@babylonjs/core 7.53.2 → 7.54.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1278) hide show
  1. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  2. package/AudioV2/abstractAudio/abstractSound.js +12 -12
  3. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  4. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  5. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  6. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  7. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +15 -8
  8. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +23 -11
  9. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  10. package/AudioV2/abstractAudio/staticSound.js +8 -0
  11. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +2 -0
  13. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +4 -4
  15. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +3 -3
  16. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  17. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +23 -16
  18. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +3 -3
  19. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  20. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +13 -6
  21. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +13 -8
  23. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +18 -14
  24. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +10 -6
  26. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +7 -3
  27. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +7 -5
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +15 -15
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -0
  32. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +4 -2
  33. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  34. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -0
  35. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +4 -2
  36. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  37. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +14 -13
  38. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  39. package/AudioV2/webAudio/webAudioEngine.d.ts +12 -0
  40. package/AudioV2/webAudio/webAudioEngine.js +16 -2
  41. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  42. package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -0
  43. package/AudioV2/webAudio/webAudioMainOut.js +4 -2
  44. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  45. package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -0
  46. package/AudioV2/webAudio/webAudioStaticSound.js +14 -0
  47. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  49. package/AudioV2/webAudio/webAudioUnmuteUI.js +45 -0
  50. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  51. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  52. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  53. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  54. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  55. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  56. package/DeviceInput/webDeviceInputSystem.js +21 -3
  57. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  58. package/Engines/abstractEngine.js +2 -3
  59. package/Engines/abstractEngine.js.map +1 -1
  60. package/Engines/thinEngine.d.ts +2 -1
  61. package/Engines/thinEngine.js +10 -2
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/webgpuEngine.d.ts +2 -1
  64. package/Engines/webgpuEngine.js +3 -2
  65. package/Engines/webgpuEngine.js.map +1 -1
  66. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  67. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  68. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +1 -1
  69. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  71. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  74. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  75. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  76. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  77. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  80. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  81. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  82. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  84. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  86. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  88. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  90. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  91. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  92. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  94. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  96. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  98. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  99. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  100. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  101. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  102. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  103. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  105. package/FrameGraph/Node/Blocks/index.js +1 -1
  106. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  108. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  109. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  110. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  111. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  112. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  113. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  114. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  115. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  116. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  117. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  118. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  119. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  120. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  121. package/FrameGraph/index.d.ts +1 -1
  122. package/FrameGraph/index.js +1 -1
  123. package/FrameGraph/index.js.map +1 -1
  124. package/Gizmos/gizmo.js +25 -17
  125. package/Gizmos/gizmo.js.map +1 -1
  126. package/Lights/IES/iesLoader.d.ts +1 -1
  127. package/Lights/IES/iesLoader.js +1 -1
  128. package/Lights/IES/iesLoader.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  130. package/Lights/Shadows/shadowGenerator.js +2 -2
  131. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  132. package/Lights/spotLight.d.ts +1 -1
  133. package/Lights/spotLight.js +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +1 -1
  136. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +1 -1
  137. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  138. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  139. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  140. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  141. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
  142. package/Materials/PBR/pbrBaseMaterial.js +2 -2
