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  309. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  310. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  311. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  312. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  313. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  314. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  315. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  316. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  317. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  318. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  319. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  320. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
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  1259. package/ShadersWGSL/sprites.vertex.js +3 -1
  1260. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  1261. package/ShadersWGSL/ssao2.fragment.js +3 -1
  1262. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  1263. package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
  1264. package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
  1265. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
  1266. package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
  1267. package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
  1268. package/ShadersWGSL/taa.fragment.js +3 -1
  1269. package/ShadersWGSL/taa.fragment.js.map +1 -1
  1270. package/ShadersWGSL/tonemap.fragment.js +3 -1
  1271. package/ShadersWGSL/tonemap.fragment.js.map +1 -1
  1272. package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
  1273. package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
  1274. package/package.json +1 -1
  1275. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
  1276. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
  1277. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
  1278. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
@@ -1 +1 @@
1
- {"version":3,"file":"lod.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lod.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lodPixelShader\";\nconst shader = `#extension GL_EXT_shader_texture_lod : enable\nprecision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform sampler2D textureSampler;uniform float lod;uniform vec2 texSize;uniform int gamma;void main(void)\n{gl_FragColor=texture2DLodEXT(textureSampler,vUV,lod);if (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lodPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"lod.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lod.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,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,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lodPixelShader\";\nconst shader = `#extension GL_EXT_shader_texture_lod : enable\nprecision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform sampler2D textureSampler;uniform float lod;uniform vec2 texSize;uniform int gamma;void main(void)\n{gl_FragColor=texture2DLodEXT(textureSampler,vUV,lod);if (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const lodPixelShader = { name, shader };\n"]}
@@ -24,7 +24,9 @@ gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod);
24
24
  if (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}
25
25
  `;
26
26
  // Sideeffect
27
- ShaderStore.ShadersStore[name] = shader;
27
+ if (!ShaderStore.ShadersStore[name]) {
28
+ ShaderStore.ShadersStore[name] = shader;
29
+ }
28
30
  /** @internal */
29
31
  export const lodCubePixelShader = { name, shader };
30
32
  //# sourceMappingURL=lodCube.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lodCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lodCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lodCubePixelShader\";\nconst shader = `precision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform samplerCube textureSampler;uniform float lod;uniform int gamma;void main(void)\n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x),lod);\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x),lod);\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x),lod);\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x),lod);\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001),lod);\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod);\n#endif\nif (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lodCubePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"lodCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lodCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,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,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lodCubePixelShader\";\nconst shader = `precision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform samplerCube textureSampler;uniform float lod;uniform int gamma;void main(void)\n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x),lod);\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x),lod);\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x),lod);\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x),lod);\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001),lod);\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod);\n#endif\nif (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const lodCubePixelShader = { name, shader };\n"]}
