@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.
- package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
- package/AudioV2/abstractAudio/abstractSound.js +12 -12
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
- package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +15 -8
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +23 -11
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
- package/AudioV2/abstractAudio/staticSound.js +8 -0
- package/AudioV2/abstractAudio/staticSound.js.map +1 -1
- package/AudioV2/abstractAudio/staticSoundInstance.d.ts +2 -0
- package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +4 -4
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +3 -3
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +23 -16
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +3 -3
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +13 -6
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +13 -8
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js +18 -14
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +10 -6
- package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +7 -3
- package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +7 -5
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +15 -15
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -0
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +4 -2
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -0
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +4 -2
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +14 -13
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +12 -0
- package/AudioV2/webAudio/webAudioEngine.js +16 -2
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -0
- package/AudioV2/webAudio/webAudioMainOut.js +4 -2
- package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -0
- package/AudioV2/webAudio/webAudioStaticSound.js +14 -0
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
- package/AudioV2/webAudio/webAudioUnmuteUI.js +45 -0
- package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +21 -3
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/abstractEngine.js +2 -3
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -1
- package/Engines/thinEngine.js +10 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +2 -1
- package/Engines/webgpuEngine.js +3 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
- package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
- package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
- package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -1
- package/FrameGraph/Node/Blocks/index.js +1 -1
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Gizmos/gizmo.js +25 -17
- package/Gizmos/gizmo.js.map +1 -1
- package/Lights/IES/iesLoader.d.ts +1 -1
- package/Lights/IES/iesLoader.js +1 -1
- package/Lights/IES/iesLoader.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +2 -2
- package/Lights/Shadows/shadowGenerator.js +2 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/spotLight.d.ts +1 -1
- package/Lights/spotLight.js +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
- package/Materials/PBR/pbrBaseMaterial.js +2 -2
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
- package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/exrTextureLoader.d.ts +5 -4
- package/Materials/Textures/Loaders/exrTextureLoader.js +5 -4
- package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
- package/Materials/material.js +1 -1
- package/Materials/material.js.map +1 -1
- package/Maths/math.scalar.d.ts +1 -0
- package/Maths/math.scalar.functions.d.ts +9 -0
- package/Maths/math.scalar.functions.js +11 -0
- package/Maths/math.scalar.functions.js.map +1 -1
- package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/conditionBlock.js +19 -8
- package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +96 -0
- package/Meshes/Node/Blocks/geometryEaseBlock.js +318 -0
- package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -0
- package/Meshes/Node/index.d.ts +1 -0
- package/Meshes/Node/index.js +1 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/csg2.d.ts +3 -3
- package/Meshes/csg2.js +3 -3
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/lattice.d.ts +2 -2
- package/Meshes/lattice.js +5 -4
- package/Meshes/lattice.js.map +1 -1
- package/Meshes/lattice.material.d.ts +2 -2
- package/Meshes/lattice.material.js +2 -2
- package/Meshes/lattice.material.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -2
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Misc/decorators.js +2 -2
- package/Misc/decorators.js.map +1 -1
- package/Misc/fileTools.d.ts +1 -1
- package/Misc/fileTools.js +1 -1
- package/Misc/fileTools.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +1 -0
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
- package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
- package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +4 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +11 -16
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +6 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +7 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js +5 -1
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
- package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js +3 -1
- package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bumpFragment.js +3 -1
- package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
- package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
- package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
- package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/bumpVertex.js +3 -1
- package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
- package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
- package/Shaders/ShadersInclude/decalFragment.js +3 -1
- package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
- package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/depthPrePass.js +3 -1
- package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
- package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
- package/Shaders/ShadersInclude/fibonacci.js +3 -2
- package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
- package/Shaders/ShadersInclude/fogFragment.js +3 -1
- package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
- package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/fogVertex.js +3 -1
- package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
- package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
- package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
- package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +3 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
- package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
- package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/importanceSampling.js +3 -1
- package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
- package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
- package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/instancesVertex.js +3 -1
- package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
- package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +3 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lineUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lineUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lineVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lineVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/logDepthDeclaration.js +3 -1
- package/Shaders/ShadersInclude/logDepthDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/logDepthFragment.js +3 -1
- package/Shaders/ShadersInclude/logDepthFragment.js.map +1 -1
- package/Shaders/ShadersInclude/logDepthVertex.js +3 -1
- package/Shaders/ShadersInclude/logDepthVertex.js.map +1 -1
- package/Shaders/ShadersInclude/ltcHelperFunctions.js +3 -1
- package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
