@babylonjs/core 7.53.3 → 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 (1196) hide show
  1. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  2. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  3. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  4. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +2 -0
  5. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +6 -6
  6. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  7. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -0
  8. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +4 -2
  9. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  10. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -0
  11. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +4 -2
  12. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  13. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +10 -9
  14. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  15. package/AudioV2/webAudio/webAudioEngine.d.ts +12 -0
  16. package/AudioV2/webAudio/webAudioEngine.js +16 -2
  17. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  18. package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -0
  19. package/AudioV2/webAudio/webAudioMainOut.js +4 -2
  20. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  21. package/AudioV2/webAudio/webAudioStaticSound.js +2 -2
  22. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  23. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  24. package/AudioV2/webAudio/webAudioUnmuteUI.js +45 -0
  25. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  26. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  27. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  28. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  29. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  30. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  31. package/DeviceInput/webDeviceInputSystem.js +21 -3
  32. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  33. package/Engines/abstractEngine.js +2 -2
  34. package/Engines/abstractEngine.js.map +1 -1
  35. package/Engines/thinEngine.d.ts +2 -1
  36. package/Engines/thinEngine.js +10 -2
  37. package/Engines/thinEngine.js.map +1 -1
  38. package/Engines/webgpuEngine.d.ts +2 -1
  39. package/Engines/webgpuEngine.js +3 -2
  40. package/Engines/webgpuEngine.js.map +1 -1
  41. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  42. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  43. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  44. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  45. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  47. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  48. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  49. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  50. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  51. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  53. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  54. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  55. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  56. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  57. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  59. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  60. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  61. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  62. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  63. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  65. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  66. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  67. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  68. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  69. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  70. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  71. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  72. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  73. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  74. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  75. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  76. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  77. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  78. package/FrameGraph/Node/Blocks/index.js +1 -1
  79. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  80. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  81. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  82. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  83. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  84. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  85. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  86. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  87. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  88. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  89. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  90. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  91. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  92. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  93. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  94. package/FrameGraph/index.d.ts +1 -1
  95. package/FrameGraph/index.js +1 -1
  96. package/FrameGraph/index.js.map +1 -1
  97. package/Gizmos/gizmo.js +25 -17
  98. package/Gizmos/gizmo.js.map +1 -1
  99. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  100. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  101. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  102. package/Materials/material.js +1 -1
  103. package/Materials/material.js.map +1 -1
  104. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  105. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  106. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  107. package/Misc/decorators.js +2 -2
  108. package/Misc/decorators.js.map +1 -1
  109. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  110. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  111. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  112. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  113. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  114. package/Rendering/subSurfaceConfiguration.js +5 -1
  115. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  116. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  117. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  118. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  119. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  120. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  121. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  122. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  123. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  124. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  125. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  126. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  127. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  128. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  129. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  130. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  131. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  132. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  133. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  134. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  135. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  136. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  137. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  138. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  139. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  140. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  141. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  142. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  143. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  144. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  145. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  146. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  147. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  148. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  149. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  150. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  151. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  152. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  153. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  154. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  155. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  156. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  157. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  158. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  159. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  160. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  161. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  162. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  163. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  164. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  165. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  166. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  167. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  168. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  169. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  170. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  171. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  172. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  173. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  174. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  175. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  176. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  177. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  178. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  179. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  180. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  181. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  182. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  183. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  184. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  185. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  186. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  187. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  188. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  189. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  190. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  191. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  192. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  193. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  194. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  195. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  196. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  197. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  198. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  199. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  200. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  201. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  202. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  203. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  204. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  205. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  206. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  207. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  208. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  209. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  210. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  211. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  212. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  213. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  214. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  215. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  216. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  217. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  218. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  219. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  220. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  221. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  222. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  223. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  224. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  225. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  226. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  227. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  228. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  229. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  230. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  231. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  232. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  233. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  234. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  235. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  236. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  237. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  238. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
  239. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  240. package/Shaders/ShadersInclude/lineUboDeclaration.js +3 -1
  241. package/Shaders/ShadersInclude/lineUboDeclaration.js.map +1 -1
  242. package/Shaders/ShadersInclude/lineVertexDeclaration.js +3 -1
  243. package/Shaders/ShadersInclude/lineVertexDeclaration.js.map +1 -1
  244. package/Shaders/ShadersInclude/logDepthDeclaration.js +3 -1
  245. package/Shaders/ShadersInclude/logDepthDeclaration.js.map +1 -1
  246. package/Shaders/ShadersInclude/logDepthFragment.js +3 -1
  247. package/Shaders/ShadersInclude/logDepthFragment.js.map +1 -1
  248. package/Shaders/ShadersInclude/logDepthVertex.js +3 -1
  249. package/Shaders/ShadersInclude/logDepthVertex.js.map +1 -1
  250. package/Shaders/ShadersInclude/ltcHelperFunctions.js +3 -1
  251. package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  252. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
  253. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
  254. package/Shaders/ShadersInclude/meshFragmentDeclaration.js +3 -1
  255. package/Shaders/ShadersInclude/meshFragmentDeclaration.js.map +1 -1
  256. package/Shaders/ShadersInclude/meshUboDeclaration.js +3 -1
  257. package/Shaders/ShadersInclude/meshUboDeclaration.js.map +1 -1
  258. package/Shaders/ShadersInclude/meshVertexDeclaration.js +3 -1
  259. package/Shaders/ShadersInclude/meshVertexDeclaration.js.map +1 -1
  260. package/Shaders/ShadersInclude/morphTargetsVertex.js +3 -1
  261. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  262. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
  263. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  264. package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
  265. package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  266. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -1
  267. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  268. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +3 -1
  269. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
  270. package/Shaders/ShadersInclude/oitDeclaration.js +3 -1
  271. package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -1
  272. package/Shaders/ShadersInclude/oitFragment.js +3 -1
  273. package/Shaders/ShadersInclude/oitFragment.js.map +1 -1
  274. package/Shaders/ShadersInclude/packingFunctions.js +3 -1
  275. package/Shaders/ShadersInclude/packingFunctions.js.map +1 -1
  276. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +3 -1
  277. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  278. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +3 -1
  279. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  280. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js +3 -1
  281. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  282. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +3 -1
  283. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  284. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js +3 -1
  285. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  286. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +3 -1
  287. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  288. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +3 -1
  289. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  290. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js +3 -1
  291. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  292. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js +5 -2
  293. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  294. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -1
  295. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  296. package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js +3 -1
  297. package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
  298. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +3 -1