  143. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  144. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  145. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  146. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  147. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
  148. package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
  149. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  150. package/Materials/Textures/Loaders/exrTextureLoader.d.ts +5 -4
  151. package/Materials/Textures/Loaders/exrTextureLoader.js +5 -4
  152. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  153. package/Materials/material.js +1 -1
  154. package/Materials/material.js.map +1 -1
  155. package/Maths/math.scalar.d.ts +1 -0
  156. package/Maths/math.scalar.functions.d.ts +9 -0
  157. package/Maths/math.scalar.functions.js +11 -0
  158. package/Maths/math.scalar.functions.js.map +1 -1
  159. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  160. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  161. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  162. package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +96 -0
  163. package/Meshes/Node/Blocks/geometryEaseBlock.js +318 -0
  164. package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -0
  165. package/Meshes/Node/index.d.ts +1 -0
  166. package/Meshes/Node/index.js +1 -0
  167. package/Meshes/Node/index.js.map +1 -1
  168. package/Meshes/csg2.d.ts +3 -3
  169. package/Meshes/csg2.js +3 -3
  170. package/Meshes/csg2.js.map +1 -1
  171. package/Meshes/lattice.d.ts +2 -2
  172. package/Meshes/lattice.js +5 -4
  173. package/Meshes/lattice.js.map +1 -1
  174. package/Meshes/lattice.material.d.ts +2 -2
  175. package/Meshes/lattice.material.js +2 -2
  176. package/Meshes/lattice.material.js.map +1 -1
  177. package/Meshes/mesh.d.ts +2 -2
  178. package/Meshes/mesh.js +2 -2
  179. package/Meshes/mesh.js.map +1 -1
  180. package/Misc/decorators.js +2 -2
  181. package/Misc/decorators.js.map +1 -1
  182. package/Misc/fileTools.d.ts +1 -1
  183. package/Misc/fileTools.js +1 -1
  184. package/Misc/fileTools.js.map +1 -1
  185. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  186. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  187. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  188. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  189. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  190. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +4 -0
  191. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +11 -16
  192. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  193. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +6 -1
  194. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +7 -1
  195. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  196. package/Rendering/subSurfaceConfiguration.js +5 -1
  197. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  198. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  199. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  200. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  201. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  202. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  203. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  204. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  205. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  206. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  207. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  208. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  209. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  210. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  211. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  212. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  213. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  214. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  215. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  216. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  217. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  218. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  219. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  220. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  221. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  222. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  223. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  224. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  225. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  226. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  227. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  228. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  229. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  230. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  231. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  232. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  233. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  234. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  235. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  236. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  237. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  238. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  239. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  240. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  241. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  242. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  243. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  244. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  245. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  246. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  247. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  248. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  249. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  250. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  251. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  252. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  253. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  254. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  255. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  256. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  257. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  258. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  259. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  260. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  261. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  262. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  263. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  264. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  265. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  266. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  267. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  268. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  269. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  270. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  271. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  272. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  273. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  274. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  275. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  276. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  277. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  278. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  279. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  280. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  281. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  282. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  283. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  284. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  285. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  286. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  287. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  288. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  289. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  290. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  291. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  292. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  293. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  294. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  295. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  296. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  297. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  298. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  299. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  300. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  301. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  302. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  303. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  304. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  305. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  306. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  307. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  308. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  309. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  310. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  311. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  312. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  313. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  314. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  315. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  316. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  317. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  318. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  319. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  320. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
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  1259. package/ShadersWGSL/sprites.vertex.js +3 -1
  1260. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  1261. package/ShadersWGSL/ssao2.fragment.js +3 -1
  1262. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  1263. package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
  1264. package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
  1265. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
  1266. package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
  1267. package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
  1268. package/ShadersWGSL/taa.fragment.js +3 -1
  1269. package/ShadersWGSL/taa.fragment.js.map +1 -1
  1270. package/ShadersWGSL/tonemap.fragment.js +3 -1
  1271. package/ShadersWGSL/tonemap.fragment.js.map +1 -1
  1272. package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
  1273. package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
  1274. package/package.json +1 -1
  1275. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
  1276. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
  1277. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
  1278. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
@@ -1 +1 @@
1
- {"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssao2PixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#ifdef SSAO\nconst scales: array<f32,16>=array<f32,16>(\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);uniform near: f32;uniform radius: f32;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;var randomSamplerSampler: sampler;var randomSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;uniform randTextureTiles: f32;uniform samplesFactor: f32;uniform sampleSphere: array<vec3f,SAMPLES>;uniform totalStrength: f32;uniform base: f32;uniform xViewport: f32;uniform yViewport: f32;uniform depthProjection: mat3x3f;uniform maxZ: f32;uniform minZAspect: f32;uniform texelSize: vec2f;uniform projection: mat4x4f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var random: vec3f=textureSampleLevel(randomSampler,randomSamplerSampler,input.vUV*uniforms.randTextureTiles,0.0).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.0).r;var depthSign: f32=sign(depth);depth=depth*depthSign;var normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.0).rgb;var occlusion: f32=0.0;var correctedRadius: f32=min(uniforms.radius,uniforms.minZAspect*depth/uniforms.near);var vViewRay: vec3f= vec3f((input.vUV.x*2.0-1.0)*uniforms.xViewport,(input.vUV.y*2.0-1.0)*uniforms.yViewport,depthSign);var vDepthFactor: vec3f=uniforms.depthProjection* vec3f(1.0,1.0,depth);var origin: vec3f=vViewRay*vDepthFactor;var rvec: vec3f=random*2.0-1.0;rvec.z=0.0;var dotProduct: f32=dot(rvec,normal);rvec=select( vec3f(-rvec.y,0.0,rvec.x),rvec,1.0-abs(dotProduct)>1e-2);var tangent: vec3f=normalize(rvec-normal*dot(rvec,normal));var bitangent: vec3f=cross(normal,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,normal);var difference: f32;for (var i: i32=0; i<SAMPLES; i++) {var samplePosition: vec3f=scales[(i+ i32(random.x*16.0)) % 16]*tbn*uniforms.sampleSphere[(i+ i32(random.y*16.0)) % 16];samplePosition=samplePosition*correctedRadius+origin;var offset: vec4f= vec4f(samplePosition,1.0);offset=uniforms.projection*offset;offset=vec4f(offset.xyz/offset.w,offset.w);offset=vec4f(offset.xy*0.5+0.5,offset.z,offset.w);if (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {continue;}\nvar sampleDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,offset.xy,0.0).r);difference=depthSign*samplePosition.z-sampleDepth;var rangeCheck: f32=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);occlusion+=step(EPSILON,difference)*rangeCheck;}\nocclusion=occlusion*(1.0-smoothstep(uniforms.maxZ*0.75,uniforms.maxZ,depth));var ao: f32=1.0-uniforms.totalStrength*occlusion*uniforms.samplesFactor;var result: f32=clamp(ao+uniforms.base,0.0,1.0);fragmentOutputs.color= vec4f( vec3f(result),1.0);}\n#else\n#ifdef BLUR\nuniform outSize: f32;uniform soften: f32;uniform tolerance: f32;uniform samples: i32;\n#ifndef BLUR_BYPASS\nvar depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;\n#ifdef BLUR_LEGACY\nfn blur13Bilateral(image: texture_2d<f32>,imageSampler: sampler,uv: vec2f,step: vec2f)->f32 {var result: f32=0.0;var off1: vec2f= vec2f(1.411764705882353)*step;var off2: vec2f= vec2f(3.2941176470588234)*step;var off3: vec2f= vec2f(5.176470588235294)*step;var compareDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv,0.0).r);var sampleDepth: f32;var weight: f32;var weightSum: f32=30.0;result+=textureSampleLevel(image,imageSampler,uv,0.0).r*30.0;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv+off1,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+= weight;result+=textureSampleLevel(image,imageSampler,uv+off1,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv-off1,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+= weight;result+=textureSampleLevel(image,imageSampler,uv-off1,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv+off2,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv+off2,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv-off2,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv-off2,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv+off3,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv+off3,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv-off3,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv-off3,0.0).r*weight;return result/weightSum;}\n#endif\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var result: f32=0.0;\n#ifdef BLUR_BYPASS\nresult=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0).r;\n#else\n#ifdef BLUR_H\nvar step: vec2f= vec2f(1.0/uniforms.outSize,0.0);\n#else\nvar step: vec2f= vec2f(0.0,1.0/uniforms.outSize);\n#endif\n#ifdef BLUR_LEGACY\nresult=blur13Bilateral(textureSampler,textureSamplerSampler,input.vUV,step);\n#else\nvar compareDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.0).r);var weightSum: f32=0.0;for (var i: i32=-uniforms.samples; i<uniforms.samples; i+=2)\n{var samplePos: vec2f=input.vUV+step*( f32(i)+0.5);var sampleDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,samplePos,0.0).r);var falloff: f32=smoothstep(0.0,\nf32(uniforms.samples),\nf32(uniforms.samples)-abs( f32(i))*uniforms.soften);var minDivider: f32=uniforms.tolerance*0.5+0.003;var weight: f32=falloff/( minDivider+abs(compareDepth-sampleDepth));result+=textureSampleLevel(textureSampler,textureSamplerSampler,samplePos,0.0).r*weight;weightSum+=weight;}\nresult/=weightSum;\n#endif\n#endif\nfragmentOutputs.color=vec4f(result,result,result,1.0);}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const ssao2PixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssao2PixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#ifdef SSAO\nconst scales: array<f32,16>=array<f32,16>(\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);uniform near: f32;uniform radius: f32;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;var randomSamplerSampler: sampler;var randomSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;uniform randTextureTiles: f32;uniform samplesFactor: f32;uniform sampleSphere: array<vec3f,SAMPLES>;uniform totalStrength: f32;uniform base: f32;uniform xViewport: f32;uniform yViewport: f32;uniform depthProjection: mat3x3f;uniform maxZ: f32;uniform minZAspect: f32;uniform texelSize: vec2f;uniform projection: mat4x4f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var random: vec3f=textureSampleLevel(randomSampler,randomSamplerSampler,input.vUV*uniforms.randTextureTiles,0.0).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.0).r;var depthSign: f32=sign(depth);depth=depth*depthSign;var normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.0).rgb;var occlusion: f32=0.0;var correctedRadius: f32=min(uniforms.radius,uniforms.minZAspect*depth/uniforms.near);var vViewRay: vec3f= vec3f((input.vUV.x*2.0-1.0)*uniforms.xViewport,(input.vUV.y*2.0-1.0)*uniforms.yViewport,depthSign);var vDepthFactor: vec3f=uniforms.depthProjection* vec3f(1.0,1.0,depth);var origin: vec3f=vViewRay*vDepthFactor;var rvec: vec3f=random*2.0-1.0;rvec.z=0.0;var dotProduct: f32=dot(rvec,normal);rvec=select( vec3f(-rvec.y,0.0,rvec.x),rvec,1.0-abs(dotProduct)>1e-2);var tangent: vec3f=normalize(rvec-normal*dot(rvec,normal));var bitangent: vec3f=cross(normal,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,normal);var difference: f32;for (var i: i32=0; i<SAMPLES; i++) {var samplePosition: vec3f=scales[(i+ i32(random.x*16.0)) % 16]*tbn*uniforms.sampleSphere[(i+ i32(random.y*16.0)) % 16];samplePosition=samplePosition*correctedRadius+origin;var offset: vec4f= vec4f(samplePosition,1.0);offset=uniforms.projection*offset;offset=vec4f(offset.xyz/offset.w,offset.w);offset=vec4f(offset.xy*0.5+0.5,offset.z,offset.w);if (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {continue;}\nvar sampleDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,offset.xy,0.0).r);difference=depthSign*samplePosition.z-sampleDepth;var rangeCheck: f32=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);occlusion+=step(EPSILON,difference)*rangeCheck;}\nocclusion=occlusion*(1.0-smoothstep(uniforms.maxZ*0.75,uniforms.maxZ,depth));var ao: f32=1.0-uniforms.totalStrength*occlusion*uniforms.samplesFactor;var result: f32=clamp(ao+uniforms.base,0.0,1.0);fragmentOutputs.color= vec4f( vec3f(result),1.0);}\n#else\n#ifdef BLUR\nuniform outSize: f32;uniform soften: f32;uniform tolerance: f32;uniform samples: i32;\n#ifndef BLUR_BYPASS\nvar depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;\n#ifdef BLUR_LEGACY\nfn blur13Bilateral(image: texture_2d<f32>,imageSampler: sampler,uv: vec2f,step: vec2f)->f32 {var result: f32=0.0;var off1: vec2f= vec2f(1.411764705882353)*step;var off2: vec2f= vec2f(3.2941176470588234)*step;var off3: vec2f= vec2f(5.176470588235294)*step;var compareDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv,0.0).r);var sampleDepth: f32;var weight: f32;var weightSum: f32=30.0;result+=textureSampleLevel(image,imageSampler,uv,0.0).r*30.0;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv+off1,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+= weight;result+=textureSampleLevel(image,imageSampler,uv+off1,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv-off1,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+= weight;result+=textureSampleLevel(image,imageSampler,uv-off1,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv+off2,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv+off2,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv-off2,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv-off2,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv+off3,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv+off3,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv-off3,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv-off3,0.0).r*weight;return