@@ -5,7 +5,9 @@ const shader = `precision highp float;varying vec2 vDecalTC;uniform sampler2D te
5
5
  gl_FragColor=texture2D(textureSampler,vDecalTC);}
6
6
  `;
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 meshUVSpaceRendererPixelShader = { name, shader };
11
13
  //# sourceMappingURL=meshUVSpaceRenderer.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRenderer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,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 = \"meshUVSpaceRendererPixelShader\";\nconst shader = `precision highp float;varying vec2 vDecalTC;uniform sampler2D textureSampler;void main(void) {if (vDecalTC.x<0. || vDecalTC.x>1. || vDecalTC.y<0. || vDecalTC.y>1.) {discard;}\ngl_FragColor=texture2D(textureSampler,vDecalTC);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRenderer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,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 = \"meshUVSpaceRendererPixelShader\";\nconst shader = `precision highp float;varying vec2 vDecalTC;uniform sampler2D textureSampler;void main(void) {if (vDecalTC.x<0. || vDecalTC.x>1. || vDecalTC.y<0. || vDecalTC.y>1.) {discard;}\ngl_FragColor=texture2D(textureSampler,vDecalTC);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererPixelShader = { name, shader };\n"]}
@@ -34,7 +34,9 @@ vNormalW=normalize(normWorldSM*normalUpdated);
34
34
  #endif
35
35
  vec3 normalView=normalize((projMatrix*vec4(vNormalW,0.0)).xyz);vec3 decalTC=(projMatrix*worldPos).xyz;vDecalTC=decalTC.xy;gl_Position=vec4(uv*2.0-1.0,normalView.z>0.0 ? 2. : decalTC.z,1.0);}`;
36
36
  // Sideeffect
37
- ShaderStore.ShadersStore[name] = shader;
37
+ if (!ShaderStore.ShadersStore[name]) {
38
+ ShaderStore.ShadersStore[name] = shader;
39
+ }
38
40
  /** @internal */
39
41
  export const meshUVSpaceRendererVertexShader = { name, shader };
40
42
  //# sourceMappingURL=meshUVSpaceRenderer.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRenderer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;+LAqBgL,CAAC;AAChM,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\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"meshUVSpaceRendererVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;uniform mat4 projMatrix;varying vec2 vDecalTC;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nvoid main(void) {vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);mat3 normWorldSM=mat3(finalWorld);vec3 vNormalW;\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvNormalW=normalize(normWorldSM*normalUpdated);\n#endif\nvec3 normalView=normalize((projMatrix*vec4(vNormalW,0.0)).xyz);vec3 decalTC=(projMatrix*worldPos).xyz;vDecalTC=decalTC.xy;gl_Position=vec4(uv*2.0-1.0,normalView.z>0.0 ? 2. : decalTC.z,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRenderer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;+LAqBgL,CAAC;AAChM,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\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"meshUVSpaceRendererVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;uniform mat4 projMatrix;varying vec2 vDecalTC;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nvoid main(void) {vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);mat3 normWorldSM=mat3(finalWorld);vec3 vNormalW;\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvNormalW=normalize(normWorldSM*normalUpdated);\n#endif\nvec3 normalView=normalize((projMatrix*vec4(vNormalW,0.0)).xyz);vec3 decalTC=(projMatrix*worldPos).xyz;vDecalTC=decalTC.xy;gl_Position=vec4(uv*2.0-1.0,normalView.z>0.0 ? 2. : decalTC.z,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererVertexShader = { name, shader };\n"]}
@@ -8,7 +8,9 @@ if (mask_p12>0.5) {col+=texture2D(textureSampler,uv_p12);total_weight+=1.0;}
8
8
  if (total_weight>0.0) {gl_FragColor=col/total_weight;} else {gl_FragColor=col;}}}
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 meshUVSpaceRendererFinaliserPixelShader = { name, shader };
14
16
