@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":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Sd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfn unpack(color: vec4f)->f32\n{const bit_shift: vec4f= vec4f(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}\n#endif\nfn computeFallOff(value: f32,clipSpace: vec2f,frustumEdgeFalloff: f32)->f32\n{var mask: f32=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}\nfn computeShadowCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadow: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nreturn select(1.0,darkness,depth>shadow);}\nfn computeShadowWithPoissonSamplingCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;var visibility: f32=1.;var poissonDisk: array<vec3f,4>;poissonDisk[0]= vec3f(-1.0,1.0,-1.0);poissonDisk[1]= vec3f(1.0,-1.0,-1.0);poissonDisk[2]= vec3f(-1.0,-1.0,-1.0);poissonDisk[3]= vec3f(1.0,-1.0,1.0);\n#ifndef SHADOWFLOAT\nif (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) {visibility-=0.25;};\n#else\nif (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) {visibility-=0.25;};\n#endif\nreturn min(1.0,visibility+darkness);}\nfn computeShadowWithESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nvar esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}\nfn computeShadowWithCloseESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nvar esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}\nfn computeShadowCSM(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d_array<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,uv,layer));\n#else\nvar shadow: f32=textureSample(shadowTexture,shadowSampler,uv,layer).x;\n#endif\nreturn select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}\nfn computeShadow(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadow: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nreturn select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}}\nfn computeShadowWithPoissonSampling(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);var visibility: f32=1.;var poissonDisk: array<vec2f,4>;poissonDisk[0]= vec2f(-0.94201624,-0.39906216);poissonDisk[1]= vec2f(0.94558609,-0.76890725);poissonDisk[2]= vec2f(-0.094184101,-0.92938870);poissonDisk[3]= vec2f(0.34495938,0.29387760);\n#ifndef SHADOWFLOAT\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\n#else\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nvar esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithCloseESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nvar esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\nfn getZInClip(clipSpace: vec3f,uvDepth: vec3f)->f32\n{\n#ifdef IS_NDC_HALF_ZRANGE\nreturn clipSpace.z;\n#else\nreturn uvDepth.z;\n#endif\n}\nconst GREATEST_LESS_THAN_ONE: f32=0.99999994;\n#define DISABLE_UNIFORMITY_ANALYSIS\nfn computeShadowWithCSMPCF1(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var shadow: f32=textureSampleCompare(shadowTexture,shadowSampler,uvDepth.xy,layer,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithCSMPCF3(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithCSMPCF5(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),layer,uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),layer,uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),layer,uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),layer,uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithPCF1(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var shadow: f32=textureSampleCompareLevel(shadowTexture,shadowSampler,uvDepth.xy,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithPCF3(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithPCF5(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nconst PoissonSamplers32: array<vec3f,64>=array<vec3f,64> (\nvec3f(0.06407013,0.05409927,0.),\nvec3f(0.7366577,0.5789394,0.),\nvec3f(-0.6270542,-0.5320278,0.),\nvec3f(-0.4096107,0.8411095,0.),\nvec3f(0.6849564,-0.4990818,0.),\nvec3f(-0.874181,-0.04579735,0.),\nvec3f(0.9989998,0.0009880066,0.),\nvec3f(-0.004920578,-0.9151649,0.),\nvec3f(0.1805763,0.9747483,0.),\nvec3f(-0.2138451,0.2635818,0.),\nvec3f(0.109845,0.3884785,0.),\nvec3f(0.06876755,-0.3581074,0.),\nvec3f(0.374073,-0.7661266,0.),\nvec3f(0.3079132,-0.1216763,0.),\nvec3f(-0.3794335,-0.8271583,0.),\nvec3f(-0.203878,-0.07715034,0.),\nvec3f(0.5912697,0.1469799,0.),\nvec3f(-0.88069,0.3031784,0.),\nvec3f(0.5040108,0.8283722,0.),\nvec3f(-0.5844124,0.5494877,0.),\nvec3f(0.6017799,-0.1726654,0.),\nvec3f(-0.5554981,0.1559997,0.),\nvec3f(-0.3016369,-0.3900928,0.),\nvec3f(-0.5550632,-0.1723762,0.),\nvec3f(0.925029,0.2995041,0.),\nvec3f(-0.2473137,0.5538505,0.),\nvec3f(0.9183037,-0.2862392,0.),\nvec3f(0.2469421,0.6718712,0.),\nvec3f(0.3916397,-0.4328209,0.),\nvec3f(-0.03576927,-0.6220032,0.),\nvec3f(-0.04661255,0.7995201,0.),\nvec3f(0.4402924,0.3640312,0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.)\n);const PoissonSamplers64: array<vec3f,64>=array<vec3f,64> (\nvec3f(-0.613392,0.617481,0.),\nvec3f(0.170019,-0.040254,0.),\nvec3f(-0.299417,0.791925,0.),\nvec3f(0.645680,0.493210,0.),\nvec3f(-0.651784,0.717887,0.),\nvec3f(0.421003,0.027070,0.),\nvec3f(-0.817194,-0.271096,0.),\nvec3f(-0.705374,-0.668203,0.),\nvec3f(0.977050,-0.108615,0.),\nvec3f(0.063326,0.142369,0.),\nvec3f(0.203528,0.214331,0.),\nvec3f(-0.667531,0.326090,0.),\nvec3f(-0.098422,-0.295755,0.),\nvec3f(-0.885922,0.215369,0.),\nvec3f(0.566637,0.605213,0.),\nvec3f(0.039766,-0.396100,0.),\nvec3f(0.751946,0.453352,0.),\nvec3f(0.078707,-0.715323,0.),\nvec3f(-0.075838,-0.529344,0.),\nvec3f(0.724479,-0.580798,0.),\nvec3f(0.222999,-0.215125,0.),\nvec3f(-0.467574,-0.405438,0.),\nvec3f(-0.248268,-0.814753,0.),\nvec3f(0.354411,-0.887570,0.),\nvec3f(0.175817,0.382366,0.),\nvec3f(0.487472,-0.063082,0.),\nvec3f(-0.084078,0.898312,0.),\nvec3f(0.488876,-0.783441,0.),\nvec3f(0.470016,0.217933,0.),\nvec3f(-0.696890,-0.549791,0.),\nvec3f(-0.149693,0.605762,0.),\nvec3f(0.034211,0.979980,0.),\nvec3f(0.503098,-0.308878,0.),\nvec3f(-0.016205,-0.872921,0.),\nvec3f(0.385784,-0.393902,0.),\nvec3f(-0.146886,-0.859249,0.),\nvec3f(0.643361,0.164098,0.),\nvec3f(0.634388,-0.049471,0.),\nvec3f(-0.688894,0.007843,0.),\nvec3f(0.464034,-0.188818,0.),\nvec3f(-0.440840,0.137486,0.),\nvec3f(0.364483,0.511704,0.),\nvec3f(0.034028,0.325968,0.),\nvec3f(0.099094,-0.308023,0.),\nvec3f(0.693960,-0.366253,0.),\nvec3f(0.678884,-0.204688,0.),\nvec3f(0.001801,0.780328,0.),\nvec3f(0.145177,-0.898984,0.),\nvec3f(0.062655,-0.611866,0.),\nvec3f(0.315226,-0.604297,0.),\nvec3f(-0.780145,0.486251,0.),\nvec3f(-0.371868,0.882138,0.),\nvec3f(0.200476,0.494430,0.),\nvec3f(-0.494552,-0.711051,0.),\nvec3f(0.612476,0.705252,0.),\nvec3f(-0.578845,-0.768792,0.),\nvec3f(-0.772454,-0.090976,0.),\nvec3f(0.504440,0.372295,0.),\nvec3f(0.155736,0.065157,0.),\nvec3f(0.391522,0.849605,0.),\nvec3f(-0.620106,-0.328104,0.),\nvec3f(0.789239,-0.419965,0.),\nvec3f(-0.545396,0.538133,0.),\nvec3f(-0.178564,-0.596057,0.)\n);fn computeShadowWithCSMPCSS(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uvDepthLayer: vec4f= vec4f(uvDepth.x,uvDepth.y,f32(layer),uvDepth.z);var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;for (var i: i32=0; i<searchTapCount; i ++) {blockerDepth=textureSample(depthTexture,depthSampler, uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}\nvar avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);var filterRadius: vec4f= vec4f(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {var offset: vec4f= vec4f(poissonSamplers[i],0.);offset= vec4f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);let coords=uvDepthLayer+offset*filterRadius;shadow+=textureSampleCompare(shadowTexture,shadowSampler,coords.xy,i32(coords.z),coords.w);}\nshadow/= f32(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,numBlocker<1.0);}\nfn computeShadowWithPCSS(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;var exitCondition: bool=depthMetric>1.0 || depthMetric<0.0;for (var i: i32=0; i<searchTapCount; i ++) {if (exitCondition) {break;}\nblockerDepth=textureSampleLevel(depthTexture,depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}\nexitCondition=exitCondition || numBlocker<1.0;var avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)+AAOffset);var filterRadius: f32=penumbraRatio*lightSizeUV*shadowMapSizeInverse;var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {if (exitCondition) {break;}\nvar offset: vec3f=poissonSamplers[i];offset= vec3f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);let coords=uvDepth+offset*filterRadius;shadow+=textureSampleCompareLevel(shadowTexture,shadowSampler,coords.xy,coords.z);}\nshadow/= f32(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,exitCondition);}\nfn computeShadowWithPCSS16(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}\nfn computeShadowWithPCSS32(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}\nfn computeShadowWithPCSS64(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}\nfn computeShadowWithCSMPCSS16(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\nfn computeShadowWithCSMPCSS32(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\nfn computeShadowWithCSMPCSS64(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowsFragmentFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Sd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfn unpack(color: vec4f)->f32\n{const bit_shift: vec4f= vec4f(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}\n#endif\nfn computeFallOff(value: f32,clipSpace: vec2f,frustumEdgeFalloff: f32)->f32\n{var mask: f32=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}\nfn computeShadowCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadow: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nreturn select(1.0,darkness,depth>shadow);}\nfn computeShadowWithPoissonSamplingCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;var visibility: f32=1.;var poissonDisk: array<vec3f,4>;poissonDisk[0]= vec3f(-1.0,1.0,-1.0);poissonDisk[1]= vec3f(1.0,-1.0,-1.0);poissonDisk[2]= vec3f(-1.0,-1.0,-1.0);poissonDisk[3]= vec3f(1.0,-1.0,1.0);\n#ifndef SHADOWFLOAT\nif (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) {visibility-=0.25;};\n#else\nif (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) {visibility-=0.25;};\n#endif\nreturn min(1.0,visibility+darkness);}\nfn computeShadowWithESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nvar esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}\nfn computeShadowWithCloseESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nvar esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}\nfn computeShadowCSM(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d_array<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,uv,layer));\n#else\nvar shadow: f32=textureSample(shadowTexture,shadowSampler,uv,layer).x;\n#endif\nreturn select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}\nfn computeShadow(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadow: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nreturn select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}}\nfn computeShadowWithPoissonSampling(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);var visibility: f32=1.;var poissonDisk: array<vec2f,4>;poissonDisk[0]= vec2f(-0.94201624,-0.39906216);poissonDisk[1]= vec2f(0.94558609,-0.76890725);poissonDisk[2]= vec2f(-0.094184101,-0.92938870);poissonDisk[3]= vec2f(0.34495938,0.29387760);\n#ifndef SHADOWFLOAT\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\n#else\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nvar esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithCloseESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nvar esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\nfn getZInClip(clipSpace: vec3f,uvDepth: vec3f)->f32\n{\n#ifdef IS_NDC_HALF_ZRANGE\nreturn clipSpace.z;\n#else\nreturn uvDepth.z;\n#endif\n}\nconst GREATEST_LESS_THAN_ONE: f32=0.99999994;\n#define DISABLE_UNIFORMITY_ANALYSIS\nfn computeShadowWithCSMPCF1(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var shadow: f32=textureSampleCompare(shadowTexture,shadowSampler,uvDepth.xy,layer,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithCSMPCF3(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithCSMPCF5(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),layer,uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),layer,uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),layer,uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),layer,uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithPCF1(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var shadow: f32=textureSampleCompareLevel(shadowTexture,shadowSampler,uvDepth.xy,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithPCF3(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithPCF5(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nconst PoissonSamplers32: array<vec3f,64>=array<vec3f,64> (\nvec3f(0.06407013,0.05409927,0.),\nvec3f(0.7366577,0.5789394,0.),\nvec3f(-0.6270542,-0.5320278,0.),\nvec3f(-0.4096107,0.8411095,0.),\nvec3f(0.6849564,-0.4990818,0.),\nvec3f(-0.874181,-0.04579735,0.),\nvec3f(0.9989998,0.0009880066,0.),\nvec3f(-0.004920578,-0.9151649,0.),\nvec3f(0.1805763,0.9747483,0.),\nvec3f(-0.2138451,0.2635818,0.),\nvec3f(0.109845,0.3884785,0.),\nvec3f(0.06876755,-0.3581074,0.),\nvec3f(0.374073,-0.7661266,0.),\nvec3f(0.3079132,-0.1216763,0.),\nvec3f(-0.3794335,-0.8271583,0.),\nvec3f(-0.203878,-0.07715034,0.),\nvec3f(0.5912697,0.1469799,0.),\nvec3f(-0.88069,0.3031784,0.),\nvec3f(0.5040108,0.8283722,0.),\nvec3f(-0.5844124,0.5494877,0.),\nvec3f(0.6017799,-0.1726654,0.),\nvec3f(-0.5554981,0.1559997,0.),\nvec3f(-0.3016369,-0.3900928,0.),\nvec3f(-0.5550632,-0.1723762,0.),\nvec3f(0.925029,0.2995041,0.),\nvec3f(-0.2473137,0.5538505,0.),\nvec3f(0.9183037,-0.2862392,0.),\nvec3f(0.2469421,0.6718712,0.),\nvec3f(0.3916397,-0.4328209,0.),\nvec3f(-0.03576927,-0.6220032,0.),\nvec3f(-0.04661255,0.7995201,0.),\nvec3f(0.4402924,0.3640312,0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.)\n);const PoissonSamplers64: array<vec3f,64>=array<vec3f,64> (\nvec3f(-0.613392,0.617481,0.),\nvec3f(0.170019,-0.040254,0.),\nvec3f(-0.299417,0.791925,0.),\nvec3f(0.645680,0.493210,0.),\nvec3f(-0.651784,0.717887,0.),\nvec3f(0.421003,0.027070,0.),\nvec3f(-0.817194,-0.271096,0.),\nvec3f(-0.705374,-0.668203,0.),\nvec3f(0.977050,-0.108615,0.),\nvec3f(0.063326,0.142369,0.),\nvec3f(0.203528,0.214331,0.),\nvec3f(-0.667531,0.326090,0.),\nvec3f(-0.098422,-0.295755,0.),\nvec3f(-0.885922,0.215369,0.),\nvec3f(0.566637,0.605213,0.),\nvec3f(0.039766,-0.396100,0.),\nvec3f(0.751946,0.453352,0.),\nvec3f(0.078707,-0.715323,0.),\nvec3f(-0.075838,-0.529344,0.),\nvec3f(0.724479,-0.580798,0.),\nvec3f(0.222999,-0.215125,0.),\nvec3f(-0.467574,-0.405438,0.),\nvec3f(-0.248268,-0.814753,0.),\nvec3f(0.354411,-0.887570,0.),\nvec3f(0.175817,0.382366,0.),\nvec3f(0.487472,-0.063082,0.),\nvec3f(-0.084078,0.898312,0.),\nvec3f(0.488876,-0.783441,0.),\nvec3f(0.470016,0.217933,0.),\nvec3f(-0.696890,-0.549791,0.),\nvec3f(-0.149693,0.605762,0.),\nvec3f(0.034211,0.979980,0.),\nvec3f(0.503098,-0.308878,0.),\nvec3f(-0.016205,-0.872921,0.),\nvec3f(0.385784,-0.393902,0.),\nvec3f(-0.146886,-0.859249,0.),\nvec3f(0.643361,0.164098,0.),\nvec3f(0.634388,-0.049471,0.),\nvec3f(-0.688894,0.007843,0.),\nvec3f(0.464034,-0.188818,0.),\nvec3f(-0.440840,0.137486,0.),\nvec3f(0.364483,0.511704,0.),\nvec3f(0.034028,0.325968,0.),\nvec3f(0.099094,-0.308023,0.),\nvec3f(0.693960,-0.366253,0.),\nvec3f(0.678884,-0.204688,0.),\nvec3f(0.001801,0.780328,0.),\nvec3f(0.145177,-0.898984,0.),\nvec3f(0.062655,-0.611866,0.),\nvec3f(0.315226,-0.604297,0.),\nvec3f(-0.780145,0.486251,0.),\nvec3f(-0.371868,0.882138,0.),\nvec3f(0.200476,0.494430,0.),\nvec3f(-0.494552,-0.711051,0.),\nvec3f(0.612476,0.705252,0.),\nvec3f(-0.578845,-0.768792,0.),\nvec3f(-0.772454,-0.090976,0.),\nvec3f(0.504440,0.372295,0.),\nvec3f(0.155736,0.065157,0.),\nvec3f(0.391522,0.849605,0.),\nvec3f(-0.620106,-0.328104,0.),\nvec3f(0.789239,-0.419965,0.),\nvec3f(-0.545396,0.538133,0.),\nvec3f(-0.178564,-0.596057,0.)