result/weightSum;}\n#endif\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var result: f32=0.0;\n#ifdef BLUR_BYPASS\nresult=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0).r;\n#else\n#ifdef BLUR_H\nvar step: vec2f= vec2f(1.0/uniforms.outSize,0.0);\n#else\nvar step: vec2f= vec2f(0.0,1.0/uniforms.outSize);\n#endif\n#ifdef BLUR_LEGACY\nresult=blur13Bilateral(textureSampler,textureSamplerSampler,input.vUV,step);\n#else\nvar compareDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.0).r);var weightSum: f32=0.0;for (var i: i32=-uniforms.samples; i<uniforms.samples; i+=2)\n{var samplePos: vec2f=input.vUV+step*( f32(i)+0.5);var sampleDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,samplePos,0.0).r);var falloff: f32=smoothstep(0.0,\nf32(uniforms.samples),\nf32(uniforms.samples)-abs( f32(i))*uniforms.soften);var minDivider: f32=uniforms.tolerance*0.5+0.003;var weight: f32=falloff/( minDivider+abs(compareDepth-sampleDepth));result+=textureSampleLevel(textureSampler,textureSamplerSampler,samplePos,0.0).r*weight;weightSum+=weight;}\nresult/=weightSum;\n#endif\n#endif\nfragmentOutputs.color=vec4f(result,result,result,1.0);}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const ssao2PixelShaderWGSL = { name, shader };\n"]}
@@ -11,7 +11,9 @@ var uv: vec2f=uniforms.viewport.xy+input.vUV*uniforms.viewport.zw;var ssaoColor:
11
11
  }
12
12
  `;
13
13
  // Sideeffect
14
- ShaderStore.ShadersStoreWGSL[name] = shader;
14
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
15
+ ShaderStore.ShadersStoreWGSL[name] = shader;
16
+ }
15
17
  /** @internal */
16
18
  export const ssaoCombinePixelShaderWGSL = { name, shader };
17
19
  //# sourceMappingURL=ssaoCombine.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ssaoCombine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/ssaoCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssaoCombinePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var originalColorSampler: sampler;var originalColor: texture_2d<f32>;uniform viewport: vec4f;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvar uv: vec2f=uniforms.viewport.xy+input.vUV*uniforms.viewport.zw;var ssaoColor: vec4f=textureSample(textureSampler,textureSamplerSampler,uv);var sceneColor: vec4f=textureSample(originalColor,originalColorSampler,uv);fragmentOutputs.color=sceneColor*ssaoColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const ssaoCombinePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"ssaoCombine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/ssaoCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;CAQd,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 = \"ssaoCombinePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var originalColorSampler: sampler;var originalColor: texture_2d<f32>;uniform viewport: vec4f;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvar uv: vec2f=uniforms.viewport.xy+input.vUV*uniforms.viewport.zw;var ssaoColor: vec4f=textureSample(textureSampler,textureSamplerSampler,uv);var sceneColor: vec4f=textureSample(originalColor,originalColorSampler,uv);fragmentOutputs.color=sceneColor*ssaoColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const ssaoCombinePixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,9 @@
1
+ import "./ShadersInclude/helperFunctions";
2
+ import "./ShadersInclude/fibonacci";
3
+ import "./ShadersInclude/subSurfaceScatteringFunctions";
4
+ import "./ShadersInclude/diffusionProfile";
5
+ /** @internal */
6
+ export declare const subSurfaceScatteringPixelShaderWGSL: {
7
+ name: string;
8
+ shader: string;
9
+ };
@@ -0,0 +1,77 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/helperFunctions.js";
4
+ import "./ShadersInclude/fibonacci.js";
5
+ import "./ShadersInclude/subSurfaceScatteringFunctions.js";
6
+ import "./ShadersInclude/diffusionProfile.js";
7
+ const name = "subSurfaceScatteringPixelShader";
8
+ const shader = `#include<helperFunctions>
9
+ #include<fibonacci>
10
+ #include<subSurfaceScatteringFunctions>
11
+ #include<diffusionProfile>
12
+ varying vUV: vec2f;uniform texelSize: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;uniform viewportSize: vec2f;uniform metersPerUnit: f32;const LOG2_E=1.4426950408889634;const SSS_PIXELS_PER_SAMPLE=4.;const _SssSampleBudget=40u;
13
+ #define SSS_BILATERAL_FILTER true
14
+ fn EvalBurleyDiffusionProfile(r: f32,S: vec3f)->vec3f
15
+ {let exp_13=exp2(((LOG2_E*(-1.0/3.0))*r)*S);
16
+ let expSum=exp_13*(1.+exp_13*exp_13);
17
+ return (S*rcp(8.*PI))*expSum; }
18
+ fn SampleBurleyDiffusionProfile(u_: f32,rcpS: f32)->vec2f
19
+ {let u=1.-u_;
20
+ let g=1.+(4.*u)*(2.*u+sqrt(1.+(4.*u)*u));let n=exp2(log2(g)*(-1.0/3.0));
21
+ let p=(g*n)*n;
22
+ let c=1.+p+n;
23
+ let d=(3./LOG2_E*2.)+(3./LOG2_E)*log2(u);
24
+ let x=(3./LOG2_E)*log2(c)-d;
25
+ let rcpExp=((c*c)*c)*rcp((4.*u)*((c*c)+(4.*u)*(4.*u)));let r=x*rcpS;let rcpPdf=(8.*PI*rcpS)*rcpExp;
26
+ return vec2f(r,rcpPdf);}
27
+ fn ComputeBilateralWeight(xy2: f32,z_: f32,mmPerUnit: f32,S: vec3f,rcpPdf: f32)->vec3f
28
+ {
29
+ #ifndef SSS_BILATERAL_FILTER
30
+ let z=0.;
31
+ #else
32
+ let z=z_;
33
+ #endif
34
+ let r=sqrt(xy2+(z*mmPerUnit)*(z*mmPerUnit));let area=rcpPdf;
35
+ #ifdef SSS_CLAMP_ARTIFACT
36
+ return clamp(EvalBurleyDiffusionProfile(r,S)*area,vec3f(0.0),vec3f(1.0));
37
+ #else
38
+ return EvalBurleyDiffusionProfile(r,S)*area;
39
+ #endif
40
+ }
41
+ fn EvaluateSample(i: u32,n: u32,S: vec3f,d: f32,centerPosVS: vec3f,mmPerUnit: f32,pixelsPerMm: f32,
42
+ phase: f32,totalIrradiance: ptr<function,vec3f>,totalWeight: ptr<function,vec3f>)
43
+ {let scale =rcp(f32(n));let offset=rcp(f32(n))*0.5;let sinPhase=sin(phase);let cosPhase=cos(phase);let bdp=SampleBurleyDiffusionProfile(f32(i)*scale+offset,d);let r=bdp.x;let rcpPdf=bdp.y;let phi=SampleDiskGolden(i,n).y;let sinPhi=sin(phi);let cosPhi=cos(phi);let sinPsi=cosPhase*sinPhi+sinPhase*cosPhi;
44
+ let cosPsi=cosPhase*cosPhi-sinPhase*sinPhi;
45
+ let vec=r*vec2f(cosPsi,sinPsi);let position=fragmentInputs.vUV+round((pixelsPerMm*r)*vec2(cosPsi,sinPsi))*uniforms.texelSize;let xy2 =r*r;let textureRead=textureSampleLevel(irradianceSampler,irradianceSamplerSampler,position,0.);let viewZ=textureSampleLevel(depthSampler,depthSamplerSampler,position,0.).r;let irradiance =textureRead.rgb;if (testLightingForSSS(textureRead.a))
46
+ {let relZ=viewZ-centerPosVS.z;let weight=ComputeBilateralWeight(xy2,relZ,mmPerUnit,S,rcpPdf);*totalIrradiance+=weight*irradiance;*totalWeight +=weight;}
47
+ else
48
+ {}}
49
+ #define CUSTOM_FRAGMENT_DEFINITIONS
50
+ @fragment
51