  //# sourceMappingURL=meshUVSpaceRendererFinaliser.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRendererFinaliser.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRendererFinaliser.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uCAAuC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererFinaliserPixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D maskTextureSampler;uniform vec2 textureSize;void main() {vec4 mask=texture2D(maskTextureSampler,vUV).rgba;if (mask.r>0.5) {gl_FragColor=texture2D(textureSampler,vUV);} else {vec2 texelSize=4.0/textureSize;vec2 uv_p01=vUV+vec2(-1.0,0.0)*texelSize;vec2 uv_p21=vUV+vec2(1.0,0.0)*texelSize;vec2 uv_p10=vUV+vec2(0.0,-1.0)*texelSize;vec2 uv_p12=vUV+vec2(0.0,1.0)*texelSize;float mask_p01=texture2D(maskTextureSampler,uv_p01).r;float mask_p21=texture2D(maskTextureSampler,uv_p21).r;float mask_p10=texture2D(maskTextureSampler,uv_p10).r;float mask_p12=texture2D(maskTextureSampler,uv_p12).r;vec4 col=vec4(0.0,0.0,0.0,0.0);float total_weight=0.0;if (mask_p01>0.5) {col+=texture2D(textureSampler,uv_p01);total_weight+=1.0;}\nif (mask_p21>0.5) {col+=texture2D(textureSampler,uv_p21);total_weight+=1.0;}\nif (mask_p10>0.5) {col+=texture2D(textureSampler,uv_p10);total_weight+=1.0;}\nif (mask_p12>0.5) {col+=texture2D(textureSampler,uv_p12);total_weight+=1.0;}\nif (total_weight>0.0) {gl_FragColor=col/total_weight;} else {gl_FragColor=col;}}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererFinaliserPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRendererFinaliser.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRendererFinaliser.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,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,uCAAuC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererFinaliserPixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D maskTextureSampler;uniform vec2 textureSize;void main() {vec4 mask=texture2D(maskTextureSampler,vUV).rgba;if (mask.r>0.5) {gl_FragColor=texture2D(textureSampler,vUV);} else {vec2 texelSize=4.0/textureSize;vec2 uv_p01=vUV+vec2(-1.0,0.0)*texelSize;vec2 uv_p21=vUV+vec2(1.0,0.0)*texelSize;vec2 uv_p10=vUV+vec2(0.0,-1.0)*texelSize;vec2 uv_p12=vUV+vec2(0.0,1.0)*texelSize;float mask_p01=texture2D(maskTextureSampler,uv_p01).r;float mask_p21=texture2D(maskTextureSampler,uv_p21).r;float mask_p10=texture2D(maskTextureSampler,uv_p10).r;float mask_p12=texture2D(maskTextureSampler,uv_p12).r;vec4 col=vec4(0.0,0.0,0.0,0.0);float total_weight=0.0;if (mask_p01>0.5) {col+=texture2D(textureSampler,uv_p01);total_weight+=1.0;}\nif (mask_p21>0.5) {col+=texture2D(textureSampler,uv_p21);total_weight+=1.0;}\nif (mask_p10>0.5) {col+=texture2D(textureSampler,uv_p10);total_weight+=1.0;}\nif (mask_p12>0.5) {col+=texture2D(textureSampler,uv_p12);total_weight+=1.0;}\nif (total_weight>0.0) {gl_FragColor=col/total_weight;} else {gl_FragColor=col;}}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererFinaliserPixelShader = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "meshUVSpaceRendererFinaliserVertexShader";
4
4
  const shader = `precision highp float;attribute vec3 position;attribute vec2 uv;uniform mat4 worldViewProjection;varying vec2 vUV;void main() {gl_Position=worldViewProjection*vec4(position,1.0);vUV=uv;}
5
5
  `;
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 meshUVSpaceRendererFinaliserVertexShader = { name, shader };
10
12
  //# sourceMappingURL=meshUVSpaceRendererFinaliser.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRendererFinaliser.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRendererFinaliser.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererFinaliserVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec2 uv;uniform mat4 worldViewProjection;varying vec2 vUV;void main() {gl_Position=worldViewProjection*vec4(position,1.0);vUV=uv;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererFinaliserVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRendererFinaliser.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRendererFinaliser.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,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,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererFinaliserVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec2 uv;uniform mat4 worldViewProjection;varying vec2 vUV;void main() {gl_Position=worldViewProjection*vec4(position,1.0);vUV=uv;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererFinaliserVertexShader = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "meshUVSpaceRendererMaskerPixelShader";
4
4
  const shader = `varying vec2 vUV;void main(void) {gl_FragColor=vec4(1.0,1.0,1.0,1.0);}
5
5
  `;
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 meshUVSpaceRendererMaskerPixelShader = { name, shader };
10
12
  //# sourceMappingURL=meshUVSpaceRendererMasker.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRendererMasker.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRendererMasker.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererMaskerPixelShader\";\nconst shader = `varying vec2 vUV;void main(void) {gl_FragColor=vec4(1.0,1.0,1.0,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererMaskerPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRendererMasker.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRendererMasker.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,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,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererMaskerPixelShader\";\nconst shader = `varying vec2 vUV;void main(void) {gl_FragColor=vec4(1.0,1.0,1.0,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererMaskerPixelShader = { name, shader };\n"]}