\n);fn computeShadowWithCSMPCSS(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uvDepthLayer: vec4f= vec4f(uvDepth.x,uvDepth.y,f32(layer),uvDepth.z);var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;for (var i: i32=0; i<searchTapCount; i ++) {blockerDepth=textureSample(depthTexture,depthSampler, uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}\nvar avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);var filterRadius: vec4f= vec4f(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {var offset: vec4f= vec4f(poissonSamplers[i],0.);offset= vec4f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);let coords=uvDepthLayer+offset*filterRadius;shadow+=textureSampleCompare(shadowTexture,shadowSampler,coords.xy,i32(coords.z),coords.w);}\nshadow/= f32(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,numBlocker<1.0);}\nfn computeShadowWithPCSS(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;var exitCondition: bool=depthMetric>1.0 || depthMetric<0.0;for (var i: i32=0; i<searchTapCount; i ++) {if (exitCondition) {break;}\nblockerDepth=textureSampleLevel(depthTexture,depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}\nexitCondition=exitCondition || numBlocker<1.0;var avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)+AAOffset);var filterRadius: f32=penumbraRatio*lightSizeUV*shadowMapSizeInverse;var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {if (exitCondition) {break;}\nvar offset: vec3f=poissonSamplers[i];offset= vec3f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);let coords=uvDepth+offset*filterRadius;shadow+=textureSampleCompareLevel(shadowTexture,shadowSampler,coords.xy,coords.z);}\nshadow/= f32(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,exitCondition);}\nfn computeShadowWithPCSS16(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}\nfn computeShadowWithPCSS32(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}\nfn computeShadowWithPCSS64(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}\nfn computeShadowWithCSMPCSS16(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\nfn computeShadowWithCSMPCSS32(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\nfn computeShadowWithCSMPCSS64(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowsFragmentFunctionsWGSL = { name, shader };\n"]}
@@ -47,7 +47,9 @@ vertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.de
47
47
  #endif
48
48
  `;
49
49
  // Sideeffect
50
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
50
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
51
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
52
+ }
51
53
  /** @internal */
52
54
  export const shadowsVertexWGSL = { name, shader };
53
55
  //# sourceMappingURL=shadowsVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowsVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/shadowsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowsVertexWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowsVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/shadowsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowsVertexWGSL = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "subSurfaceScatteringFunctions";
4
4
  const shader = `fn testLightingForSSS(diffusionProfile: f32)->bool
5
5
  {return diffusionProfile<1.;}`;
6
6
  // Sideeffect
7
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
7
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
8
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
9
+ }
8
10
  /** @internal */
9
11
  export const subSurfaceScatteringFunctionsWGSL = { name, shader };
10
12
  //# sourceMappingURL=subSurfaceScatteringFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"subSurfaceScatteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;8BACe,CAAC;AAC/B,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"subSurfaceScatteringFunctions\";\nconst shader = `fn testLightingForSSS(diffusionProfile: f32)->bool\n{return diffusionProfile<1.;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const subSurfaceScatteringFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"subSurfaceScatteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;8BACe,CAAC;AAC/B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"subSurfaceScatteringFunctions\";\nconst shader = `fn testLightingForSSS(diffusionProfile: f32)->bool\n{return diffusionProfile<1.;}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const subSurfaceScatteringFunctionsWGSL = { name, shader };\n"]}
@@ -6,7 +6,9 @@ attribute uv{X}: vec2f;
6
6
  #endif
7
7
  `;
8
8
  // Sideeffect
9
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
9
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
10
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const uvAttributeDeclarationWGSL = { name, shader };
12
14
  //# sourceMappingURL=uvAttributeDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"uvAttributeDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const uvAttributeDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"uvAttributeDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const uvAttributeDeclarationWGSL = { name, shader };\n"]}
@@ -11,7 +11,9 @@ vertexOutputs.vMainUV{X}=uv{X};
11
11
  #endif
12
12
  `;
13
13
  // Sideeffect
14
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
14
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
15
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
16
+ }
15
17
  /** @internal */
16
18
  export const uvVariableDeclarationWGSL = { name, shader };
17
19
  //# sourceMappingURL=uvVariableDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"uvVariableDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/uvVariableDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"uvVariableDeclaration\";\nconst shader = `#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const uvVariableDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"uvVariableDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/uvVariableDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"uvVariableDeclaration\";\nconst shader = `#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const uvVariableDeclarationWGSL = { name, shader };\n"]}
@@ -16,7 +16,9 @@ vertexOutputs.vColor*=vertexInputs.instanceColor;
16
16
  #endif
17
17
  `;
18
18
  // Sideeffect
19
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
19
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
20
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
21
+ }
20
22
  /** @internal */
21
23
  export const vertexColorMixingWGSL = { name, shader };
22
24
  //# sourceMappingURL=vertexColorMixing.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const vertexColorMixingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,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 = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const vertexColorMixingWGSL = { name, shader };\n"]}
@@ -6,7 +6,9 @@ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textur
6
6
  @fragment
7
7
  fn main(input: FragmentInputs)->FragmentOutputs {var leftFrag: vec4f=textureSample(leftSampler,leftSamplerSampler,input.vUV);leftFrag= vec4f(1.0,leftFrag.g,leftFrag.b,1.0);var rightFrag: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);rightFrag= vec4f(rightFrag.r,1.0,1.0,1.0);fragmentOutputs.color= vec4f(rightFrag.rgb*leftFrag.rgb,1.0);}`;
8
8
  // Sideeffect
9
- ShaderStore.ShadersStoreWGSL[name] = shader;
9
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
10
+ ShaderStore.ShadersStoreWGSL[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const anaglyphPixelShaderWGSL = { name, shader };
12
14
  //# sourceMappingURL=anaglyph.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"anaglyph.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/anaglyph.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;wWAGyV,CAAC;AACzW,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"anaglyphPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var leftSamplerSampler: sampler;var leftSampler: texture_2d<f32>;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var leftFrag: vec4f=textureSample(leftSampler,leftSamplerSampler,input.vUV);leftFrag= vec4f(1.0,leftFrag.g,leftFrag.b,1.0);var rightFrag: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);rightFrag= vec4f(rightFrag.r,1.0,1.0,1.0);fragmentOutputs.color= vec4f(rightFrag.rgb*leftFrag.rgb,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const anaglyphPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"anaglyph.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/anaglyph.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;wWAGyV,CAAC;AACzW,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"anaglyphPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var leftSamplerSampler: sampler;var leftSampler: texture_2d<f32>;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var leftFrag: vec4f=textureSample(leftSampler,leftSamplerSampler,input.vUV);leftFrag= vec4f(1.0,leftFrag.g,leftFrag.b,1.0);var rightFrag: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);rightFrag= vec4f(rightFrag.r,1.0,1.0,1.0);fragmentOutputs.color= vec4f(rightFrag.rgb*leftFrag.rgb,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const anaglyphPixelShaderWGSL = { name, shader };\n"]}