- package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/meshFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/meshFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/meshUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/meshUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/meshVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/meshVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
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- package/ShadersWGSL/circleOfConfusion.fragment.js.map +1 -1
- package/ShadersWGSL/clearQuad.fragment.js +3 -1
- package/ShadersWGSL/clearQuad.fragment.js.map +1 -1
- package/ShadersWGSL/clearQuad.vertex.js +3 -1
- package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
- package/ShadersWGSL/color.fragment.js +3 -1
- package/ShadersWGSL/color.fragment.js.map +1 -1
- package/ShadersWGSL/color.vertex.js +3 -1
- package/ShadersWGSL/color.vertex.js.map +1 -1
- package/ShadersWGSL/colorCorrection.fragment.js +3 -1
- package/ShadersWGSL/colorCorrection.fragment.js.map +1 -1
- package/ShadersWGSL/convolution.fragment.js +3 -1
- package/ShadersWGSL/convolution.fragment.js.map +1 -1
- package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js +3 -1
- package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js.map +1 -1
- package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -1
- package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +3 -1
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +3 -1
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/depth.fragment.js +3 -1
- package/ShadersWGSL/depth.fragment.js.map +1 -1
- package/ShadersWGSL/depth.vertex.js +3 -1
- package/ShadersWGSL/depth.vertex.js.map +1 -1
- package/ShadersWGSL/depthBoxBlur.fragment.js +3 -1
- package/ShadersWGSL/depthBoxBlur.fragment.js.map +1 -1
- package/ShadersWGSL/depthOfFieldMerge.fragment.js +3 -1
- package/ShadersWGSL/depthOfFieldMerge.fragment.js.map +1 -1
- package/ShadersWGSL/displayPass.fragment.js +3 -1
- package/ShadersWGSL/displayPass.fragment.js.map +1 -1
- package/ShadersWGSL/extractHighlights.fragment.js +3 -1
- package/ShadersWGSL/extractHighlights.fragment.js.map +1 -1
- package/ShadersWGSL/filter.fragment.js +3 -1
- package/ShadersWGSL/filter.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingRender.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -1
- package/ShadersWGSL/fxaa.fragment.js +3 -1
- package/ShadersWGSL/fxaa.fragment.js.map +1 -1
- package/ShadersWGSL/fxaa.vertex.js +3 -1
- package/ShadersWGSL/fxaa.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +3 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.js +3 -1
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/geometry.vertex.js +3 -1
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/glowBlurPostProcess.fragment.js +3 -1
- package/ShadersWGSL/glowBlurPostProcess.fragment.js.map +1 -1
- package/ShadersWGSL/glowMapGeneration.fragment.js +3 -1
- package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
- package/ShadersWGSL/glowMapGeneration.vertex.js +3 -1
- package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
- package/ShadersWGSL/glowMapMerge.fragment.js +3 -1
- package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -1
- package/ShadersWGSL/glowMapMerge.vertex.js +3 -1
- package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +3 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/grain.fragment.js +3 -1
- package/ShadersWGSL/grain.fragment.js.map +1 -1
- package/ShadersWGSL/greasedLine.fragment.js +3 -1
- package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +3 -1
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.fragment.js +3 -1
- package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.vertex.js +3 -1
- package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +3 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +3 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/highlights.fragment.js +3 -1
- package/ShadersWGSL/highlights.fragment.js.map +1 -1
- package/ShadersWGSL/iblCdfDebug.fragment.js +3 -1
- package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblCdfx.fragment.js +3 -1
- package/ShadersWGSL/iblCdfx.fragment.js.map +1 -1
- package/ShadersWGSL/iblCdfy.fragment.js +3 -1
- package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +3 -1
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
- package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +3 -1
- package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -1
- package/ShadersWGSL/iblIcdf.fragment.js +3 -1
- package/ShadersWGSL/iblIcdf.fragment.js.map +1 -1
- package/ShadersWGSL/iblScaledLuminance.fragment.js +3 -1
- package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js +3 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowDebug.fragment.js +3 -1
- package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +3 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +3 -1
- package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowsCombine.fragment.js +3 -1
- package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js +3 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +3 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
- package/ShadersWGSL/imageProcessing.fragment.js +3 -1
- package/ShadersWGSL/imageProcessing.fragment.js.map +1 -1
- package/ShadersWGSL/kernelBlur.fragment.js +3 -1
- package/ShadersWGSL/kernelBlur.fragment.js.map +1 -1
- package/ShadersWGSL/kernelBlur.vertex.js +3 -1
- package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
- package/ShadersWGSL/layer.fragment.js +3 -1
- package/ShadersWGSL/layer.fragment.js.map +1 -1
- package/ShadersWGSL/layer.vertex.js +3 -1
- package/ShadersWGSL/layer.vertex.js.map +1 -1
- package/ShadersWGSL/lensFlare.fragment.js +3 -1
- package/ShadersWGSL/lensFlare.fragment.js.map +1 -1
- package/ShadersWGSL/lensFlare.vertex.js +3 -1
- package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
- package/ShadersWGSL/line.fragment.js +3 -1
- package/ShadersWGSL/line.fragment.js.map +1 -1
- package/ShadersWGSL/line.vertex.js +3 -1
- package/ShadersWGSL/line.vertex.js.map +1 -1
- package/ShadersWGSL/lod.fragment.js +3 -1
- package/ShadersWGSL/lod.fragment.js.map +1 -1
- package/ShadersWGSL/lodCube.fragment.js +3 -1
- package/ShadersWGSL/lodCube.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRenderer.fragment.js +3 -1
- package/ShadersWGSL/meshUVSpaceRenderer.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +3 -1
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
- package/ShadersWGSL/motionBlur.fragment.js +3 -1
- package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
- package/ShadersWGSL/oitBackBlend.fragment.js +3 -1
- package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -1
- package/ShadersWGSL/oitFinal.fragment.js +3 -1
- package/ShadersWGSL/oitFinal.fragment.js.map +1 -1
- package/ShadersWGSL/outline.fragment.js +3 -1
- package/ShadersWGSL/outline.fragment.js.map +1 -1
- package/ShadersWGSL/outline.vertex.js +3 -1
- package/ShadersWGSL/outline.vertex.js.map +1 -1
- package/ShadersWGSL/particles.fragment.js +3 -1
- package/ShadersWGSL/particles.fragment.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +3 -1
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/ShadersWGSL/pass.fragment.js +3 -1
- package/ShadersWGSL/pass.fragment.js.map +1 -1
- package/ShadersWGSL/passCube.fragment.js +3 -1
- package/ShadersWGSL/passCube.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +6 -1
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +3 -1
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/picking.fragment.js +3 -1
- package/ShadersWGSL/picking.fragment.js.map +1 -1
- package/ShadersWGSL/picking.vertex.js +3 -1
- package/ShadersWGSL/picking.vertex.js.map +1 -1
- package/ShadersWGSL/postprocess.vertex.js +3 -1
- package/ShadersWGSL/postprocess.vertex.js.map +1 -1
- package/ShadersWGSL/procedural.vertex.js +3 -1
- package/ShadersWGSL/procedural.vertex.js.map +1 -1
- package/ShadersWGSL/rgbdDecode.fragment.js +3 -1
- package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -1