+ fn main(input: FragmentInputs)->FragmentOutputs {let irradianceAndDiffusionProfile =textureSampleLevel(irradianceSampler,irradianceSamplerSampler,fragmentInputs.vUV,0.);let centerIrradiance=irradianceAndDiffusionProfile.rgb;let diffusionProfileIndex=u32(round(irradianceAndDiffusionProfile.a*255.));var centerDepth =0.;let inputColor=textureSampleLevel(textureSampler,textureSamplerSampler,fragmentInputs.vUV,0.);let passedStencilTest=testLightingForSSS(irradianceAndDiffusionProfile.a);if (passedStencilTest)
52
+ {centerDepth=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV,0.).r;}
53
+ if (!passedStencilTest) {
54
+ fragmentOutputs.color=inputColor;return fragmentOutputs;}
55
+ let distScale =1.;let S =uniforms.diffusionS[diffusionProfileIndex];let d =uniforms.diffusionD[diffusionProfileIndex];let filterRadius=uniforms.filterRadii[diffusionProfileIndex];let centerPosNDC=fragmentInputs.vUV;let cornerPosNDC=fragmentInputs.vUV+0.5*uniforms.texelSize;let centerPosVS =vec3f(centerPosNDC*uniforms.viewportSize,1.0)*centerDepth;
56
+ let cornerPosVS =vec3f(cornerPosNDC*uniforms.viewportSize,1.0)*centerDepth;
57
+ let mmPerUnit =1000.*(uniforms.metersPerUnit*rcp(distScale));let unitsPerMm=rcp(mmPerUnit);let unitsPerPixel=2.*abs(cornerPosVS.x-centerPosVS.x);let pixelsPerMm =rcp(unitsPerPixel)*unitsPerMm;let filterArea =PI*square(filterRadius*pixelsPerMm);let sampleCount =u32(filterArea*rcp(SSS_PIXELS_PER_SAMPLE));let sampleBudget=_SssSampleBudget;let albedo =textureSampleLevel(albedoSampler,albedoSamplerSampler,fragmentInputs.vUV,0.).rgb;if (distScale==0. || sampleCount<1)
58
+ {
59
+ #ifdef DEBUG_SSS_SAMPLES
60
+ let green=vec3f(0.,1.,0.);fragmentOutputs.color=vec4f(green,1.0);return fragmentOutputs;
61
+ #endif
62
+ fragmentOutputs.color=vec4f(inputColor.rgb+albedo*centerIrradiance,1.0);return fragmentOutputs;}
63
+ #ifdef DEBUG_SSS_SAMPLES
64
+ let red =vec3f(1.,0.,0.);let blue=vec3f(0.,0.,1.);fragmentOutputs.color=vec4f(mix(blue,red,clamp(f32(sampleCount)/f32(sampleBudget),0.0,1.0)),1.0);return fragmentOutputs;
65
+ #endif
66
+ let phase=0.;let n=min(sampleCount,sampleBudget);var totalIrradiance=vec3f(0.);var totalWeight =vec3f(0.);for (var i=0u; i<n; i++)
67
+ {EvaluateSample(i,n,S,d,centerPosVS,mmPerUnit,pixelsPerMm,
68
+ phase,&totalIrradiance,&totalWeight);}
69
+ totalWeight=max(totalWeight,vec3f(HALF_MIN));fragmentOutputs.color=vec4f(inputColor.rgb+albedo*max(totalIrradiance/totalWeight,vec3f(0.0)),1.);}
70
+ `;
71
+ // Sideeffect
72
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
73
+ ShaderStore.ShadersStoreWGSL[name] = shader;
74
+ }
75
+ /** @internal */
76
+ export const subSurfaceScatteringPixelShaderWGSL = { name, shader };
77
+ //# sourceMappingURL=subSurfaceScattering.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"subSurfaceScattering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/subSurfaceScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Dd,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\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/fibonacci\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/diffusionProfile\";\n\nconst name = \"subSurfaceScatteringPixelShader\";\nconst shader = `#include<helperFunctions>\n#include<fibonacci>\n#include<subSurfaceScatteringFunctions>\n#include<diffusionProfile>\nvarying vUV: vec2f;uniform texelSize: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;uniform viewportSize: vec2f;uniform metersPerUnit: f32;const LOG2_E=1.4426950408889634;const SSS_PIXELS_PER_SAMPLE=4.;const _SssSampleBudget=40u;\n#define SSS_BILATERAL_FILTER true\nfn EvalBurleyDiffusionProfile(r: f32,S: vec3f)->vec3f\n{let exp_13=exp2(((LOG2_E*(-1.0/3.0))*r)*S); \nlet expSum=exp_13*(1.+exp_13*exp_13); \nreturn (S*rcp(8.*PI))*expSum; }\nfn SampleBurleyDiffusionProfile(u_: f32,rcpS: f32)->vec2f\n{let u=1.-u_; \nlet g=1.+(4.*u)*(2.*u+sqrt(1.+(4.*u)*u));let n=exp2(log2(g)*(-1.0/3.0)); \nlet p=(g*n)*n; \nlet c=1.+p+n; \nlet d=(3./LOG2_E*2.)+(3./LOG2_E)*log2(u); \nlet x=(3./LOG2_E)*log2(c)-d; \nlet rcpExp=((c*c)*c)*rcp((4.*u)*((c*c)+(4.*u)*(4.*u)));let r=x*rcpS;let rcpPdf=(8.*PI*rcpS)*rcpExp; \nreturn vec2f(r,rcpPdf);}\nfn ComputeBilateralWeight(xy2: f32,z_: f32,mmPerUnit: f32,S: vec3f,rcpPdf: f32)->vec3f\n{\n#ifndef SSS_BILATERAL_FILTER\nlet z=0.;\n#else\nlet z=z_;\n#endif\nlet r=sqrt(xy2+(z*mmPerUnit)*(z*mmPerUnit));let area=rcpPdf;\n#ifdef SSS_CLAMP_ARTIFACT\nreturn clamp(EvalBurleyDiffusionProfile(r,S)*area,vec3f(0.0),vec3f(1.0));\n#else\nreturn EvalBurleyDiffusionProfile(r,S)*area;\n#endif\n}\nfn EvaluateSample(i: u32,n: u32,S: vec3f,d: f32,centerPosVS: vec3f,mmPerUnit: f32,pixelsPerMm: f32,\nphase: f32,totalIrradiance: ptr<function,vec3f>,totalWeight: ptr<function,vec3f>)\n{let scale =rcp(f32(n));let offset=rcp(f32(n))*0.5;let sinPhase=sin(phase);let cosPhase=cos(phase);let bdp=SampleBurleyDiffusionProfile(f32(i)*scale+offset,d);let r=bdp.x;let rcpPdf=bdp.y;let phi=SampleDiskGolden(i,n).y;let sinPhi=sin(phi);let cosPhi=cos(phi);let sinPsi=cosPhase*sinPhi+sinPhase*cosPhi; \nlet cosPsi=cosPhase*cosPhi-sinPhase*sinPhi; \nlet vec=r*vec2f(cosPsi,sinPsi);let position=fragmentInputs.vUV+round((pixelsPerMm*r)*vec2(cosPsi,sinPsi))*uniforms.texelSize;let xy2 =r*r;let textureRead=textureSampleLevel(irradianceSampler,irradianceSamplerSampler,position,0.);let viewZ=textureSampleLevel(depthSampler,depthSamplerSampler,position,0.).r;let irradiance =textureRead.rgb;if (testLightingForSSS(textureRead.a))\n{let relZ=viewZ-centerPosVS.z;let weight=ComputeBilateralWeight(xy2,relZ,mmPerUnit,S,rcpPdf);*totalIrradiance+=weight*irradiance;*totalWeight +=weight;}\nelse\n{}}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let irradianceAndDiffusionProfile =textureSampleLevel(irradianceSampler,irradianceSamplerSampler,fragmentInputs.vUV,0.);let centerIrradiance=irradianceAndDiffusionProfile.rgb;let diffusionProfileIndex=u32(round(irradianceAndDiffusionProfile.a*255.));var centerDepth =0.;let inputColor=textureSampleLevel(textureSampler,textureSamplerSampler,fragmentInputs.vUV,0.);let passedStencilTest=testLightingForSSS(irradianceAndDiffusionProfile.a);if (passedStencilTest)\n{centerDepth=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV,0.).r;}\nif (!passedStencilTest) { \nfragmentOutputs.color=inputColor;return fragmentOutputs;}\nlet distScale =1.;let S =uniforms.diffusionS[diffusionProfileIndex];let d =uniforms.diffusionD[diffusionProfileIndex];let filterRadius=uniforms.filterRadii[diffusionProfileIndex];let centerPosNDC=fragmentInputs.vUV;let cornerPosNDC=fragmentInputs.vUV+0.5*uniforms.texelSize;let centerPosVS =vec3f(centerPosNDC*uniforms.viewportSize,1.0)*centerDepth; \nlet cornerPosVS =vec3f(cornerPosNDC*uniforms.viewportSize,1.0)*centerDepth; \nlet mmPerUnit =1000.*(uniforms.metersPerUnit*rcp(distScale));let unitsPerMm=rcp(mmPerUnit);let unitsPerPixel=2.