@@ -3,7 +3,9 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "meshUVSpaceRendererMaskerVertexShader";
4
4
  const shader = `attribute vec2 uv;varying vec2 vUV;void main(void) {gl_Position=vec4(vec2(uv.x,uv.y)*2.0-1.0,0.,1.0);vUV=uv;}`;
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 meshUVSpaceRendererMaskerVertexShader = { name, shader };
9
11
  //# sourceMappingURL=meshUVSpaceRendererMasker.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRendererMasker.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRendererMasker.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG,+GAA+G,CAAC;AAC/H,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererMaskerVertexShader\";\nconst shader = `attribute vec2 uv;varying vec2 vUV;void main(void) {gl_Position=vec4(vec2(uv.x,uv.y)*2.0-1.0,0.,1.0);vUV=uv;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererMaskerVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRendererMasker.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/meshUVSpaceRendererMasker.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG,+GAA+G,CAAC;AAC/H,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,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererMaskerVertexShader\";\nconst shader = `attribute vec2 uv;varying vec2 vUV;void main(void) {gl_Position=vec4(vec2(uv.x,uv.y)*2.0-1.0,0.,1.0);vUV=uv;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererMaskerVertexShader = { name, shader };\n"]}
@@ -24,7 +24,9 @@ discard;}}
24
24
  #endif
25
25
  `;
26
26
  // Sideeffect
27
- ShaderStore.ShadersStore[name] = shader;
27
+ if (!ShaderStore.ShadersStore[name]) {
28
+ ShaderStore.ShadersStore[name] = shader;
29
+ }
28
30
  /** @internal */
29
31
  export const minmaxReduxPixelShader = { name, shader };
30
32
  //# sourceMappingURL=minmaxRedux.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"minmaxRedux.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/minmaxRedux.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,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\";\n\nconst name = \"minmaxReduxPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#if defined(INITIAL)\nuniform sampler2D sourceTexture;uniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));float f1=texelFetch(sourceTexture,coord,0).r;float f2=texelFetch(sourceTexture,coord+ivec2(1,0),0).r;float f3=texelFetch(sourceTexture,coord+ivec2(1,1),0).r;float f4=texelFetch(sourceTexture,coord+ivec2(0,1),0).r;float minz=min(min(min(f1,f2),f3),f4);\n#ifdef DEPTH_REDUX\nfloat maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);\n#else\nfloat maxz=max(max(max(f1,f2),f3),f4);\n#endif\nglFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(MAIN)\nuniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));vec2 f1=texelFetch(textureSampler,coord,0).rg;vec2 f2=texelFetch(textureSampler,coord+ivec2(1,0),0).rg;vec2 f3=texelFetch(textureSampler,coord+ivec2(1,1),0).rg;vec2 f4=texelFetch(textureSampler,coord+ivec2(0,1),0).rg;float minz=min(min(min(f1.x,f2.x),f3.x),f4.x);float maxz=max(max(max(f1.y,f2.y),f3.y),f4.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(ONEBEFORELAST)\nuniform ivec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*vec2(texSize-1));vec2 f1=texelFetch(textureSampler,coord % texSize,0).rg;vec2 f2=texelFetch(textureSampler,(coord+ivec2(1,0)) % texSize,0).rg;vec2 f3=texelFetch(textureSampler,(coord+ivec2(1,1)) % texSize,0).rg;vec2 f4=texelFetch(textureSampler,(coord+ivec2(0,1)) % texSize,0).rg;float minz=min(f1.x,f2.x);float maxz=max(f1.y,f2.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(LAST)\nvoid main(void)\n{glFragColor=vec4(0.);if (true) { \ndiscard;}}\n#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const minmaxReduxPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"minmaxRedux.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/minmaxRedux.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,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\";\n\nconst name = \"minmaxReduxPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#if defined(INITIAL)\nuniform sampler2D sourceTexture;uniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));float f1=texelFetch(sourceTexture,coord,0).r;float f2=texelFetch(sourceTexture,coord+ivec2(1,0),0).r;float f3=texelFetch(sourceTexture,coord+ivec2(1,1),0).r;float f4=texelFetch(sourceTexture,coord+ivec2(0,1),0).r;float minz=min(min(min(f1,f2),f3),f4);\n#ifdef DEPTH_REDUX\nfloat maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);\n#else\nfloat maxz=max(max(max(f1,f2),f3),f4);\n#endif\nglFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(MAIN)\nuniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));vec2 f1=texelFetch(textureSampler,coord,0).rg;vec2 f2=texelFetch(textureSampler,coord+ivec2(1,0),0).rg;vec2 f3=texelFetch(textureSampler,coord+ivec2(1,1),0).rg;vec2 f4=texelFetch(textureSampler,coord+ivec2(0,1),0).rg;float minz=min(min(min(f1.x,f2.x),f3.x),f4.x);float maxz=max(max(max(f1.y,f2.y),f3.y),f4.