- package/ShadersWGSL/rgbdEncode.fragment.js +3 -1
- package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -1
- package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +3 -1
- package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
- package/ShadersWGSL/rsmGlobalIllumination.fragment.js +3 -1
- package/ShadersWGSL/rsmGlobalIllumination.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2.fragment.js +3 -1
- package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js +3 -1
- package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/ShadersWGSL/shadowMap.fragment.js +3 -1
- package/ShadersWGSL/shadowMap.fragment.js.map +1 -1
- package/ShadersWGSL/shadowMap.vertex.js +3 -1
- package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
- package/ShadersWGSL/sharpen.fragment.js +3 -1
- package/ShadersWGSL/sharpen.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.fragment.js +3 -1
- package/ShadersWGSL/sprites.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.vertex.js +3 -1
- package/ShadersWGSL/sprites.vertex.js.map +1 -1
- package/ShadersWGSL/ssao2.fragment.js +3 -1
- package/ShadersWGSL/ssao2.fragment.js.map +1 -1
- package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
- package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
- package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
- package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
- package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
- package/ShadersWGSL/taa.fragment.js +3 -1
- package/ShadersWGSL/taa.fragment.js.map +1 -1
- package/ShadersWGSL/tonemap.fragment.js +3 -1
- package/ShadersWGSL/tonemap.fragment.js.map +1 -1
- package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
- package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
- package/package.json +1 -1
- package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
- package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
- /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
- /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
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// Sideeffect
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//# sourceMappingURL=glowMapMerge.fragment.js.map
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{"version":3,"file":"glowMapMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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{"version":3,"file":"glowMapMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,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,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#ifdef EMISSIVE\nvar textureSampler2Sampler: sampler;var textureSampler2: texture_2d<f32>;\n#endif\nuniform offset: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvar baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);\n#ifdef EMISSIVE\nbaseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset;\n#else\nbaseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a));\n#ifdef STROKE\nvar alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha);\n#endif\n#endif\n#if LDR\nbaseColor=clamp(baseColor,vec4f(0.),vec4f(1.0));\n#endif\nfragmentOutputs.color=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const glowMapMergePixelShaderWGSL = { name, shader };\n"]}
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@@ -10,7 +10,9 @@ vertexOutputs.vUV=input.position*madd+madd;vertexOutputs.position= vec4f(input.p
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// Sideeffect
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}
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/** @internal */
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export const glowMapMergeVertexShaderWGSL = { name, shader };
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{"version":3,"file":"glowMapMerge.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapMerge.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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+
{"version":3,"file":"glowMapMerge.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapMerge.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergeVertexShader\";\nconst shader = `attribute position: vec2f;varying vUV: vec2f;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=input.position*madd+madd;vertexOutputs.position= vec4f(input.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const glowMapMergeVertexShaderWGSL = { name, shader };\n"]}
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@@ -281,7 +281,9 @@ particlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));
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}}
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`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const gpuUpdateParticlesComputeShaderWGSL = { name, shader };
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//# sourceMappingURL=gpuUpdateParticles.compute.js.map
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{"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsRd,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 = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;if (newAge>=life && params.stopFactor != 0.) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;particlesOut.particles[index].life=outLife;particlesOut.particles[index].age=newAge-life;particlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesComputeShaderWGSL = { name, shader };\n"]}
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{"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsRd,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 = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;if (newAge>=life && params.stopFactor != 0.) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;particlesOut.particles[index].life=outLife;particlesOut.particles[index].age=newAge-life;particlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesComputeShaderWGSL = { name, shader };\n"]}
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@@ -8,7 +8,9 @@ varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: textur
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);var seed: vec2f=input.vUV*uniforms.animatedSeed;var grain: f32=dither(seed,uniforms.intensity);var lum: f32=getLuminance(fragmentOutputs.color.rgb);var grainAmount: f32=(cos(-PI+(lum*PI*2.))+1.)/2.;fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb+grain*grainAmount,fragmentOutputs.color.a);fragmentOutputs.color=vec4f(max(fragmentOutputs.color.rgb,vec3f(0.0)),fragmentOutputs.color.a);}`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const grainPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=grain.fragment.js.map
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@@ -1 +1 @@
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-
{"version":3,"file":"grain.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/grain.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;6gBAI8f,CAAC;AAC9gB,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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1
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+
{"version":3,"file":"grain.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/grain.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;6gBAI8f,CAAC;AAC9gB,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"grainPixelShader\";\nconst shader = `#include<helperFunctions>\nvarying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform intensity: f32;uniform animatedSeed: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);var seed: vec2f=input.vUV*uniforms.animatedSeed;var grain: f32=dither(seed,uniforms.intensity);var lum: f32=getLuminance(fragmentOutputs.color.rgb);var grainAmount: f32=(cos(-PI+(lum*PI*2.))+1.)/2.;fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb+grain*grainAmount,fragmentOutputs.color.a);fragmentOutputs.color=vec4f(max(fragmentOutputs.color.rgb,vec3f(0.0)),fragmentOutputs.color.a);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const grainPixelShaderWGSL = { name, shader };\n"]}