*abs(cornerPosVS.x-centerPosVS.x);let pixelsPerMm =rcp(unitsPerPixel)*unitsPerMm;let filterArea =PI*square(filterRadius*pixelsPerMm);let sampleCount =u32(filterArea*rcp(SSS_PIXELS_PER_SAMPLE));let sampleBudget=_SssSampleBudget;let albedo =textureSampleLevel(albedoSampler,albedoSamplerSampler,fragmentInputs.vUV,0.).rgb;if (distScale==0. || sampleCount<1)\n{\n#ifdef DEBUG_SSS_SAMPLES\nlet green=vec3f(0.,1.,0.);fragmentOutputs.color=vec4f(green,1.0);return fragmentOutputs;\n#endif\nfragmentOutputs.color=vec4f(inputColor.rgb+albedo*centerIrradiance,1.0);return fragmentOutputs;}\n#ifdef DEBUG_SSS_SAMPLES\nlet red =vec3f(1.,0.,0.);let blue=vec3f(0.,0.,1.);fragmentOutputs.color=vec4f(mix(blue,red,clamp(f32(sampleCount)/f32(sampleBudget),0.0,1.0)),1.0);return fragmentOutputs;\n#endif\nlet phase=0.;let n=min(sampleCount,sampleBudget);var totalIrradiance=vec3f(0.);var totalWeight =vec3f(0.);for (var i=0u; i<n; i++)\n{EvaluateSample(i,n,S,d,centerPosVS,mmPerUnit,pixelsPerMm,\nphase,&totalIrradiance,&totalWeight);}\ntotalWeight=max(totalWeight,vec3f(HALF_MIN));fragmentOutputs.color=vec4f(inputColor.rgb+albedo*max(totalIrradiance/totalWeight,vec3f(0.0)),1.);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const subSurfaceScatteringPixelShaderWGSL = { name, shader };\n"]}
@@ -5,7 +5,9 @@ const shader = `var textureSampler: texture_2d<f32>;var historySampler: texture_
5
5
  fn main(input: FragmentInputs)->FragmentOutputs {let c=textureLoad(textureSampler,vec2<i32>(fragmentInputs.position.xy),0);let h=textureLoad(historySampler,vec2<i32>(fragmentInputs.position.xy),0);fragmentOutputs.color= mix(h,c,uniforms.factor);}
6
6
  `;
7
7
  // Sideeffect
8
- ShaderStore.ShadersStoreWGSL[name] = shader;
8
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
9
+ ShaderStore.ShadersStoreWGSL[name] = shader;
10
+ }
9
11
  /** @internal */
10
12
  export const taaPixelShaderWGSL = { name, shader };
11
13
  //# sourceMappingURL=taa.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"taa.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/taa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"taaPixelShader\";\nconst shader = `var textureSampler: texture_2d<f32>;var historySampler: texture_2d<f32>;uniform factor: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let c=textureLoad(textureSampler,vec2<i32>(fragmentInputs.position.xy),0);let h=textureLoad(historySampler,vec2<i32>(fragmentInputs.position.xy),0);fragmentOutputs.color= mix(h,c,uniforms.factor);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const taaPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"taa.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/taa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;CAEd,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,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"taaPixelShader\";\nconst shader = `var textureSampler: texture_2d<f32>;var historySampler: texture_2d<f32>;uniform factor: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let c=textureLoad(textureSampler,vec2<i32>(fragmentInputs.position.xy),0);let h=textureLoad(historySampler,vec2<i32>(fragmentInputs.position.xy),0);fragmentOutputs.color= mix(h,c,uniforms.factor);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const taaPixelShaderWGSL = { name, shader };\n"]}
@@ -23,7 +23,9 @@ colour= vec3f(1.0,1.0,1.0)-exp2(-uniforms._ExposureAdjustment*colour);
23
23
  #endif
24
24
  fragmentOutputs.color= vec4f(colour.rgb,1.0);}`;
25
25
  // Sideeffect
26
- ShaderStore.ShadersStoreWGSL[name] = shader;
26
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
27
+ ShaderStore.ShadersStoreWGSL[name] = shader;
28
+ }
27
29
  /** @internal */
28
30
  export const tonemapPixelShaderWGSL = { name, shader };
29
31
  //# sourceMappingURL=tonemap.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"tonemap.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/tonemap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;+CAoBgC,CAAC;AAChD,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"tonemapPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform _ExposureAdjustment: f32;\n#if defined(HABLE_TONEMAPPING)\nconst A: f32=0.15;const B: f32=0.50;const C: f32=0.10;const D: f32=0.20;const E: f32=0.02;const F: f32=0.30;const W: f32=11.2;\n#endif\nfn Luminance(c: vec3f)->f32\n{return dot(c, vec3f(0.22,0.707,0.071));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var colour: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nvar lum: f32=Luminance(colour.rgb); \nvar lumTm: f32=lum*uniforms._ExposureAdjustment;var scale: f32=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=uniforms._ExposureAdjustment;const ExposureBias: f32=2.0;var x: vec3f=ExposureBias*colour;var curr: vec3f=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;x= vec3f(W,W,W);var whiteScale: vec3f=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);colour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=uniforms._ExposureAdjustment;var X: vec3f=max( vec3f(0.0,0.0,0.0),colour-0.004);var retColor: vec3f=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);colour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour= vec3f(1.0,1.0,1.0)-exp2(-uniforms._ExposureAdjustment*colour);\n#endif\nfragmentOutputs.color= vec4f(colour.rgb,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const tonemapPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"tonemap.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/tonemap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;+CAoBgC,CAAC;AAChD,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 = \"tonemapPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform _ExposureAdjustment: f32;\n#if defined(HABLE_TONEMAPPING)\nconst A: f32=0.15;const B: f32=0.50;const C: f32=0.10;const D: f32=0.20;const E: f32=0.02;const F: f32=0.30;const W: f32=11.2;\n#endif\nfn Luminance(c: vec3f)->f32\n{return dot(c, vec3f(0.22,0.707,0.071));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var colour: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nvar lum: f32=Luminance(colour.rgb); \nvar lumTm: f32=lum*uniforms._ExposureAdjustment;var scale: f32=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=uniforms._ExposureAdjustment;const ExposureBias: f32=2.0;var x: vec3f=ExposureBias*colour;var curr: vec3f=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;x= vec3f(W,W,W);var whiteScale: vec3f=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);colour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=uniforms._ExposureAdjustment;var X: vec3f=max( vec3f(0.0,0.0,0.0),colour-0.004);var retColor: vec3f=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);colour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour= vec3f(1.0,1.0,1.0)-exp2(-uniforms._ExposureAdjustment*colour);\n#endif\nfragmentOutputs.color= vec4f(colour.rgb,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const tonemapPixelShaderWGSL = { name, shader };\n"]}
@@ -9,7 +9,9 @@ var rSq: f32=theta.x*theta.x+theta.y*theta.y;var rvector: vec2f=theta*(uniforms.