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(ONEBEFORELAST)\nuniform ivec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*vec2(texSize-1));vec2 f1=texelFetch(textureSampler,coord % texSize,0).rg;vec2 f2=texelFetch(textureSampler,(coord+ivec2(1,0)) % texSize,0).rg;vec2 f3=texelFetch(textureSampler,(coord+ivec2(1,1)) % texSize,0).rg;vec2 f4=texelFetch(textureSampler,(coord+ivec2(0,1)) % texSize,0).rg;float minz=min(f1.x,f2.x);float maxz=max(f1.y,f2.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(LAST)\nvoid main(void)\n{glFragColor=vec4(0.);if (true) { \ndiscard;}}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const minmaxReduxPixelShader = { name, shader };\n"]}
@@ -40,7 +40,9 @@ gl_FragColor=texture2D(textureSampler,vUV);
40
40
  }
41
41
  `;
42
42
  // Sideeffect
43
- ShaderStore.ShadersStore[name] = shader;
43
+ if (!ShaderStore.ShadersStore[name]) {
44
+ ShaderStore.ShadersStore[name] = shader;
45
+ }
44
46
  /** @internal */
45
47
  export const motionBlurPixelShader = { name, shader };
46
48
  //# sourceMappingURL=motionBlur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC;AACF,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 = \"motionBlurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float motionStrength;uniform float motionScale;uniform vec2 screenSize;\n#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\n#else\nuniform sampler2D depthSampler;uniform mat4 inverseViewProjection;uniform mat4 prevViewProjection;uniform mat4 projection;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;vec4 velocityColor=texture2D(velocitySampler,vUV);velocityColor.rg=velocityColor.rg*2.0-vec2(1.0);vec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;velocity*=motionScale*motionStrength;float speed=length(velocity/texelSize);int samplesCount=int(clamp(speed,1.0,SAMPLES));velocity=normalize(velocity)*texelSize;float hlim=float(-samplesCount)*0.5+0.5;vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i)\n{if (i>=samplesCount)\nbreak;vec2 offset=vUV+velocity*(hlim+float(i));\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset,0.0);\n#else\nresult+=texture2D(textureSampler,offset);\n#endif\n}\ngl_FragColor=result/float(samplesCount);gl_FragColor.a=1.0;\n#else\nvec2 texelSize=1.0/screenSize;float depth=texture2D(depthSampler,vUV).r;depth=projection[2].z+projection[3].z/depth; \nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);cpos=inverseViewProjection*cpos;cpos/=cpos.w;vec4 ppos=prevViewProjection*cpos;ppos/=ppos.w;ppos.xy=ppos.xy*0.5+0.5;vec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;float speed=length(velocity/texelSize);int nSamples=int(clamp(speed,1.0,SAMPLES));vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i) {if (i>=nSamples)\nbreak;vec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset1,0.0);\n#else\nresult+=texture2D(textureSampler,offset1);\n#endif\n}\ngl_FragColor=result/float(nSamples);\n#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const motionBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC;AACF,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 = \"motionBlurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float motionStrength;uniform float motionScale;uniform vec2 screenSize;\n#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\n#else\nuniform sampler2D depthSampler;uniform mat4 inverseViewProjection;uniform mat4 prevViewProjection;uniform mat4 projection;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;vec4 velocityColor=texture2D(velocitySampler,vUV);velocityColor.rg=velocityColor.rg*2.0-vec2(1.0);vec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;velocity*=motionScale*motionStrength;float speed=length(velocity/texelSize);int samplesCount=int(clamp(speed,1.0,SAMPLES));velocity=normalize(velocity)*texelSize;float hlim=float(-samplesCount)*0.5+0.5;vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i)\n{if (i>=samplesCount)\nbreak;vec2 offset=vUV+velocity*(hlim+float(i));\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset,0.0);\n#else\nresult+=texture2D(textureSampler,offset);\n#endif\n}\ngl_FragColor=result/float(samplesCount);gl_FragColor.a=1.0;\n#else\nvec2 texelSize=1.0/screenSize;float depth=texture2D(depthSampler,vUV).r;depth=projection[2].z+projection[3].z/depth; \nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);cpos=inverseViewProjection*cpos;cpos/=cpos.w;vec4 ppos=prevViewProjection*cpos;ppos/=ppos.w;ppos.xy=ppos.xy*0.5+0.5;vec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;float speed=length(velocity/texelSize);int nSamples=int(clamp(speed,1.0,SAMPLES));vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i) {if (i>=nSamples)\nbreak;vec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset1,0.0);\n#else\nresult+=texture2D(textureSampler,offset1);\n#endif\n}\ngl_FragColor=result/float(nSamples);\n#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const motionBlurPixelShader = { name, shader };\n"]}