@@ -217,7 +217,9 @@ fragmentOutputs.color=color;
217
217
  }
218
218
  `;
219
219
  // Sideeffect
220
- ShaderStore.ShadersStoreWGSL[name] = shader;
220
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
221
+ ShaderStore.ShadersStoreWGSL[name] = shader;
222
+ }
221
223
  /** @internal */
222
224
  export const backgroundPixelShaderWGSL = { name, shader };
223
225
  //# sourceMappingURL=background.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"background.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/background.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,wCAAwC,CAAC;AAChD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,gCAAgC,CAAC;AACxC,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsMd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/intersectionFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"backgroundPixelShader\";\nconst shader = `#include<backgroundUboDeclaration>\n#include<helperFunctions>\nvarying vPositionW: vec3f;\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif \n#ifdef MAINUV2 \nvarying vMainUV2: vec2f; \n#endif \n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vDiffuseUV: vec2f;\n#endif\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<logDepthDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nfn fresnelSchlickEnvironmentGGX(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f\n{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#ifdef PROJECTED_GROUND\n#include<intersectionFunctions>\nfn project(viewDirectionW: vec3f,eyePosition: vec3f)->vec3f {var radius: f32=uniforms.projectedGroundInfos.x;var height: f32=uniforms.projectedGroundInfos.y;var camDir: vec3f=-viewDirectionW;var skySphereDistance: f32=sphereIntersectFromOrigin(eyePosition,camDir,radius).x;var skySpherePositionW: vec3f=eyePosition+camDir*skySphereDistance;var p: vec3f=normalize(skySpherePositionW);var upEyePosition=vec3f(eyePosition.x,eyePosition.y-height,eyePosition.z);var sIntersection: f32=sphereIntersectFromOrigin(upEyePosition,p,radius).x;var h: vec3f= vec3f(0.0,-height,0.0);var dIntersection: f32=diskIntersectWithBackFaceCulling(upEyePosition,p,h,radius);p=(upEyePosition+min(sIntersection,dIntersection)*p);return p;}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(0.0,1.0,0.0);\n#endif\nvar shadow: f32=1.;var globalShadow: f32=0.;var shadowLightCount: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n#ifndef BACKMAT_SHADOWONLY\nvar reflectionColor: vec4f= vec4f(1.,1.,1.,1.);\n#ifdef REFLECTION\n#ifdef PROJECTED_GROUND\nvar reflectionVector: vec3f=project(viewDirectionW,scene.vEyePosition.xyz);reflectionVector= (uniforms.reflectionMatrix*vec4f(reflectionVector,1.)).xyz;\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=reflectionVector;\n#else\nvar reflectionCoords: vec2f=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nvar reflectionLOD: f32=uniforms.vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;reflectionColor=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD);var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var reflectionSpecularMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if(lodReflectionNormalizedDoubled<1.0){reflectionColor=mix(\ntextureSample(reflectionrHighSampler,reflectionrHighSamplerSampler,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);} else {reflectionColor=mix(\nreflectionSpecularMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#else\nvar reflectionSample: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);reflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor).rgb,reflectionColor.a);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor=vec4f(toLinearSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor=vec4f(reflectionColor.bgr,reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#endif\nvar diffuseColor: vec3f= vec3f(1.,1.,1.);var finalAlpha: f32=uniforms.alpha;\n#ifdef DIFFUSE\nvar diffuseMap: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,input.vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap=vec4f(toLinearSpaceVec3(diffuseMap.rgb),diffuseMap.a);\n#endif\ndiffuseMap=vec4f(diffuseMap.rgb *uniforms.vDiffuseInfos.y,diffuseMap.a);\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar colorBase: vec3f=diffuseColor;\n#else\nvar colorBase: vec3f=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,vec3f(0.0));\n#ifdef USERGBCOLOR\nvar finalColor: vec3f=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvar mainColor: vec3f=mix(uniforms.vPrimaryColorShadow.rgb,uniforms.vPrimaryColor.rgb,colorBase);\n#else\nvar mainColor: vec3f=uniforms.vPrimaryColor.rgb;\n#endif\nvar finalColor: vec3f=colorBase*mainColor;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar reflectionAmount: vec3f=uniforms.vReflectionControl.xxx;var reflectionReflectance0: vec3f=uniforms.vReflectionControl.yyy;var reflectionReflectance90: vec3f=uniforms.vReflectionControl.zzz;var VdotN: f32=dot(normalize(scene.vEyePosition.xyz),normalW);var planarReflectionFresnel: vec3f=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);reflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nvar reflectionDistanceFalloff: f32=1.0-saturate(length(vPositionW.xyz-uniforms.vBackgroundCenter)*uniforms.vReflectionControl.w);reflectionDistanceFalloff*=reflectionDistanceFalloff;reflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturateVec3(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nvar viewAngleToFloor: f32=dot(normalW,normalize(scene.vEyePosition.xyz-uniforms.vBackgroundCenter));const startAngle: f32=0.1;var fadeFactor: f32=saturate(viewAngleToFloor/startAngle);finalAlpha*=fadeFactor*fadeFactor;\n#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*uniforms.shadowLevel,finalColor,globalShadow);\n#endif\nvar color: vec4f= vec4f(finalColor,finalAlpha);\n#else\nvar color: vec4f= vec4f(uniforms.vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*uniforms.alpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor=vec4f(clamp(color.rgb,vec3f(0.),vec3f(30.0)),color.a);\n#endif\n#else\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb *color.a,color.a);\n#endif\n#ifdef NOISE\ncolor=vec4f(color.rgb+dither(fragmentInputs.vPositionW.xy,0.5),color.a);color=max(color,vec4f(0.0));\n#endif\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const backgroundPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"background.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/background.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,wCAAwC,CAAC;AAChD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,gCAAgC,CAAC;AACxC,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsMd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/intersectionFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"backgroundPixelShader\";\nconst shader = `#include<backgroundUboDeclaration>\n#include<helperFunctions>\nvarying vPositionW: vec3f;\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif \n#ifdef MAINUV2 \nvarying vMainUV2: vec2f; \n#endif \n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vDiffuseUV: vec2f;\n#endif\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<logDepthDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nfn fresnelSchlickEnvironmentGGX(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f\n{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#ifdef PROJECTED_GROUND\n#include<intersectionFunctions>\nfn project(viewDirectionW: vec3f,eyePosition: vec3f)->vec3f {var radius: f32=uniforms.projectedGroundInfos.x;var height: f32=uniforms.projectedGroundInfos.y;var camDir: vec3f=-viewDirectionW;var skySphereDistance: f32=sphereIntersectFromOrigin(eyePosition,camDir,radius).x;var skySpherePositionW: vec3f=eyePosition+camDir*skySphereDistance;var p: vec3f=normalize(skySpherePositionW);var upEyePosition=vec3f(eyePosition.x,eyePosition.y-height,eyePosition.z);var sIntersection: f32=sphereIntersectFromOrigin(upEyePosition,p,radius).x;var h: vec3f= vec3f(0.0,-height,0.0);var dIntersection: f32=diskIntersectWithBackFaceCulling(upEyePosition,p,h,radius);p=(upEyePosition+min(sIntersection,dIntersection)*p);return p;}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(0.0,1.0,0.0);\n#endif\nvar shadow: f32=1.;var globalShadow: f32=0.;var shadowLightCount: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n#ifndef