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@@ -25,7 +25,9 @@ if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.f
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}
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`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const greasedLinePixelShaderWGSL = { name, shader };
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//# sourceMappingURL=greasedLine.fragment.js.map
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@@ -1 +1 @@
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{"version":3,"file":"greasedLine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/greasedLine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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1
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+
{"version":3,"file":"greasedLine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/greasedLine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,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\";\n\nconst name = \"greasedLinePixelShader\";\nconst shader = `var grlColors: texture_2d<f32>;var grlColorsSampler: sampler;uniform grlUseColors: f32;uniform grlUseDash: f32;uniform grlDashArray: f32;uniform grlDashOffset: f32;uniform grlDashRatio: f32;uniform grlVisibility: f32;uniform grlColorsWidth: f32;uniform grl_colorModeAndColorDistributionType: vec2f;uniform grlColor: vec3f;varying grlCounters: f32;varying grlColorPointer: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nlet grlColorMode: f32=uniforms.grl_colorModeAndColorDistributionType.x;let grlColorDistributionType: f32=uniforms.grl_colorModeAndColorDistributionType.y;var outColor=vec4(uniforms.grlColor,1.);outColor.a=step(fragmentInputs.grlCounters,uniforms.grlVisibility);if (outColor.a==0.0) {discard;}\nif (uniforms.grlUseDash==1.0) {let dashPosition=(fragmentInputs.grlCounters+uniforms.grlDashOffset) % uniforms.grlDashArray;outColor.a*=ceil(dashPosition-(uniforms.grlDashArray*uniforms.grlDashRatio));if (outColor.a==0.0) {discard;}}\nif (uniforms.grlUseColors==1.) {\n#ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\nlet grlColor: vec4f=textureSample(grlColors,grlColorsSampler,vec2f(fragmentInputs.grlCounters,0.));\n#else\nlet lookup: vec2f=vec2(fract(fragmentInputs.grlColorPointer/uniforms.grlColorsWidth),1.0-floor(fragmentInputs.grlColorPointer/uniforms.grlColorsWidth));let grlColor: vec4f=textureSample(grlColors,grlColorsSampler,lookup);\n#endif\nif (grlColorMode==COLOR_MODE_SET) {outColor=grlColor;} else if (grlColorMode==COLOR_MODE_ADD) {outColor+=grlColor;} else if (grlColorMode==COLOR_MODE_MULTIPLY) {outColor*=grlColor;}}\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=outColor;\n#endif\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+outColor.rgb*outColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-outColor.a));} else {fragmentOutputs.backColor+=outColor;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const greasedLinePixelShaderWGSL = { name, shader };\n"]}
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@@ -46,7 +46,9 @@ vertexOutputs.grlCounters=input.grl_counters;vertexOutputs.position=grlMatrix*ve
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}
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`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const greasedLineVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=greasedLine.vertex.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"greasedLine.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/greasedLine.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"greasedLine.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/greasedLine.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,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,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\n\nconst name = \"greasedLineVertexShader\";\nconst shader = `#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nattribute grl_widths: f32;\n#ifdef GREASED_LINE_USE_OFFSETS\nattribute grl_offsets: vec3f; \n#endif\nattribute grl_colorPointers: f32;attribute position: vec3f;varying grlCounters: f32;varying grlColorPointer: f32;\n#ifdef GREASED_LINE_CAMERA_FACING\nattribute grl_nextAndCounters: vec4f;attribute grl_previousAndSide: vec4f;uniform grlResolution: vec2f;uniform grlAspect: f32;uniform grlWidth: f32;uniform grlSizeAttenuation: f32;fn grlFix(i: vec4f,aspect: f32)->vec2f {var res=i.xy/i.w;res.x*=aspect;return res;}\n#else\nattribute grl_slopes: vec3f;attribute grl_counters: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvertexOutputs.grlColorPointer=input.grl_colorPointers;let grlMatrix: mat4x4f=scene.viewProjection*mesh.world ;\n#ifdef GREASED_LINE_CAMERA_FACING\nlet grlBaseWidth: f32=uniforms.grlWidth;let grlPrevious: vec3f=input.grl_previousAndSide.xyz;let grlSide: f32=input.grl_previousAndSide.w;let grlNext: vec3f=input.grl_nextAndCounters.xyz;vertexOutputs.grlCounters=input.grl_nextAndCounters.w;let grlWidth:f32=grlBaseWidth*input.grl_widths;\n#ifdef GREASED_LINE_USE_OFFSETS\nvar grlPositionOffset: vec3f=input.grl_offsets;\n#else\nvar grlPositionOffset=vec3f(0.);\n#endif\nlet positionUpdated: vec3f=vertexInputs.position+grlPositionOffset;let worldDir: vec3f=normalize(grlNext-grlPrevious);let nearPosition: vec3f=positionUpdated+(worldDir*0.001);let grlFinalPosition: vec4f=grlMatrix*vec4f(positionUpdated,1.0);let screenNearPos: vec4f=grlMatrix*vec4(nearPosition,1.0);let grlLinePosition: vec2f=grlFix(grlFinalPosition,uniforms.grlAspect);let grlLineNearPosition: vec2f=grlFix(screenNearPos,uniforms.grlAspect);let grlDir: vec2f=normalize(grlLineNearPosition-grlLinePosition);var grlNormal: vec4f=vec4f(-grlDir.y,grlDir.x,0.0,1.0);let grlHalfWidth: f32=0.5*grlWidth;\n#if defined(GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM)\ngrlNormal.x*=-grlHalfWidth;grlNormal.y*=-grlHalfWidth;\n#else\ngrlNormal.x*=grlHalfWidth;grlNormal.y*=grlHalfWidth;\n#endif\ngrlNormal*=scene.projection;if (uniforms.grlSizeAttenuation==1.) {grlNormal.x*=grlFinalPosition.w;grlNormal.y*=grlFinalPosition.w;let pr=vec4f(uniforms.grlResolution,0.0,1.0)*scene.projection;grlNormal.x/=pr.x;grlNormal.y/=pr.y;}\nvertexOutputs.position=vec4f(grlFinalPosition.xy+grlNormal.xy*grlSide,grlFinalPosition.z,grlFinalPosition.w);\n#else\nvertexOutputs.grlCounters=input.grl_counters;vertexOutputs.position=grlMatrix*vec4f((vertexInputs.position+input.grl_offsets)+input.grl_slopes*input.grl_widths,1.0) ;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const greasedLineVertexShaderWGSL = { name, shader };\n"]}
|
|
@@ -12,7 +12,9 @@ const shader = `#include<helperFunctions>
|
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|
12
12
|
uniform alphaG: f32;var inputTextureSampler: sampler;var inputTexture: texture_cube<f32>;uniform vFilteringInfo: vec2f;uniform hdrScale: f32;varying direction: vec3f;@fragment
|
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13
13
|
fn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=radiance(uniforms.alphaG,inputTexture,inputTextureSampler,input.direction,uniforms.vFilteringInfo);fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`;
|
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14
14
|
// Sideeffect
|
|
15
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
15
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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16
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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17
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+
}
|
|
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/** @internal */
|
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|
export const hdrFilteringPixelShaderWGSL = { name, shader };
|
|
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//# sourceMappingURL=hdrFiltering.fragment.js.map