@@ -15,7 +15,9 @@ void main(void)
15
15
  {float x=abs(vUV.x);float y=abs(vUV.y);float noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);gl_FragColor=vec4(noise,noise,noise,1.0);}
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 noisePixelShader = { name, shader };
21
23
  //# sourceMappingURL=noise.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"noise.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/noise.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,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\";\n\nconst name = \"noisePixelShader\";\nconst shader = `uniform float brightness;uniform float persistence;uniform float timeScale;varying vec2 vUV;vec2 hash22(vec2 p)\n{p=p*mat2(127.1,311.7,269.5,183.3);p=-1.0+2.0*fract(sin(p)*43758.5453123);return sin(p*6.283+timeScale);}\nfloat interpolationNoise(vec2 p)\n{vec2 pi=floor(p);vec2 pf=p-pi;vec2 w=pf*pf*(3.-2.*pf);float f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));float f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));float f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));float f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));float xm1=mix(f00,f10,w.x);float xm2=mix(f01,f11,w.x);float ym=mix(xm1,xm2,w.y); \nreturn ym;}\nfloat perlinNoise2D(float x,float y)\n{float sum=0.0;float frequency=0.0;float amplitude=0.0;for(int i=0; i<OCTAVES; i++)\n{frequency=pow(2.0,float(i));amplitude=pow(persistence,float(i));sum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;}\nreturn sum;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float x=abs(vUV.x);float y=abs(vUV.y);float noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);gl_FragColor=vec4(noise,noise,noise,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const noisePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"noise.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/noise.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,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\";\n\nconst name = \"noisePixelShader\";\nconst shader = `uniform float brightness;uniform float persistence;uniform float timeScale;varying vec2 vUV;vec2 hash22(vec2 p)\n{p=p*mat2(127.1,311.7,269.5,183.3);p=-1.0+2.0*fract(sin(p)*43758.5453123);return sin(p*6.283+timeScale);}\nfloat interpolationNoise(vec2 p)\n{vec2 pi=floor(p);vec2 pf=p-pi;vec2 w=pf*pf*(3.-2.*pf);float f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));float f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));float f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));float f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));float xm1=mix(f00,f10,w.x);float xm2=mix(f01,f11,w.x);float ym=mix(xm1,xm2,w.y); \nreturn ym;}\nfloat perlinNoise2D(float x,float y)\n{float sum=0.0;float frequency=0.0;float amplitude=0.0;for(int i=0; i<OCTAVES; i++)\n{frequency=pow(2.0,float(i));amplitude=pow(persistence,float(i));sum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;}\nreturn sum;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float x=abs(vUV.x);float y=abs(vUV.y);float noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);gl_FragColor=vec4(noise,noise,noise,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const noisePixelShader = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "oitBackBlendPixelShader";
4
4
  const shader = `precision highp float;uniform sampler2D uBackColor;void main() {glFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);if (glFragColor.a==0.0) {
5
5
  discard;}}`;
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 oitBackBlendPixelShader = { name, shader };
10
12
  //# sourceMappingURL=oitBackBlend.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"oitBackBlend.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitBackBlend.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;WACJ,CAAC;AACZ,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 = \"oitBackBlendPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uBackColor;void main() {glFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);if (glFragColor.a==0.0) { \ndiscard;}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const oitBackBlendPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"oitBackBlend.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitBackBlend.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;WACJ,CAAC;AACZ,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 = \"oitBackBlendPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uBackColor;void main() {glFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);if (glFragColor.a==0.0) { \ndiscard;}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const oitBackBlendPixelShader = { name, shader };\n"]}