BACKMAT_SHADOWONLY\nvar reflectionColor: vec4f= vec4f(1.,1.,1.,1.);\n#ifdef REFLECTION\n#ifdef PROJECTED_GROUND\nvar reflectionVector: vec3f=project(viewDirectionW,scene.vEyePosition.xyz);reflectionVector= (uniforms.reflectionMatrix*vec4f(reflectionVector,1.)).xyz;\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=reflectionVector;\n#else\nvar reflectionCoords: vec2f=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nvar reflectionLOD: f32=uniforms.vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;reflectionColor=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD);var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var reflectionSpecularMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if(lodReflectionNormalizedDoubled<1.0){reflectionColor=mix(\ntextureSample(reflectionrHighSampler,reflectionrHighSamplerSampler,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);} else {reflectionColor=mix(\nreflectionSpecularMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#else\nvar reflectionSample: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);reflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor).rgb,reflectionColor.a);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor=vec4f(toLinearSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor=vec4f(reflectionColor.bgr,reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#endif\nvar diffuseColor: vec3f= vec3f(1.,1.,1.);var finalAlpha: f32=uniforms.alpha;\n#ifdef DIFFUSE\nvar diffuseMap: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,input.vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap=vec4f(toLinearSpaceVec3(diffuseMap.rgb),diffuseMap.a);\n#endif\ndiffuseMap=vec4f(diffuseMap.rgb *uniforms.vDiffuseInfos.y,diffuseMap.a);\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar colorBase: vec3f=diffuseColor;\n#else\nvar colorBase: vec3f=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,vec3f(0.0));\n#ifdef USERGBCOLOR\nvar finalColor: vec3f=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvar mainColor: vec3f=mix(uniforms.vPrimaryColorShadow.rgb,uniforms.vPrimaryColor.rgb,colorBase);\n#else\nvar mainColor: vec3f=uniforms.vPrimaryColor.rgb;\n#endif\nvar finalColor: vec3f=colorBase*mainColor;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar reflectionAmount: vec3f=uniforms.vReflectionControl.xxx;var reflectionReflectance0: vec3f=uniforms.vReflectionControl.yyy;var reflectionReflectance90: vec3f=uniforms.vReflectionControl.zzz;var VdotN: f32=dot(normalize(scene.vEyePosition.xyz),normalW);var planarReflectionFresnel: vec3f=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);reflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nvar reflectionDistanceFalloff: f32=1.0-saturate(length(vPositionW.xyz-uniforms.vBackgroundCenter)*uniforms.vReflectionControl.w);reflectionDistanceFalloff*=reflectionDistanceFalloff;reflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturateVec3(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nvar viewAngleToFloor: f32=dot(normalW,normalize(scene.vEyePosition.xyz-uniforms.vBackgroundCenter));const startAngle: f32=0.1;var fadeFactor: f32=saturate(viewAngleToFloor/startAngle);finalAlpha*=fadeFactor*fadeFactor;\n#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*uniforms.shadowLevel,finalColor,globalShadow);\n#endif\nvar color: vec4f= vec4f(finalColor,finalAlpha);\n#else\nvar color: vec4f= vec4f(uniforms.vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*uniforms.alpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor=vec4f(clamp(color.rgb,vec3f(0.),vec3f(30.0)),color.a);\n#endif\n#else\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb *color.a,color.a);\n#endif\n#ifdef NOISE\ncolor=vec4f(color.rgb+dither(fragmentInputs.vPositionW.xy,0.5),color.a);color=max(color,vec4f(0.0));\n#endif\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const backgroundPixelShaderWGSL = { name, shader };\n"]}
@@ -117,7 +117,9 @@ vertexOutputs.vColor=vertexInputs.color;
117
117
  }
118
118
  `;
119
119
  // Sideeffect
120
- ShaderStore.ShadersStoreWGSL[name] = shader;
120
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
121
+ ShaderStore.ShadersStoreWGSL[name] = shader;
122
+ }
121
123
  /** @internal */
122
124
  export const backgroundVertexShaderWGSL = { name, shader };
123
125
  //# sourceMappingURL=background.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/background.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,wCAAwC,CAAC;AAChD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"backgroundVertexShader\";\nconst shader = `#include<backgroundUboDeclaration>\n#include<helperFunctions>\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif\n#ifdef MAINUV2\nvarying vMainUV2: vec2f;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vDiffuseUV: vec2f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=input.position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);} else {vertexOutputs.position=scene.viewProjectionR*finalWorld* vec4f(input.position,1.0);}\n#else\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);\n#endif\nvar worldPos: vec4f=finalWorld* vec4f(input.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvar normalWorld: mat3x3f=mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*input.normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(input.position,0.0)).xyz);\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nvar screenToWorld: mat3x3f=inverseMat3( mat3x3f(finalWorld*scene.viewProjection));var segment: vec3f=mix(vertexOutputs.vDirectionW,screenToWorld* vec3f(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vertexOutputs.vDirectionW=normalize(segment);} else {vertexOutputs.vDirectionW=normalize(vertexOutputs.vDirectionW+(vertexOutputs.vDirectionW-segment));}\n#endif\n#endif\n#ifndef UV1\nvar uv: vec2f=vec2f(0.,0.);\n#else\nvar uv=input.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f=vec2f(0.,0.);\n#else\nvar uv2=input.uv2;\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvertexOutputs.vColor=vertexInputs.color;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const backgroundVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/background.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,wCAAwC,CAAC;AAChD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"backgroundVertexShader\";\nconst shader = `#include<backgroundUboDeclaration>\n#include<helperFunctions>\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif\n#ifdef MAINUV2\nvarying vMainUV2: vec2f;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vDiffuseUV: vec2f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=input.position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);} else {vertexOutputs.position=scene.viewProjectionR*finalWorld* vec4f(input.position,1.0);}\n#else\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);\n#endif\nvar worldPos: vec4f=finalWorld* vec4f(input.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvar normalWorld: mat3x3f=mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*input.normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(input.position,0.0)).xyz);\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nvar screenToWorld: mat3x3f=inverseMat3( mat3x3f(finalWorld*scene.viewProjection));var segment: vec3f=mix(vertexOutputs.vDirectionW,screenToWorld* vec3f(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vertexOutputs.vDirectionW=normalize(segment);} else {vertexOutputs.vDirectionW=normalize(vertexOutputs.vDirectionW+(vertexOutputs.vDirectionW-segment));}\n#endif\n#endif\n#ifndef UV1\nvar uv: vec2f=vec2f(0.,0.);\n#else\nvar uv=input.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f=vec2f(0.,0.);\n#else\nvar uv2=input.uv2;\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvertexOutputs.vColor=vertexInputs.color;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const backgroundVertexShaderWGSL = { name, shader };\n"]}
@@ -15,7 +15,9 @@ var r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var depthDelta: f32=
15
15
  fragmentOutputs.color= vec4f(sum/wsum,1.);}
16
16
  `;
17
17
  // Sideeffect
18
- ShaderStore.ShadersStoreWGSL[name] = shader;
18
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
19
+ ShaderStore.ShadersStoreWGSL[name] = shader;
20
+ }
19
21
  /** @internal */
20
22
  export const bilateralBlurPixelShaderWGSL = { name, shader };
21
23