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"hdrFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;iOAKkN,CAAC;AAClO,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"hdrFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;iOAKkN,CAAC;AAClO,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,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\n\nconst name = \"hdrFilteringPixelShader\";\nconst shader = `#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nuniform alphaG: f32;var inputTextureSampler: sampler;var inputTexture: texture_cube<f32>;uniform vFilteringInfo: vec2f;uniform hdrScale: f32;varying direction: vec3f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=radiance(uniforms.alphaG,inputTexture,inputTextureSampler,input.direction,uniforms.vFilteringInfo);fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringPixelShaderWGSL = { name, shader };\n"]}
|
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@@ -10,7 +10,9 @@ var view: mat3x3f= mat3x3f(uniforms.up,uniforms.right,uniforms.front);vertexOutp
|
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10
10
|
#define CUSTOM_VERTEX_MAIN_END
|
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11
11
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}`;
|
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12
|
// Sideeffect
|
|
13
|
-
ShaderStore.ShadersStoreWGSL[name]
|
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13
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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14
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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15
|
+
}
|
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16
|
/** @internal */
|
|
15
17
|
export const hdrFilteringVertexShaderWGSL = { name, shader };
|
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18
|
//# sourceMappingURL=hdrFiltering.vertex.js.map
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"hdrFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"hdrFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"hdrFilteringVertexShader\";\nconst shader = `attribute position: vec2f;varying direction: vec3f;uniform up: vec3f;uniform right: vec3f;uniform front: vec3f;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar view: mat3x3f= mat3x3f(uniforms.up,uniforms.right,uniforms.front);vertexOutputs.direction=view*vec3f(input.position,1.0);vertexOutputs.position= vec4f(input.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringVertexShaderWGSL = { name, shader };\n"]}
|
|
@@ -20,7 +20,9 @@ fn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=irradiance(inp
|
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|
20
20
|
#endif
|
|
21
21
|
);fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`;
|
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22
22
|
// Sideeffect
|
|
23
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
23
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
24
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
25
|
+
}
|
|
24
26
|
/** @internal */
|
|
25
27
|
export const hdrIrradianceFilteringPixelShaderWGSL = { name, shader };
|
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26
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|
//# sourceMappingURL=hdrIrradianceFiltering.fragment.js.map
|
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"hdrIrradianceFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrIrradianceFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;8DAa+C,CAAC;AAC/D,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"hdrIrradianceFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrIrradianceFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;8DAa+C,CAAC;AAC/D,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,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\n\nconst name = \"hdrIrradianceFilteringPixelShader\";\nconst shader = `#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nvar inputTextureSampler: sampler;var inputTexture: texture_cube<f32>;\n#ifdef IBL_CDF_FILTERING\nvar icdfTextureSampler: sampler;var icdfTexture: texture_2d<f32>;\n#endif\nuniform vFilteringInfo: vec2f;uniform hdrScale: f32;varying direction: vec3f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=irradiance(inputTexture,inputTextureSampler,input.direction,uniforms.vFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfTexture,icdfTextureSampler\n#endif\n);fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrIrradianceFilteringPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -10,7 +10,9 @@ var view: mat3x3f= mat3x3f(uniforms.up,uniforms.right,uniforms.front);vertexOutp
|
|
|
10
10
|
#define CUSTOM_VERTEX_MAIN_END
|
|
11
11
|
}`;
|
|
12
12
|
// Sideeffect
|
|
13
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
13
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
14
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
15
|
+
}
|
|
14
16
|
/** @internal */
|
|
15
17
|
export const hdrIrradianceFilteringVertexShaderWGSL = { name, shader };
|
|
16
18
|
//# sourceMappingURL=hdrIrradianceFiltering.vertex.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"hdrIrradianceFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrIrradianceFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"hdrIrradianceFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrIrradianceFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;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,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"hdrIrradianceFilteringVertexShader\";\nconst shader = `attribute position: vec2f;varying direction: vec3f;uniform up: vec3f;uniform right: vec3f;uniform front: vec3f;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar view: mat3x3f= mat3x3f(uniforms.up,uniforms.right,uniforms.front);vertexOutputs.direction=view*vec3f(input.position,1.0);vertexOutputs.position= vec4f(input.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrIrradianceFilteringVertexShaderWGSL = { 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 tex: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var c: vec3f=tex.rgb;var luma: f32=dot(c.rgb,RGBLuminanceCoefficients);fragmentOutputs.color= vec4f(pow(c, vec3f(25.0-luma*15.0)),tex.a); }`;
|
|
8
8
|
// Sideeffect
|
|
9
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
9
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
10
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
11
|
+
}
|
|
10
12
|
/** @internal */
|
|
11
13
|
export const highlightsPixelShaderWGSL = { name, shader };
|
|
12
14
|
//# sourceMappingURL=highlights.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"highlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/highlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;0QAG2P,CAAC;AAC3Q,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"highlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/highlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;0QAG2P,CAAC;AAC3Q,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 = \"highlightsPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;const RGBLuminanceCoefficients: vec3f= vec3f(0.2126,0.7152,0.0722);\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var tex: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var c: vec3f=tex.rgb;var luma: f32=dot(c.rgb,RGBLuminanceCoefficients);fragmentOutputs.color= vec4f(pow(c, vec3f(25.0-luma*15.0)),tex.a); }`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const highlightsPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -36,7 +36,9 @@ textureSample(cdfx,cdfxSampler,(uv- vec2f(0.0,cdfxStart))* vec2f(1.0,1.0/cdfxVSi
|
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|
vec2f(1.0,1.0/cdfxVSize)).r;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {colour=backgroundColour;} else if (uv.y>iblStart) {colour+=iblColour;} else if (uv.y>pdfStart) {colour+=pdfColour;} else if (uv.y>cdfyStart && uv.x<0.5) {colour.r+=cdfyColour/f32(cdfyHeight);} else if (uv.y>cdfyStart && uv.x>0.5) {colour.r+=icdfyColour;} else if (uv.y>cdfxStart) {colour.r+=cdfxColour/f32(cdfxWidth);} else if (uv.y>icdfxStart) {colour.r+=icdfxColour;}