9
9
  fn main(input: FragmentInputs)->FragmentOutputs {var tc: vec2f=HmdWarp(input.vUV);if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0) {fragmentOutputs.color=vec4f(0.0,0.0,0.0,0.0);}
10
10
  else{fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,tc);}}`;
11
11
  // Sideeffect
12
- ShaderStore.ShadersStoreWGSL[name] = shader;
12
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
13
+ ShaderStore.ShadersStoreWGSL[name] = shader;
14
+ }
13
15
  /** @internal */
14
16
  export const vrDistortionCorrectionPixelShaderWGSL = { name, shader };
15
17
  //# sourceMappingURL=vrDistortionCorrection.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"vrDistortionCorrection.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/vrDistortionCorrection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;qFAMsE,CAAC;AACtF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"vrDistortionCorrectionPixelShader\";\nconst shader = `#define DISABLE_UNIFORMITY_ANALYSIS\nvarying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform LensCenter: vec2f;uniform Scale: vec2f;uniform ScaleIn: vec2f;uniform HmdWarpParam: vec4f;fn HmdWarp(in01: vec2f)->vec2f {var theta: vec2f=(in01-uniforms.LensCenter)*uniforms.ScaleIn; \nvar rSq: f32=theta.x*theta.x+theta.y*theta.y;var rvector: vec2f=theta*(uniforms.HmdWarpParam.x+uniforms.HmdWarpParam.y*rSq+uniforms.HmdWarpParam.z*rSq*rSq+uniforms.HmdWarpParam.w*rSq*rSq*rSq);return uniforms.LensCenter+uniforms.Scale*rvector;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var tc: vec2f=HmdWarp(input.vUV);if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0) {fragmentOutputs.color=vec4f(0.0,0.0,0.0,0.0);}\nelse{fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,tc);}}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const vrDistortionCorrectionPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"vrDistortionCorrection.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/vrDistortionCorrection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;qFAMsE,CAAC;AACtF,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\";\n\nconst name = \"vrDistortionCorrectionPixelShader\";\nconst shader = `#define DISABLE_UNIFORMITY_ANALYSIS\nvarying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform LensCenter: vec2f;uniform Scale: vec2f;uniform ScaleIn: vec2f;uniform HmdWarpParam: vec4f;fn HmdWarp(in01: vec2f)->vec2f {var theta: vec2f=(in01-uniforms.LensCenter)*uniforms.ScaleIn; \nvar rSq: f32=theta.x*theta.x+theta.y*theta.y;var rvector: vec2f=theta*(uniforms.HmdWarpParam.x+uniforms.HmdWarpParam.y*rSq+uniforms.HmdWarpParam.z*rSq*rSq+uniforms.HmdWarpParam.w*rSq*rSq*rSq);return uniforms.LensCenter+uniforms.Scale*rvector;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var tc: vec2f=HmdWarp(input.vUV);if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0) {fragmentOutputs.color=vec4f(0.0,0.0,0.0,0.0);}\nelse{fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,tc);}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const vrDistortionCorrectionPixelShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "7.53.2",
3
+ "version": "7.54.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -1 +0,0 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { FrameGraphCullObjectsTask } from \"../../../Tasks/Rendering/cullObjectsTask\";\r\nimport type { Camera } from \"../../../../Cameras/camera\";\r\nimport type { FrameGraphObjectList } from \"core/FrameGraph/frameGraphObjectList\";\r\n\r\n/**\r\n * Block that culls a list of objects\r\n */\r\nexport class NodeRenderGraphCullObjectsBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphCullObjectsTask;\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphCullObjectsBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph, scene);\r\n\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerInput(\"objects\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n this._addDependenciesInput();\r\n\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n\r\n this._frameGraphTask = new FrameGraphCullObjectsTask(this.name, frameGraph, scene);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphCullObjectsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the camera input component\r\n */\r\n public get camera(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the objects input component\r\n */\r\n public get objects(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.output.value = this._frameGraphTask.outputObjectList;\r\n\r\n this._frameGraphTask.camera = this.camera.connectedPoint?.value as Camera;\r\n this._frameGraphTask.objectList = this.objects.connectedPoint?.value as FrameGraphObjectList;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphCullObjectsBlock\", NodeRenderGraphCullObjectsBlock);\r\n"]}
@@ -1 +0,0 @@
1
- {"version":3,"file":"cullObjectsTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/cullObjectsTask.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,cAAc;IAkBzD;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY;QAC1D,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QACxB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,gBAAgB,GAAG;YACpB,MAAM,EAAE,EAAE;YACV,eAAe,EAAE,EAAE;SACtB,CAAC;IACN,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,EAAE,CAAC;YAC7D,MAAM,IAAI,KAAK,CAAC,6BAA6B,IAAI,CAAC,IAAI,sCAAsC,CAAC,CAAC;QAClG,CAAC;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAErD,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC1C,IAAI,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE;YAC7B,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,EAAE,CAAC;YAElC,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;YAEnC,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC;YAEjD,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;YAC5D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACrC,MAAM,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;gBACvB,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,OAAO,CAAC,iBAAiB,EAAE,CAAC;oBAC3F,SAAS;gBACb,CAAC;gBAED,IACI,IAAI,CAAC,SAAS;oBACd,IAAI,CAAC,UAAU,GAAG,CAAC;oBACnB,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC;oBAC9C,CAAC,IAAI,CAAC,MAAM,CAAC,mBAAmB,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,CAAC,EACvG,CAAC;oBACC,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC5C,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEjF,YAAY,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAClD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE;YACrC,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YACtD,IAAI,CAAC,gBAAgB,CAAC,eAAe,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAC5E,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Scene, Camera, FrameGraph, FrameGraphObjectList } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Task used to cull objects that are not visible.\r\n */\r\nexport class FrameGraphCullObjectsTask extends FrameGraphTask {\r\n /**\r\n * The object list to cull.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * The camera to use for culling.\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * The output object list containing the culled objects.\r\n */\r\n public readonly outputObjectList: FrameGraphObjectList;\r\n\r\n private readonly _scene: Scene;\r\n\r\n /**\r\n * Creates a new cull objects task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene to cull objects from.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph);\r\n this._scene = scene;\r\n this.outputObjectList = {\r\n meshes: [],\r\n particleSystems: [],\r\n };\r\n }\r\n\r\n public record() {\r\n if (this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCullObjectsTask ${this.name}: objectList and camera are required`);\r\n }\r\n\r\n const pass = this._frameGraph.addCullPass(this.name);\r\n\r\n pass.setObjectList(this.outputObjectList);\r\n pass.setExecuteFunc((_context) => {\r\n this.outputObjectList.meshes = [];\r\n\r\n this.camera._updateFrustumPlanes();\r\n\r\n const frustumPlanes = this.camera._frustumPlanes;\r\n\r\n const meshes = this.objectList.meshes || this._scene.meshes;\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n if (mesh.isBlocked || !mesh.isReady() || !mesh.isEnabled() || mesh.scaling.hasAZeroComponent) {\r\n continue;\r\n }\r\n\r\n if (\r\n mesh.isVisible &&\r\n mesh.visibility > 0 &&\r\n (mesh.layerMask & this.camera.layerMask) !== 0 &&\r\n (this._scene.skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(frustumPlanes))\r\n ) {\r\n this.outputObjectList.meshes.push(mesh);\r\n }\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addCullPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setObjectList(this.outputObjectList);\r\n passDisabled.setExecuteFunc((_context) => {\r\n this.outputObjectList.meshes = this.objectList.meshes;\r\n this.outputObjectList.particleSystems = this.objectList.particleSystems;\r\n });\r\n }\r\n}\r\n"]}