  //# sourceMappingURL=bilateralBlur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bilateralBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/bilateralBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"bilateralBlurPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;uniform depthThreshold: f32;uniform normalThreshold: f32;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.).x;if (depth>=1e6 || depth<=0.) {fragmentOutputs.color= vec4f(color,1.);return fragmentOutputs;}\nvar normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.).rgb;\n#ifdef DECODE_NORMAL\nnormal=normal*2.0-1.0;\n#endif\nvar sigma: f32= f32(uniforms.filterSize);var two_sigma2: f32=2.0*sigma*sigma;var sigmaDepth: f32=uniforms.depthThreshold;var two_sigmaDepth2: f32=2.0*sigmaDepth*sigmaDepth;var sigmaNormal: f32=uniforms.normalThreshold;var two_sigmaNormal2: f32=2.0*sigmaNormal*sigmaNormal;var sum: vec3f= vec3f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {var coords=vec2f(f32(x));var sampleColor: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rgb;var sampleDepth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).r;var sampleNormal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rgb;\n#ifdef DECODE_NORMAL\nsampleNormal=sampleNormal*2.0-1.0;\n#endif\nvar r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var depthDelta: f32=abs(sampleDepth-depth);var wd: f32=step(depthDelta,uniforms.depthThreshold);var normalDelta: vec3f=abs(sampleNormal-normal);var wn: f32=step(normalDelta.x+normalDelta.y+normalDelta.z,uniforms.normalThreshold);sum+=sampleColor*w*wd*wn;wsum+=w*wd*wn;}\nfragmentOutputs.color= vec4f(sum/wsum,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bilateralBlurPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"bilateralBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/bilateralBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"bilateralBlurPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;uniform depthThreshold: f32;uniform normalThreshold: f32;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.).x;if (depth>=1e6 || depth<=0.) {fragmentOutputs.color= vec4f(color,1.);return fragmentOutputs;}\nvar normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.).rgb;\n#ifdef DECODE_NORMAL\nnormal=normal*2.0-1.0;\n#endif\nvar sigma: f32= f32(uniforms.filterSize);var two_sigma2: f32=2.0*sigma*sigma;var sigmaDepth: f32=uniforms.depthThreshold;var two_sigmaDepth2: f32=2.0*sigmaDepth*sigmaDepth;var sigmaNormal: f32=uniforms.normalThreshold;var two_sigmaNormal2: f32=2.0*sigmaNormal*sigmaNormal;var sum: vec3f= vec3f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {var coords=vec2f(f32(x));var sampleColor: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rgb;var sampleDepth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).r;var sampleNormal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rgb;\n#ifdef DECODE_NORMAL\nsampleNormal=sampleNormal*2.0-1.0;\n#endif\nvar r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var depthDelta: f32=abs(sampleDepth-depth);var wd: f32=step(depthDelta,uniforms.depthThreshold);var normalDelta: vec3f=abs(sampleNormal-normal);var wn: f32=step(normalDelta.x+normalDelta.y+normalDelta.z,uniforms.normalThreshold);sum+=sampleColor*w*wd*wn;wsum+=w*wd*wn;}\nfragmentOutputs.color= vec4f(sum/wsum,1.);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const bilateralBlurPixelShaderWGSL = { name, shader };\n"]}
@@ -15,7 +15,9 @@ var r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var rDepth: f32=samp
15
15
  fragmentOutputs.color= vec4f(sum/wsum,1.);}
16
16
  `;
17
17
  // Sideeffect
18
- ShaderStore.ShadersStoreWGSL[name] = shader;
18
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
19
+ ShaderStore.ShadersStoreWGSL[name] = shader;
20
+ }
19
21
  /** @internal */
20
22
  export const bilateralBlurQualityPixelShaderWGSL = { name, shader };
21
23
  //# sourceMappingURL=bilateralBlurQuality.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bilateralBlurQuality.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/bilateralBlurQuality.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"bilateralBlurQualityPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;uniform depthThreshold: f32;uniform normalThreshold: f32;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.).x;if (depth>=1e6 || depth<=0.) {fragmentOutputs.color= vec4f(color,1.);return fragmentOutputs;}\nvar normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.).rgb;\n#ifdef DECODE_NORMAL\nnormal=normal*2.0-1.0;\n#endif\nvar sigma: f32= f32(uniforms.filterSize);var two_sigma2: f32=2.0*sigma*sigma;var sigmaDepth: f32=uniforms.depthThreshold;var two_sigmaDepth2: f32=2.0*sigmaDepth*sigmaDepth;var sigmaNormal: f32=uniforms.normalThreshold;var two_sigmaNormal2: f32=2.0*sigmaNormal*sigmaNormal;var sum: vec3f= vec3f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {for (var y: i32=-uniforms.filterSize; y<=uniforms.filterSize; y++) {var coords: vec2f= vec2f(f32(x),f32(y))*uniforms.blurDir;var sampleColor: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords,0.).rgb;var sampleDepth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV+coords,0.).r;var sampleNormal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV+coords,0.).rgb;\n#ifdef DECODE_NORMAL\nsampleNormal=sampleNormal*2.0-1.0;\n#endif\nvar r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var rDepth: f32=sampleDepth-depth;var wd: f32=exp(-rDepth*rDepth/two_sigmaDepth2);var rNormal: f32=abs(sampleNormal.x-normal.x)+abs(sampleNormal.y-normal.y)+abs(sampleNormal.z-normal.z);var wn: f32=exp(-rNormal*rNormal/two_sigmaNormal2);sum+=sampleColor*w*wd*wn;wsum+=w*wd*wn;}}\nfragmentOutputs.color= vec4f(sum/wsum,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bilateralBlurQualityPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"bilateralBlurQuality.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/bilateralBlurQuality.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"bilateralBlurQualityPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;uniform depthThreshold: f32;uniform normalThreshold: f32;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.).x;if (depth>=1e6 || depth<=0.) {fragmentOutputs.color= vec4f(color,1.);return fragmentOutputs;}\nvar normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.).rgb;\n#ifdef DECODE_NORMAL\nnormal=normal*2.0-1.0;\n#endif\nvar sigma: f32= f32(uniforms.filterSize);var two_sigma2: f32=2.0*sigma*sigma;var sigmaDepth: f32=uniforms.depthThreshold;var two_sigmaDepth2: f32=2.0*sigmaDepth*sigmaDepth;var sigmaNormal: f32=uniforms.normalThreshold;var two_sigmaNormal2: f32=2.0*sigmaNormal*sigmaNormal;var sum: vec3f= vec3f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {for (var y: i32=-uniforms.filterSize; y<=uniforms.filterSize; y++) {var coords: vec2f= vec2f(f32(x),f32(y))*uniforms.blurDir;var sampleColor: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords,0.).rgb;var sampleDepth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV+coords,0.).r;var sampleNormal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV+coords,0.).rgb;\n#ifdef DECODE_NORMAL\nsampleNormal=sampleNormal*2.0-1.0;\n#endif\nvar r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var rDepth: f32=sampleDepth-depth;var wd: f32=exp(-rDepth*rDepth/two_sigmaDepth2);var rNormal: f32=abs(sampleNormal.x-normal.x)+abs(sampleNormal.y-normal.y)+abs(sampleNormal.z-normal.z);var wn: f32=exp(-rNormal*rNormal/two_sigmaNormal2);sum+=sampleColor*w*wd*wn;wsum+=w*wd*wn;}}\nfragmentOutputs.color= vec4f(sum/wsum,1.);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const bilateralBlurQualityPixelShaderWGSL = { name, shader };\n"]}
@@ -7,7 +7,9 @@ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textur
7
7
  fn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var luminance: f32=dot(color, vec3f(0.3,0.59,0.11));
8
8
  var blackAndWhite: vec3f= vec3f(luminance,luminance,luminance);fragmentOutputs.color= vec4f(color-((color-blackAndWhite)*uniforms.degree),1.0);}`;
9
9
  // Sideeffect
10
- ShaderStore.ShadersStoreWGSL[name] = shader;
10
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
11
+ ShaderStore.ShadersStoreWGSL[name] = shader;
12
+ }
11
13
  /** @internal */
12
14
  export const blackAndWhitePixelShaderWGSL = { name, shader };
13
15