|
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fragmentOutputs.color =vec4(mix(colour,backgroundColour,0.5),1.0);}`;
|
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// Sideeffect
|
|
39
|
-
ShaderStore.ShadersStoreWGSL[name]
|
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39
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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+
}
|
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/** @internal */
|
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|
export const iblCdfDebugPixelShaderWGSL = { name, shader };
|
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//# sourceMappingURL=iblCdfDebug.fragment.js.map
|
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"iblCdfDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;oEAiCqD,CAAC;AACrE,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"iblCdfDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;oEAiCqD,CAAC;AACrE,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\";\n\nconst name = \"iblCdfDebugPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var cdfySampler: sampler;var cdfy: texture_2d<f32>;var cdfxSampler: sampler;var cdfx: texture_2d<f32>;var icdfSampler: sampler;var icdf: texture_2d<f32>;\n#ifdef IBL_USE_CUBE_MAP\nvar iblSourceSampler: sampler;var iblSource: texture_cube<f32>;\n#else\nvar iblSourceSampler: sampler;var iblSource: texture_2d<f32>;\n#endif\nvar textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#define cdfyVSize (0.8/3.0)\n#define cdfxVSize 0.1\n#define cdfyHSize 0.5\nuniform sizeParams: vec4f;\n#ifdef IBL_USE_CUBE_MAP\nfn equirectangularToCubemapDirection(uv: vec2f)->vec3f {var longitude: f32=uv.x*2.0*PI-PI;var latitude: f32=PI*0.5-uv.y*PI;var direction: vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs { \nvar colour: vec3f= vec3f(0.0);var uv: vec2f =\nvec2f((uniforms.sizeParams.x+input.vUV.x)*uniforms.sizeParams.z,(uniforms.sizeParams.y+input.vUV.y)*uniforms.sizeParams.w);var backgroundColour: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var cdfxWidth: u32=textureDimensions(cdfx,0).x;var cdfyHeight: u32=textureDimensions(cdfy,0).y;const iblStart: f32=1.0-cdfyVSize;const pdfStart: f32=1.0-2.0*cdfyVSize;const cdfyStart: f32=1.0-3.0*cdfyVSize;const cdfxStart: f32=1.0-3.0*cdfyVSize-cdfxVSize;const icdfxStart: f32=1.0-3.0*cdfyVSize-2.0*cdfxVSize;\n#ifdef IBL_USE_CUBE_MAP\nvar direction: vec3f=equirectangularToCubemapDirection(\n(uv- vec2f(0.0,iblStart))* vec2f(1.0,1.0/cdfyVSize));var iblColour: vec3f=textureSampleLevel(iblSource,iblSourceSampler,direction,0.0).rgb;\n#else\nvar iblColour: vec3f=textureSample(iblSource,iblSourceSampler,(uv- vec2f(0.0,iblStart)) *\nvec2f(1.0,1.0/cdfyVSize))\n.rgb;\n#endif\nvar pdfColour: vec3f =\ntextureSample(icdf,icdfSampler,(uv- vec2f(0.0,pdfStart))* vec2f(1.0,1.0/cdfyVSize)).zzz;var cdfyColour: f32 =\ntextureSample(cdfy,cdfySampler,(uv- vec2f(0.0,cdfyStart))* vec2f(2.0,1.0/cdfyVSize)).r;var icdfyColour: f32 =\ntextureSample(icdf,icdfSampler,(uv- vec2f(0.5,cdfyStart))* vec2f(2.0,1.0/cdfyVSize)).g;var cdfxColour: f32 =\ntextureSample(cdfx,cdfxSampler,(uv- vec2f(0.0,cdfxStart))* vec2f(1.0,1.0/cdfxVSize)).r;var icdfxColour: f32=textureSample(icdf,icdfSampler,(uv- vec2f(0.0,icdfxStart)) *\nvec2f(1.0,1.0/cdfxVSize)).r;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {colour=backgroundColour;} else if (uv.y>iblStart) {colour+=iblColour;} else if (uv.y>pdfStart) {colour+=pdfColour;} else if (uv.y>cdfyStart && uv.x<0.5) {colour.r+=cdfyColour/f32(cdfyHeight);} else if (uv.y>cdfyStart && uv.x>0.5) {colour.r+=icdfyColour;} else if (uv.y>cdfxStart) {colour.r+=cdfxColour/f32(cdfxWidth);} else if (uv.y>icdfxStart) {colour.r+=icdfxColour;}\nfragmentOutputs.color =vec4(mix(colour,backgroundColour,0.5),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblCdfDebugPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -6,7 +6,9 @@ varying vUV: vec2f;var cdfy: texture_2d<f32>;@fragment
|
|
|
6
6
|
fn main(input: FragmentInputs)->FragmentOutputs {var cdfyRes=textureDimensions(cdfy,0);var currentPixel=vec2u(fragmentInputs.position.xy);var cdfx: f32=0.0;for (var x: u32=1; x<=currentPixel.x; x++) {cdfx+=textureLoad(cdfy, vec2u(x-1,cdfyRes.y-1),0).x;}
|
|
7
7
|
fragmentOutputs.color= vec4f( vec3f(cdfx),1.0);}`;
|
|
8
8
|
// Sideeffect
|
|
9
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
9
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
10
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
11
|
+
}
|
|
10
12
|
/** @internal */
|
|
11
13
|
export const iblCdfxPixelShaderWGSL = { name, shader };
|
|
12
14
|
//# sourceMappingURL=iblCdfx.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"iblCdfx.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfx.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;iDAGkC,CAAC;AAClD,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"iblCdfx.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfx.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;iDAGkC,CAAC;AAClD,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCdfxPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var cdfy: texture_2d<f32>;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var cdfyRes=textureDimensions(cdfy,0);var currentPixel=vec2u(fragmentInputs.position.xy);var cdfx: f32=0.0;for (var x: u32=1; x<=currentPixel.x; x++) {cdfx+=textureLoad(cdfy, vec2u(x-1,cdfyRes.y-1),0).x;}\nfragmentOutputs.color= vec4f( vec3f(cdfx),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblCdfxPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -28,7 +28,9 @@ cdfy+=fetchPanoramic( vec2i(coords.x,y-1), f32(uniforms.iblHeight));
|
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|
28
28
|
}
|
|
29
29
|
fragmentOutputs.color= vec4f(cdfy,0.0,0.0,1.0);}`;
|
|
30
30
|
// Sideeffect
|
|
31
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
31
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
32
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
33
|
+
}
|
|
32
34
|
/** @internal */
|
|
33
35
|
export const iblCdfyPixelShaderWGSL = { name, shader };
|
|
34
36
|
//# sourceMappingURL=iblCdfy.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"iblCdfy.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfy.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;iDAyBkC,CAAC;AAClD,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"iblCdfy.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfy.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;iDAyBkC,CAAC;AAClD,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCdfyPixelShader\";\nconst shader = `varying vUV : vec2f;\n#include <helperFunctions>\n#ifdef IBL_USE_CUBE_MAP\nvar iblSourceSampler: sampler;var iblSource: texture_cube<f32>;\n#else\nvar iblSourceSampler: sampler;var iblSource: texture_2d<f32>;\n#endif\nuniform iblHeight: i32;\n#ifdef IBL_USE_CUBE_MAP\nfn fetchCube(uv: vec2f)->f32 {var direction: vec3f=equirectangularToCubemapDirection(uv);return sin(PI*uv.y) *\ndot(textureSampleLevel(iblSource,iblSourceSampler,direction,0.0)\n.rgb,\nLuminanceEncodeApprox);}\n#else\nfn fetchPanoramic(Coords: vec2i,envmapHeight: f32)->f32 {return sin(PI*(f32(Coords.y)+0.5)/envmapHeight) *\ndot(textureLoad(iblSource,Coords,0).rgb,LuminanceEncodeApprox);}\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var coords: vec2i= vec2i(fragmentInputs.position.xy);var cdfy: f32=0.0;for (var y: i32=1; y<=coords.y; y++) {\n#ifdef IBL_USE_CUBE_MAP\nvar uv: vec2f= vec2f(input.vUV.x,( f32(y-1)+0.5)/ f32(uniforms.iblHeight));cdfy+=fetchCube(uv);\n#else\ncdfy+=fetchPanoramic( vec2i(coords.x,y-1), f32(uniforms.iblHeight));\n#endif\n}\nfragmentOutputs.color= vec4f(cdfy,0.0,0.0,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblCdfyPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -4,7 +4,9 @@ const name = "iblCombineVoxelGridsPixelShader";
|
|
|
4
4
|