@@ -6,7 +6,9 @@ frontColor.rgb+alphaMultiplier*backColor.rgb,
6
6
  frontColor.a+backColor.a
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 oitFinalPixelShader = { name, shader };
12
14
  //# sourceMappingURL=oitFinal.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"oitFinal.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitFinal.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;IAGX,CAAC;AACL,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"oitFinalPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uFrontColor;uniform sampler2D uBackColor;void main() {ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec4 frontColor=texelFetch(uFrontColor,fragCoord,0);vec4 backColor=texelFetch(uBackColor,fragCoord,0);float alphaMultiplier=1.0-frontColor.a;glFragColor=vec4(\nfrontColor.rgb+alphaMultiplier*backColor.rgb,\nfrontColor.a+backColor.a\n);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const oitFinalPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"oitFinal.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitFinal.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;IAGX,CAAC;AACL,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"oitFinalPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uFrontColor;uniform sampler2D uBackColor;void main() {ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec4 frontColor=texelFetch(uFrontColor,fragCoord,0);vec4 backColor=texelFetch(uBackColor,fragCoord,0);float alphaMultiplier=1.0-frontColor.a;glFragColor=vec4(\nfrontColor.rgb+alphaMultiplier*backColor.rgb,\nfrontColor.a+backColor.a\n);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const oitFinalPixelShader = { name, shader };\n"]}
@@ -27,7 +27,9 @@ gl_FragColor=color;
27
27
  #define CUSTOM_FRAGMENT_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 outlinePixelShader = { name, shader };
33
35
  //# sourceMappingURL=outline.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"outline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.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,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;EAoBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"outlinePixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const outlinePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"outline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.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,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;EAoBb,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,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"outlinePixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\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 outlinePixelShader = { name, shader };\n"]}
@@ -63,7 +63,9 @@ vUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
63
63
  }
64
64
  `;
65
65
  // Sideeffect
66
- ShaderStore.ShadersStore[name] = shader;
66
+ if (!ShaderStore.ShadersStore[name]) {
67
+ ShaderStore.ShadersStore[name] = shader;
68
+ }
67
69
  /** @internal */
68
70
  export const outlineVertexShader = { name, shader };
69
71
  //# sourceMappingURL=outline.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"outline.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"outlineVertexShader\";\nconst shader = `attribute vec3 position;attribute vec3 normal;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nvec3 offsetPosition=positionUpdated+(normalUpdated*offset);\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(offsetPosition,1.0);gl_Position=viewProjection*worldPos;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const outlineVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"outline.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,CAAC;AACF,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"outlineVertexShader\";\nconst shader = `attribute vec3 position;attribute vec3 normal;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nvec3 offsetPosition=positionUpdated+(normalUpdated*offset);\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(offsetPosition,1.0);gl_Position=viewProjection*worldPos;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const outlineVertexShader = { name, shader };\n"]}
@@ -47,7 +47,9 @@ gl_FragColor=baseColor;
47
47
  #define CUSTOM_FRAGMENT_MAIN_END
48
48
  }`;
49
49
  // Sideeffect
50
- ShaderStore.ShadersStore[name] = shader;
50
+ if (!ShaderStore.ShadersStore[name]) {
51
+ ShaderStore.ShadersStore[name] = shader;
52
+ }
51
53
  /** @internal */
52
54
  export const particlesPixelShader = { name, shader };
53
55