  //# sourceMappingURL=blackAndWhite.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"blackAndWhite.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/blackAndWhite.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;iJAIkI,CAAC;AAClJ,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"blackAndWhitePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform degree: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var luminance: f32=dot(color, vec3f(0.3,0.59,0.11)); \nvar blackAndWhite: vec3f= vec3f(luminance,luminance,luminance);fragmentOutputs.color= vec4f(color-((color-blackAndWhite)*uniforms.degree),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const blackAndWhitePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"blackAndWhite.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/blackAndWhite.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;iJAIkI,CAAC;AAClJ,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"blackAndWhitePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform degree: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var luminance: f32=dot(color, vec3f(0.3,0.59,0.11)); \nvar blackAndWhite: vec3f= vec3f(luminance,luminance,luminance);fragmentOutputs.color= vec4f(color-((color-blackAndWhite)*uniforms.degree),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const blackAndWhitePixelShaderWGSL = { name, shader };\n"]}
@@ -7,7 +7,9 @@ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textur
7
7
  fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);var blurred: vec3f=textureSample(bloomBlur,bloomBlurSampler,input.vUV).rgb;fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb+(blurred.rgb*uniforms.bloomWeight),fragmentOutputs.color.a);}
8
8
  `;
9
9
  // Sideeffect
10
- ShaderStore.ShadersStoreWGSL[name] = shader;
10
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
11
+ ShaderStore.ShadersStoreWGSL[name] = shader;
12
+ }
11
13
  /** @internal */
12
14
  export const bloomMergePixelShaderWGSL = { name, shader };
13
15
  //# sourceMappingURL=bloomMerge.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bloomMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/bloomMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"bloomMergePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var bloomBlurSampler: sampler;var bloomBlur: texture_2d<f32>;uniform bloomWeight: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);var blurred: vec3f=textureSample(bloomBlur,bloomBlurSampler,input.vUV).rgb;fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb+(blurred.rgb*uniforms.bloomWeight),fragmentOutputs.color.a);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bloomMergePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"bloomMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/bloomMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"bloomMergePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var bloomBlurSampler: sampler;var bloomBlur: texture_2d<f32>;uniform bloomWeight: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);var blurred: vec3f=textureSample(bloomBlur,bloomBlurSampler,input.vUV).rgb;fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb+(blurred.rgb*uniforms.bloomWeight),fragmentOutputs.color.a);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const bloomMergePixelShaderWGSL = { name, shader };\n"]}
@@ -10,7 +10,9 @@ fragmentOutputs.color=uniforms.color;
10
10
  #define CUSTOM_FRAGMENT_MAIN_END
11
11
  }`;
12
12
  // Sideeffect
13
- ShaderStore.ShadersStoreWGSL[name] = shader;
13
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
14
+ ShaderStore.ShadersStoreWGSL[name] = shader;
15
+ }
14
16
  /** @internal */
15
17
  export const boundingBoxRendererPixelShaderWGSL = { name, shader };
16
18
  //# sourceMappingURL=boundingBoxRenderer.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRenderer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingBoxRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererPixelShader\";\nconst shader = `uniform color: vec4f;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfragmentOutputs.color=uniforms.color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const boundingBoxRendererPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRenderer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingBoxRenderer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererPixelShader\";\nconst shader = `uniform color: vec4f;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfragmentOutputs.color=uniforms.color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const boundingBoxRendererPixelShaderWGSL = { name, shader };\n"]}
@@ -19,7 +19,9 @@ vertexOutputs.position=uniforms.viewProjection*worldPos;
19
19
  }
20
20
  `;
21
21
  // Sideeffect
22
- ShaderStore.ShadersStoreWGSL[name] = shader;
22
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
23
+ ShaderStore.ShadersStoreWGSL[name] = shader;
24
+ }
23
25
  /** @internal */
24
26
  export const boundingBoxRendererVertexShaderWGSL = { name, shader };
25
27
  //# sourceMappingURL=boundingBoxRenderer.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingBoxRenderer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererVertexShader\";\nconst shader = `attribute position: vec3f;uniform world: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);var worldPos: vec4f=finalWorld* vec4f(input.position,1.0);\n#else\nvar worldPos: vec4f=uniforms.world* vec4f(input.position,1.0);\n#endif\nvertexOutputs.position=uniforms.viewProjection*worldPos;\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const boundingBoxRendererVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingBoxRenderer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererVertexShader\";\nconst shader = `attribute position: vec3f;uniform world: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);var worldPos: vec4f=finalWorld* vec4f(input.position,1.0);\n#else\nvar worldPos: vec4f=uniforms.world* vec4f(input.position,1.0);\n#endif\nvertexOutputs.position=uniforms.viewProjection*worldPos;\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const boundingBoxRendererVertexShaderWGSL = { name, shader };\n"]}
@@ -77,7 +77,9 @@ positionUpdated=positionUpdated+(readVector3FromRawSampler(i,index)-position)*mo
77
77
  var worldPos=finalWorld*vec4f(positionUpdated.x,positionUpdated.y,positionUpdated.z,1.0);atomicMinFloat(&resultBuffer[settings.indexResult].minX,worldPos.x);atomicMinFloat(&resultBuffer[settings.indexResult].minY,worldPos.y);atomicMinFloat(&resultBuffer[settings.indexResult].minZ,worldPos.z);atomicMaxFloat(&resultBuffer[settings.indexResult].maxX,worldPos.x);atomicMaxFloat(&resultBuffer[settings.indexResult].maxY,worldPos.y);atomicMaxFloat(&resultBuffer[settings.indexResult].maxZ,worldPos.z);}
78
78
  `;
79
79
  // Sideeffect
80
- ShaderStore.ShadersStoreWGSL[name] = shader;
80
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
81
+ ShaderStore.ShadersStoreWGSL[name] = shader;
82
+ }
81
83
  /** @internal */
82
84
  export const boundingInfoComputeShaderWGSL = { name, shader };
83
85
  //# sourceMappingURL=boundingInfo.compute.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"boundingInfo.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingInfo.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"boundingInfoComputeShader\";\nconst shader = `struct Results {minX : atomic<i32>,\nminY : atomic<i32>,\nminZ : atomic<i32>,\nmaxX : atomic<i32>,\nmaxY : atomic<i32>,\nmaxZ : atomic<i32>,\ndummy1 : i32,\ndummy2 : i32,};fn floatToBits(value: f32)->i32 {return bitcast<i32>(value);}\nfn bitsToFloat(value: i32)->f32 {return bitcast<f32>(value);}\nfn atomicMinFloat(atomicVar: ptr<storage,atomic<i32>,read_write>,value: f32) {let intValue=floatToBits(value);loop {let oldIntValue=atomicLoad(atomicVar);let oldValue=bitsToFloat(oldIntValue);if (value>=oldValue) {break;}\nif (atomicCompareExchangeWeak(atomicVar,oldIntValue,intValue).old_value==oldIntValue) {break;}}}\nfn atomicMaxFloat(atomicVar: ptr<storage,atomic<i32>,read_write>,value: f32) {let intValue=floatToBits(value);loop {let oldIntValue=atomicLoad(atomicVar);let oldValue=bitsToFloat(oldIntValue);if (value<=oldValue) {break;}\nif (atomicCompareExchangeWeak(atomicVar,oldIntValue,intValue).old_value==oldIntValue) {break;}}}\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\nconst identity=mat4x4f(\nvec4f(1.0,0.0,0.0,0.0),\nvec4f(0.0,1.0,0.0,0.0),\nvec4f(0.0,0.0,1.0,0.0),\nvec4f(0.0,0.0,0.0,1.0)\n);struct Settings {morphTargetTextureInfo: vec3f,\nmorphTargetCount: i32,\nindexResult : u32,};@group(0) @binding(0) var<storage,read> positionBuffer : array<f32>;@group(0) @binding(1) var<storage,read_write> resultBuffer : array<Results>;@group(0) @binding(7) var<uniform> settings : Settings;\n#if NUM_BONE_INFLUENCERS>0\n@group(0) @binding(2) var boneSampler : texture_2d<f32>;@group(0) @binding(3) var<storage,read> indexBuffer : array<vec4f>;@group(0) @binding(4) var<storage,read> weightBuffer : array<vec4f>;\n#if NUM_BONE_INFLUENCERS>4\n@group(0) @binding(5) var<storage,read> indexExtraBuffer : array<vec4f>;@group(0) @binding(6) var<storage,read> weightExtraBuffer : array<vec4f>;\n#endif\n#endif\n#ifdef MORPHTARGETS\n@group(0) @binding(8) var morphTargets : texture_2d_array<f32>;@group(0) @binding(9) var<storage,read> morphTargetInfluences : array<f32>;@group(0) @binding(10) var<storage,read> morphTargetTextureIndices : array<f32>;\n#endif\n#ifdef MORPHTARGETS\nfn readVector3FromRawSampler(targetIndex : i32,vertexIndex : u32)->vec3f\n{ \nlet vertexID=f32(vertexIndex)*settings.morphTargetTextureInfo.x;let y=floor(vertexID/settings.morphTargetTextureInfo.y);let x=vertexID-y*settings.morphTargetTextureInfo.y;let textureUV=vec2<i32>(i32(x),i32(y));return textureLoad(morphTargets,textureUV,i32(morphTargetTextureIndices[targetIndex]),0).xyz;}\nfn readVector4FromRawSampler(targetIndex : i32,vertexIndex : u32)->vec4f\n{ \nlet vertexID=f32(vertexIndex)*settings.morphTargetTextureInfo.x;let y=floor(vertexID/settings.morphTargetTextureInfo.y);let x=vertexID-y*settings.morphTargetTextureInfo.y;let textureUV=vec2<i32>(i32(x),i32(y));return textureLoad(morphTargets,textureUV,i32(morphTargetTextureIndices[targetIndex]),0);}\n#endif\n@compute @workgroup_size(256,1,1)\nfn main(@builtin(global_invocation_id) global_id : vec3<u32>) {let index=global_id.x;if (index>=arrayLength(&positionBuffer)/3) {return;}\nlet position=vec3f(positionBuffer[index*3],positionBuffer[index*3+1],positionBuffer[index*3+2]);var finalWorld=identity;var positionUpdated=position;\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;let matricesIndices=indexBuffer[index];let matricesWeights=weightBuffer[index];influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\nlet matricesIndicesExtra=indexExtraBuffer[index];let matricesWeightsExtra=weightExtraBuffer[index];influence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.x)*matricesWeightsExtra.x;\n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.y)*matricesWeightsExtra.y;\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.z)*matricesWeightsExtra.z;\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.w)*matricesWeightsExtra.w;\n#endif \n#endif \nfinalWorld=finalWorld*influence;\n#endif\n#ifdef MORPHTARGETS\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=settings.morphTargetCount) {break;}\npositionUpdated=positionUpdated+(readVector3FromRawSampler(i,index)-position)*morphTargetInfluences[i];}\n#endif\nvar worldPos=finalWorld*vec4f(positionUpdated.x,positionUpdated.y,positionUpdated.z,1.0);atomicMinFloat(&resultBuffer[settings.indexResult].minX,worldPos.x);atomicMinFloat(&resultBuffer[settings.indexResult].minY,worldPos.y);atomicMinFloat(&resultBuffer[settings.indexResult].minZ,worldPos.z);atomicMaxFloat(&resultBuffer[settings.indexResult].maxX,worldPos.x);atomicMaxFloat(&resultBuffer[settings.indexResult].maxY,worldPos.y);atomicMaxFloat(&resultBuffer[settings.indexResult].maxZ,worldPos.z);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const boundingInfoComputeShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingInfo.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingInfo.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"boundingInfoComputeShader\";\nconst shader = `struct Results {minX : atomic<i32>,\nminY : atomic<i32>,\nminZ : atomic<i32>,\nmaxX : atomic<i32>,\nmaxY : atomic<i32>,\nmaxZ : atomic<i32>,\ndummy1 : i32,\ndummy2 : i32,};fn floatToBits(value: f32)->i32 {return bitcast<i32>(value);}\nfn bitsToFloat(value: i32)->f32 {return bitcast<f32>(value);}\nfn atomicMinFloat(atomicVar: ptr<storage,atomic<i32>,read_write>,value: f32) {let intValue=floatToBits(value);loop {let oldIntValue=atomicLoad(atomicVar);let oldValue=bitsToFloat(oldIntValue);if (value>=oldValue) {break;}\nif (atomicCompareExchangeWeak(atomicVar,oldIntValue,intValue).old_value==oldIntValue) {break;}}}\nfn atomicMaxFloat(atomicVar: ptr<storage,atomic<i32>,read_write>,value: f32) {let intValue=floatToBits(value);loop {let oldIntValue=atomicLoad(atomicVar);let oldValue=bitsToFloat(oldIntValue);if (value<=oldValue) {break;}\nif (atomicCompareExchangeWeak(atomicVar,oldIntValue,intValue).old_value==oldIntValue) {break;}}}\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\nconst identity=mat4x4f(\nvec4f(1.0,0.0,0.0,0.0),\nvec4f(0.0,1.0,0.0,0.0),\nvec4f(0.0,0.0,1.0,0.0),\nvec4f(0.0,0.0,0.0,1.0)\n);struct Settings {morphTargetTextureInfo: vec3f,\nmorphTargetCount: i32,\nindexResult : u32,};@group(0) @binding(0) var<storage,read> positionBuffer : array<f32>;@group(0) @binding(1) var<storage,read_write> resultBuffer : array<Results>;@group(0) @binding(7) var<uniform> settings : Settings;\n#if NUM_BONE_INFLUENCERS>0\n@group(0) @binding(2) var boneSampler : texture_2d<f32>;@group(0) @binding(3) var<storage,read> indexBuffer : array<vec4f>;@group(0) @binding(4) var<storage,read> weightBuffer : array<vec4f>;\n#if NUM_BONE_INFLUENCERS>4\n@group(0) @binding(5) var<storage,read> indexExtraBuffer : array<vec4f>;@group(0) @binding(6) var<storage,read> weightExtraBuffer : array<vec4f>;\n#endif\n#endif\n#ifdef MORPHTARGETS\n@group(0) @binding(8) var morphTargets : texture_2d_array<f32>;@group(0) @binding(9) var<storage,read> morphTargetInfluences : array<f32>;@group(0) @binding(10) var<storage,read> morphTargetTextureIndices : array<f32>;\n#endif\n#ifdef MORPHTARGETS\nfn readVector3FromRawSampler(targetIndex : i32,vertexIndex : u32)->vec3f\n{ \nlet vertexID=f32(vertexIndex)*settings.morphTargetTextureInfo.x;let y=floor(vertexID/settings.morphTargetTextureInfo.y);let x=vertexID-y*settings.morphTargetTextureInfo.y;let textureUV=vec2<i32>(i32(x),i32(y));return textureLoad(morphTargets,textureUV,i32(morphTargetTextureIndices[targetIndex]),0).xyz;}\nfn readVector4FromRawSampler(targetIndex : i32,vertexIndex : u32)->vec4f\n{ \nlet vertexID=f32(vertexIndex)*settings.morphTargetTextureInfo.x;let y=floor(vertexID/settings.morphTargetTextureInfo.y);let x=vertexID-y*settings.morphTargetTextureInfo.y;let textureUV=vec2<i32>(i32(x),i32(y));return textureLoad(morphTargets,textureUV,i32(morphTargetTextureIndices[targetIndex]),0);}\n#endif\n@compute @workgroup_size(256,1,1)\nfn main(@builtin(global_invocation_id) global_id : vec3<u32>) {let index=global_id.x;if (index>=arrayLength(&positionBuffer)/3) {return;}\nlet position=vec3f(positionBuffer[index*3],positionBuffer[index*3+1],positionBuffer[index*3+2]);var finalWorld=identity;var positionUpdated=position;\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;let matricesIndices=indexBuffer[index];let matricesWeights=weightBuffer[index];influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\nlet matricesIndicesExtra=indexExtraBuffer[index];let matricesWeightsExtra=weightExtraBuffer[index];influence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.x)*matricesWeightsExtra.x;\n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.y)*matricesWeightsExtra.y;\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.z)*matricesWeightsExtra.z;\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.w)*matricesWeightsExtra.w;\n#endif \n#endif \nfinalWorld=finalWorld*influence;\n#endif\n#ifdef MORPHTARGETS\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=settings.morphTargetCount) {break;}\npositionUpdated=positionUpdated+(readVector3FromRawSampler(i,index)-position)*morphTargetInfluences[i];}\n#endif\nvar worldPos=finalWorld*vec4f(positionUpdated.x,positionUpdated.y,positionUpdated.z,1.0);atomicMinFloat(&resultBuffer[settings.indexResult].minX,worldPos.x);atomicMinFloat(&resultBuffer[settings.indexResult].minY,worldPos.y);atomicMinFloat(&resultBuffer[settings.indexResult].minZ,worldPos.z);atomicMaxFloat(&resultBuffer[settings.indexResult].maxX,worldPos.x);atomicMaxFloat(&resultBuffer[settings.indexResult].maxY,worldPos.y);atomicMaxFloat(&resultBuffer[settings.indexResult].maxZ,worldPos.z);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const boundingInfoComputeShaderWGSL = { name, shader };\n"]}