const shader = `varying vUV: vec2f;var voxelXaxisSamplerSampler: sampler;var voxelXaxisSampler: texture_3d<f32>;var voxelYaxisSamplerSampler: sampler;var voxelYaxisSampler: texture_3d<f32>;var voxelZaxisSamplerSampler: sampler;var voxelZaxisSampler: texture_3d<f32>;uniform layer: f32;@fragment
|
|
5
5
|
fn main(input: FragmentInputs)->FragmentOutputs {var coordZ: vec3f= vec3f(fragmentInputs.vUV.x,fragmentInputs.vUV.y,uniforms.layer);var voxelZ: f32=textureSample(voxelZaxisSampler,voxelZaxisSamplerSampler,coordZ).r;var coordX: vec3f= vec3f(1.0-uniforms.layer,fragmentInputs.vUV.y,fragmentInputs.vUV.x);var voxelX: f32=textureSample(voxelXaxisSampler,voxelXaxisSamplerSampler,coordX).r;var coordY: vec3f= vec3f(uniforms.layer,fragmentInputs.vUV.x,fragmentInputs.vUV.y);var voxelY: f32=textureSample(voxelYaxisSampler,voxelYaxisSamplerSampler,coordY).r;var voxel=select(0.0,1.0,(voxelX>0.0 || voxelY>0.0 || voxelZ>0.0));fragmentOutputs.color= vec4f( vec3f(voxel),1.0);}`;
|
|
6
6
|
// Sideeffect
|
|
7
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
7
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
8
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
9
|
+
}
|
|
8
10
|
/** @internal */
|
|
9
11
|
export const iblCombineVoxelGridsPixelShaderWGSL = { name, shader };
|
|
10
12
|
//# sourceMappingURL=iblCombineVoxelGrids.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"iblCombineVoxelGrids.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCombineVoxelGrids.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;4pBAC6oB,CAAC;AAC7pB,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"iblCombineVoxelGrids.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCombineVoxelGrids.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;4pBAC6oB,CAAC;AAC7pB,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 = \"iblCombineVoxelGridsPixelShader\";\nconst shader = `varying vUV: vec2f;var voxelXaxisSamplerSampler: sampler;var voxelXaxisSampler: texture_3d<f32>;var voxelYaxisSamplerSampler: sampler;var voxelYaxisSampler: texture_3d<f32>;var voxelZaxisSamplerSampler: sampler;var voxelZaxisSampler: texture_3d<f32>;uniform layer: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var coordZ: vec3f= vec3f(fragmentInputs.vUV.x,fragmentInputs.vUV.y,uniforms.layer);var voxelZ: f32=textureSample(voxelZaxisSampler,voxelZaxisSamplerSampler,coordZ).r;var coordX: vec3f= vec3f(1.0-uniforms.layer,fragmentInputs.vUV.y,fragmentInputs.vUV.x);var voxelX: f32=textureSample(voxelXaxisSampler,voxelXaxisSamplerSampler,coordX).r;var coordY: vec3f= vec3f(uniforms.layer,fragmentInputs.vUV.x,fragmentInputs.vUV.y);var voxelY: f32=textureSample(voxelYaxisSampler,voxelYaxisSamplerSampler,coordY).r;var voxel=select(0.0,1.0,(voxelX>0.0 || voxelY>0.0 || voxelZ>0.0));fragmentOutputs.color= vec4f( vec3f(voxel),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblCombineVoxelGridsPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -20,7 +20,9 @@ fn main(input: FragmentInputs)->FragmentOutputs {var Coords=vec3i(2)*vec3i(vec2i
|
|
|
20
20
|
(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,1,1),0).x>0.0f))
|
|
21
21
|
<< 7u);fragmentOutputs.color=vec4f( f32(tex)/255.0f,0.0f,0.0f,1.0);}`;
|
|
22
22
|
// Sideeffect
|
|
23
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
23
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
24
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
25
|
+
}
|
|
24
26
|
/** @internal */
|
|
25
27
|
export const iblGenerateVoxelMipPixelShaderWGSL = { name, shader };
|
|
26
28
|
//# sourceMappingURL=iblGenerateVoxelMip.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"iblGenerateVoxelMip.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblGenerateVoxelMip.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;qEAiBsD,CAAC;AACtE,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"iblGenerateVoxelMip.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblGenerateVoxelMip.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;qEAiBsD,CAAC;AACtE,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 = \"iblGenerateVoxelMipPixelShader\";\nconst shader = `varying vUV: vec2f;var srcMip: texture_3d<f32>;uniform layerNum: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var Coords=vec3i(2)*vec3i(vec2i(fragmentInputs.position.xy),uniforms.layerNum);var tex =\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,0,0),0).x>0.0f))\n<< 0u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,0,0),0).x>0.0f))\n<< 1u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,1,0),0).x>0.0f))\n<< 2u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,1,0),0).x>0.0f))\n<< 3u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,0,1),0).x>0.0f))\n<< 4u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,0,1),0).x>0.0f))\n<< 5u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,1,1),0).x>0.0f))\n<< 6u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,1,1),0).x>0.0f))\n<< 7u);fragmentOutputs.color=vec4f( f32(tex)/255.0f,0.0f,0.0f,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblGenerateVoxelMipPixelShaderWGSL = { name, shader };\n"]}
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@@ -37,7 +37,9 @@ scaledLuminanceSamplerSampler,
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input.vUV,highestMip)
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.r;var pixelLuminance: f32=fetchLuminance(input.vUV);outputColor.z=pixelLuminance/(2.0*PI*normalization);fragmentOutputs.color=vec4( outputColor,1.0);}`;
|
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// Sideeffect
|
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-
ShaderStore.ShadersStoreWGSL[name]
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+
if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const iblIcdfPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=iblIcdf.fragment.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"iblIcdf.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblIcdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;wJAiCyI,CAAC;AACzJ,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"iblIcdf.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblIcdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;wJAiCyI,CAAC;AACzJ,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblIcdfPixelShader\";\nconst shader = `#include<helperFunctions>\nvarying vUV: vec2f;\n#ifdef IBL_USE_CUBE_MAP\nvar iblSourceSampler: sampler;var iblSource: texture_cube<f32>;\n#else\nvar iblSourceSampler: sampler;var iblSource: texture_2d<f32>;\n#endif\nvar scaledLuminanceSamplerSampler : sampler;var scaledLuminanceSampler : texture_2d<f32>;var cdfx: texture_2d<f32>;var cdfy: texture_2d<f32>;fn fetchLuminance(coords: vec2f)->f32 {\n#ifdef IBL_USE_CUBE_MAP\nvar direction: vec3f=equirectangularToCubemapDirection(coords);var color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,direction,0.0).rgb;\n#else\nvar color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,coords,0.0).rgb;\n#endif\nreturn dot(color,LuminanceEncodeApprox);}\nfn fetchCDFx(x: u32)->f32 {return textureLoad(cdfx, vec2u(x,0),0).x;}\nfn bisectx(size: u32,targetValue: f32)->f32\n{var a: u32=0;var b=size-1;while (b-a>1) {var c: u32=(a+b)>>1;if (fetchCDFx(c)<targetValue) {a=c;}\nelse {b=c;}}\nreturn mix( f32(a), f32(b),(targetValue-fetchCDFx(a))/(fetchCDFx(b)-fetchCDFx(a)))/ f32(size-1);}\nfn fetchCDFy(y: u32,invocationId: u32)->f32 {return textureLoad(cdfy, vec2u(invocationId,y),0).x;}\nfn bisecty(size: u32,targetValue: f32,invocationId: u32)->f32\n{var a: u32=0;var b=size-1;while (b-a>1) {var c=(a+b)>>1;if (fetchCDFy(c,invocationId)<targetValue) {a=c;}\nelse {b=c;}}\nreturn mix( f32(a), f32(b),(targetValue-fetchCDFy(a,invocationId))/(fetchCDFy(b,invocationId)-fetchCDFy(a,invocationId)))/ f32(size-1);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var cdfxSize: vec2u=textureDimensions(cdfx,0);var cdfWidth: u32=cdfxSize.x;var icdfWidth: u32=cdfWidth-1;var currentPixel: vec2u= vec2u(fragmentInputs.position.xy);var outputColor: vec3f=vec3f(1.0);if (currentPixel.x==0)\n{outputColor.x= 0.0;}\nelse if (currentPixel.x==icdfWidth-1) {outputColor.x= 1.0;} else {var targetValue: f32=fetchCDFx(cdfWidth-1)*input.vUV.x;outputColor.x= bisectx(cdfWidth,targetValue);}\nvar cdfySize: vec2u=textureDimensions(cdfy,0);var cdfHeight: u32=cdfySize.y;if (currentPixel.y==0) {outputColor.y= 0.0;}\nelse if (currentPixel.y==cdfHeight-2) {outputColor.y= 1.0;} else {var targetValue: f32=fetchCDFy(cdfHeight-1,currentPixel.x)*input.vUV.y;outputColor.y= max(bisecty(cdfHeight,targetValue,currentPixel.x),0.0);}\nvar size : vec2f=vec2f(textureDimensions(scaledLuminanceSampler,0));var highestMip: f32=floor(log2(size.x));var normalization : f32=textureSampleLevel(scaledLuminanceSampler,\nscaledLuminanceSamplerSampler,\ninput.vUV,highestMip)\n.r;var pixelLuminance: f32=fetchLuminance(input.vUV);outputColor.z=pixelLuminance/(2.0*PI*normalization);fragmentOutputs.color=vec4( outputColor,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblIcdfPixelShaderWGSL = { name, shader };\n"]}