  //# sourceMappingURL=particles.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"particles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCb,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\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"particlesPixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec2 vUV;varying vec4 vColor;uniform vec4 textureMask;uniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;uniform sampler2D rampSampler;\n#endif\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);vec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;float remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);vec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));baseColor.rgb*=rampColor.rgb;float finalAlpha=baseColor.a;baseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;baseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>(color,baseColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);baseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"particlesPixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec2 vUV;varying vec4 vColor;uniform vec4 textureMask;uniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;uniform sampler2D rampSampler;\n#endif\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);vec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;float remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);vec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));baseColor.rgb*=rampColor.rgb;float finalAlpha=baseColor.a;baseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;baseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>(color,baseColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);baseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const particlesPixelShader = { name, shader };\n"]}
@@ -82,7 +82,9 @@ vec4 worldPos=vec4(vPositionW,1.0);
82
82
  #define CUSTOM_VERTEX_MAIN_END
83
83
  }`;
84
84
  // Sideeffect
85
- ShaderStore.ShadersStore[name] = shader;
85
+ if (!ShaderStore.ShadersStore[name]) {
86
+ ShaderStore.ShadersStore[name] = shader;
87
+ }
86
88
  /** @internal */
87
89
  export const particlesVertexShader = { name, shader };
88
90
  //# sourceMappingURL=particles.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,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/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=direction;\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,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/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=direction;\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\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 particlesVertexShader = { name, shader };\n"]}
@@ -6,7 +6,9 @@ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;
6
6
  void main(void)
7
7
  {gl_FragColor=texture2D(textureSampler,vUV);}`;
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 passPixelShader = { name, shader };
12
14
  //# sourceMappingURL=pass.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;8CAG+B,CAAC;AAC/C,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\";\n\nconst name = \"passPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=texture2D(textureSampler,vUV);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;8CAG+B,CAAC;AAC/C,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\";\n\nconst name = \"passPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=texture2D(textureSampler,vUV);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const passPixelShader = { name, shader };\n"]}
@@ -25,7 +25,9 @@ gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));
25
25
  #endif
26
26
  }`;
27
27
  // Sideeffect
28
- ShaderStore.ShadersStore[name] = shader;
28
+ if (!ShaderStore.ShadersStore[name]) {
29
+ ShaderStore.ShadersStore[name] = shader;
30
+ }
29
31
  /** @internal */
30
32
  export const passCubePixelShader = { name, shader };
31
33
  //# sourceMappingURL=passCube.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passCubePixelShader\";\nconst shader = `varying vec2 vUV;uniform samplerCube textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passCubePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passCubePixelShader\";\nconst shader = `varying vec2 vUV;uniform samplerCube textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const passCubePixelShader = { name, shader };\n"]}
@@ -476,6 +476,9 @@ vec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucen
476
476
  #endif
477
477
  #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE
478
478
  vec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);
479
+ #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA
480
+ translucencyColorMap=toLinearSpace(translucencyColorMap);
481
+ #endif
479
482
  #endif
480
483
  subSurfaceOut=subSurfaceBlock(
481
484
  vSubSurfaceIntensity
@@ -595,7 +598,9 @@ if (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaM
595
598
  }
596
599
  `;
597
600
  // Sideeffect
598
- ShaderStore.ShadersStore[name] = shader;
601
+ if (!ShaderStore.ShadersStore[name]) {
602
+ ShaderStore.ShadersStore[name] = shader;
603
+ }
599
604
  /** @internal */
600
605
  export const pbrPixelShader = { name, shader };
601
606
  //# sourceMappingURL=pbr.fragment.js.map