|
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@@ -18,7 +18,9 @@ return dot(color,LuminanceEncodeApprox);}
|
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@fragment
|
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fn main(input: FragmentInputs)->FragmentOutputs {var deform: f32=sin(input.vUV.y*PI);var luminance: f32=fetchLuminance(input.vUV);fragmentOutputs.color=vec4f(vec3f(deform*luminance),1.0);}`;
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// Sideeffect
|
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21
|
-
ShaderStore.ShadersStoreWGSL[name]
|
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|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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+
}
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/** @internal */
|
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|
export const iblScaledLuminancePixelShaderWGSL = { name, shader };
|
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//# sourceMappingURL=iblScaledLuminance.fragment.js.map
|
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"iblScaledLuminance.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblScaledLuminance.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;6LAc8K,CAAC;AAC9L,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"iblScaledLuminance.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblScaledLuminance.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;6LAc8K,CAAC;AAC9L,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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblScaledLuminancePixelShader\";\nconst shader = `#include<helperFunctions>\n#ifdef IBL_USE_CUBE_MAP\nvar iblSourceSampler: sampler;var iblSource: texture_cube<f32>;\n#else\nvar iblSourceSampler: sampler;var iblSource: texture_2d<f32>;\n#endif\nuniform iblHeight: i32;uniform iblWidth: i32;fn fetchLuminance(coords: vec2f)->f32 {\n#ifdef IBL_USE_CUBE_MAP\nvar direction: vec3f=equirectangularToCubemapDirection(coords);var color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,direction,0.0).rgb;\n#else\nvar color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,coords,0.0).rgb;\n#endif\nreturn dot(color,LuminanceEncodeApprox);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var deform: f32=sin(input.vUV.y*PI);var luminance: f32=fetchLuminance(input.vUV);fragmentOutputs.color=vec4f(vec3f(deform*luminance),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblScaledLuminancePixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -15,7 +15,9 @@ distance(LP.xyz,PrevLP)<5e-2*sceneSize);PrevShadows=max( vec4f(0.0),PrevShadows)
|
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|
mix(PrevShadows.y,newShadows.y,PrevShadows.a),
|
|
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|
mix(PrevShadows.z,newShadows.z,PrevShadows.a),PrevShadows.a);}`;
|
|
17
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|
// Sideeffect
|
|
18
|
-
ShaderStore.ShadersStoreWGSL[name]
|
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18
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
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|
+
}
|
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/** @internal */
|
|
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|
export const iblShadowAccumulationPixelShaderWGSL = { name, shader };
|
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//# sourceMappingURL=iblShadowAccumulation.fragment.js.map
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"iblShadowAccumulation.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowAccumulation.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;+DAYgD,CAAC;AAChE,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"iblShadowAccumulation.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowAccumulation.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;+DAYgD,CAAC;AAChE,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,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowAccumulationPixelShader\";\nconst shader = `varying vUV: vec2f;uniform accumulationParameters: vec4f;\n#define remanence uniforms.accumulationParameters.x\n#define resetb uniforms.accumulationParameters.y\n#define sceneSize uniforms.accumulationParameters.z\nvar motionSampler: texture_2d<f32>;var positionSampler: texture_2d<f32>;var spatialBlurSampler : texture_2d<f32>;var oldAccumulationSamplerSampler: sampler;var oldAccumulationSampler: texture_2d<f32>;var prevPositionSamplerSampler: sampler;var prevPositionSampler: texture_2d<f32>;fn max2(v: vec2f,w: vec2f)->vec2f { \nreturn vec2f(max(v.x,w.x),max(v.y,w.y)); }\nfn lessThan(x: vec2f,y: vec2f)->vec2<bool> {return x<y;}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var reset: bool= bool(resetb);var gbufferRes : vec2f=vec2f(textureDimensions(positionSampler,0));var gbufferPixelCoord: vec2i= vec2i(input.vUV*gbufferRes);var shadowRes : vec2f=vec2f(textureDimensions(spatialBlurSampler,0));var shadowPixelCoord: vec2i= vec2i(input.vUV*shadowRes);var LP: vec4f=textureLoad(positionSampler,gbufferPixelCoord,0);if (0.0==LP.w) {fragmentOutputs.color=vec4f(1.0,0.0,0.0,1.0);return fragmentOutputs;}\nvar velocityColor: vec2f=textureLoad(motionSampler,gbufferPixelCoord,0).xy;var prevCoord: vec2f=input.vUV+velocityColor;var PrevLP: vec3f=textureSampleLevel(prevPositionSampler,prevPositionSamplerSampler,prevCoord,0.0).xyz;var PrevShadows: vec4f=textureSampleLevel(oldAccumulationSampler,oldAccumulationSamplerSampler,prevCoord,0.0);var newShadows : vec3f=textureLoad(spatialBlurSampler,shadowPixelCoord,0).xyz;PrevShadows.a=select(1.0,max(PrevShadows.a/(1.0+PrevShadows.a),1.0-remanence),!reset && all(lessThan(abs(prevCoord- vec2f(0.5)), vec2f(0.5))) &&\ndistance(LP.xyz,PrevLP)<5e-2*sceneSize);PrevShadows=max( vec4f(0.0),PrevShadows);fragmentOutputs.color= vec4f(mix(PrevShadows.x,newShadows.x,PrevShadows.a),\nmix(PrevShadows.y,newShadows.y,PrevShadows.a),\nmix(PrevShadows.z,newShadows.z,PrevShadows.a),PrevShadows.a);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowAccumulationPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -10,7 +10,9 @@ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textur
|
|
|
10
10
|
fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =
|
|
11
11
|
vec2f((offsetX+fragmentInputs.vUV.x)*widthScale,(offsetY+fragmentInputs.vUV.y)*heightScale);var background: vec4f=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vUV);var debugColour: vec4f=textureSample(debugSampler,debugSamplerSampler,fragmentInputs.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=background;} else {fragmentOutputs.color=vec4f(mix(debugColour.rgb,background.rgb,0.0),1.0);}}`;
|
|
12
12
|
// Sideeffect
|
|
13
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
13
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
14
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
15
|
+
}
|
|
14
16
|
/** @internal */
|
|
15
17
|
export const iblShadowDebugPixelShaderWGSL = { name, shader };
|
|
16
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|
//# sourceMappingURL=iblShadowDebug.fragment.js.map
|