  299. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  300. package/Shaders/ShadersInclude/pbrBlockIridescence.js +3 -1
  301. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  302. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js +3 -1
  303. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  304. package/Shaders/ShadersInclude/pbrBlockNormalFinal.js +3 -1
  305. package/Shaders/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
  306. package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js +3 -1
  307. package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -1
  308. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
  309. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  310. package/Shaders/ShadersInclude/pbrBlockReflectance.js +3 -1
  311. package/Shaders/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  312. package/Shaders/ShadersInclude/pbrBlockReflectance0.js +3 -1
  313. package/Shaders/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  314. package/Shaders/ShadersInclude/pbrBlockReflection.js +3 -1
  315. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  316. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +3 -1
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  955. package/ShadersWGSL/boundingInfo.compute.js +3 -1
  956. package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
  957. package/ShadersWGSL/chromaticAberration.fragment.js +3 -1
  958. package/ShadersWGSL/chromaticAberration.fragment.js.map +1 -1
  959. package/ShadersWGSL/circleOfConfusion.fragment.js +3 -1
  960. package/ShadersWGSL/circleOfConfusion.fragment.js.map +1 -1
  961. package/ShadersWGSL/clearQuad.fragment.js +3 -1
  962. package/ShadersWGSL/clearQuad.fragment.js.map +1 -1
  963. package/ShadersWGSL/clearQuad.vertex.js +3 -1
  964. package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
  965. package/ShadersWGSL/color.fragment.js +3 -1
  966. package/ShadersWGSL/color.fragment.js.map +1 -1
  967. package/ShadersWGSL/color.vertex.js +3 -1
  968. package/ShadersWGSL/color.vertex.js.map +1 -1
  969. package/ShadersWGSL/colorCorrection.fragment.js +3 -1
  970. package/ShadersWGSL/colorCorrection.fragment.js.map +1 -1
  971. package/ShadersWGSL/convolution.fragment.js +3 -1
  972. package/ShadersWGSL/convolution.fragment.js.map +1 -1
  973. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js +3 -1
  974. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js.map +1 -1
  975. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -1
  976. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  977. package/ShadersWGSL/default.fragment.js +3 -1
  978. package/ShadersWGSL/default.fragment.js.map +1 -1
  979. package/ShadersWGSL/default.vertex.js +3 -1
  980. package/ShadersWGSL/default.vertex.js.map +1 -1
  981. package/ShadersWGSL/depth.fragment.js +3 -1
  982. package/ShadersWGSL/depth.fragment.js.map +1 -1
  983. package/ShadersWGSL/depth.vertex.js +3 -1
  984. package/ShadersWGSL/depth.vertex.js.map +1 -1
  985. package/ShadersWGSL/depthBoxBlur.fragment.js +3 -1
  986. package/ShadersWGSL/depthBoxBlur.fragment.js.map +1 -1
  987. package/ShadersWGSL/depthOfFieldMerge.fragment.js +3 -1
  988. package/ShadersWGSL/depthOfFieldMerge.fragment.js.map +1 -1
  989. package/ShadersWGSL/displayPass.fragment.js +3 -1
  990. package/ShadersWGSL/displayPass.fragment.js.map +1 -1
  991. package/ShadersWGSL/extractHighlights.fragment.js +3 -1
  992. package/ShadersWGSL/extractHighlights.fragment.js.map +1 -1
  993. package/ShadersWGSL/filter.fragment.js +3 -1
  994. package/ShadersWGSL/filter.fragment.js.map +1 -1
  995. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +3 -1
  996. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -1
  997. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +3 -1
  998. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -1
  999. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +3 -1
  1000. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  1001. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +3 -1
  1002. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -1
  1003. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +3 -1
  1004. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  1005. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +3 -1
  1006. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -1
  1007. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +3 -1
  1008. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  1009. package/ShadersWGSL/fluidRenderingRender.fragment.js +3 -1
  1010. package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -1
  1011. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +3 -1
  1012. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -1
  1013. package/ShadersWGSL/fxaa.fragment.js +3 -1
  1014. package/ShadersWGSL/fxaa.fragment.js.map +1 -1
  1015. package/ShadersWGSL/fxaa.vertex.js +3 -1
  1016. package/ShadersWGSL/fxaa.vertex.js.map +1 -1
  1017. package/ShadersWGSL/gaussianSplatting.fragment.js +3 -1
  1018. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
  1019. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -1
  1020. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  1021. package/ShadersWGSL/geometry.fragment.js +3 -1
  1022. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  1023. package/ShadersWGSL/geometry.vertex.js +3 -1
  1024. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  1025. package/ShadersWGSL/glowBlurPostProcess.fragment.js +3 -1
  1026. package/ShadersWGSL/glowBlurPostProcess.fragment.js.map +1 -1
  1027. package/ShadersWGSL/glowMapGeneration.fragment.js +3 -1
  1028. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
  1029. package/ShadersWGSL/glowMapGeneration.vertex.js +3 -1
  1030. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  1031. package/ShadersWGSL/glowMapMerge.fragment.js +3 -1
  1032. package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -1
  1033. package/ShadersWGSL/glowMapMerge.vertex.js +3 -1
  1034. package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
  1035. package/ShadersWGSL/gpuUpdateParticles.compute.js +3 -1
  1036. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1037. package/ShadersWGSL/grain.fragment.js +3 -1
  1038. package/ShadersWGSL/grain.fragment.js.map +1 -1
  1039. package/ShadersWGSL/greasedLine.fragment.js +3 -1
  1040. package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
  1041. package/ShadersWGSL/greasedLine.vertex.js +3 -1
  1042. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  1043. package/ShadersWGSL/hdrFiltering.fragment.js +3 -1
  1044. package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -1
  1045. package/ShadersWGSL/hdrFiltering.vertex.js +3 -1
  1046. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
  1047. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +3 -1
  1048. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -1
  1049. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +3 -1
  1050. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
  1051. package/ShadersWGSL/highlights.fragment.js +3 -1
  1052. package/ShadersWGSL/highlights.fragment.js.map +1 -1
  1053. package/ShadersWGSL/iblCdfDebug.fragment.js +3 -1
  1054. package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -1
  1055. package/ShadersWGSL/iblCdfx.fragment.js +3 -1
  1056. package/ShadersWGSL/iblCdfx.fragment.js.map +1 -1
  1057. package/ShadersWGSL/iblCdfy.fragment.js +3 -1
  1058. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
  1059. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +3 -1
  1060. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
  1061. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +3 -1
  1062. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -1
  1063. package/ShadersWGSL/iblIcdf.fragment.js +3 -1
  1064. package/ShadersWGSL/iblIcdf.fragment.js.map +1 -1
  1065. package/ShadersWGSL/iblScaledLuminance.fragment.js +3 -1
  1066. package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -1
  1067. package/ShadersWGSL/iblShadowAccumulation.fragment.js +3 -1
  1068. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
  1069. package/ShadersWGSL/iblShadowDebug.fragment.js +3 -1
  1070. package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -1
  1071. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +3 -1
  1072. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
  1073. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +3 -1
  1074. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -1
  1075. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -1
  1076. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  1077. package/ShadersWGSL/iblShadowsCombine.fragment.js +3 -1
  1078. package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -1
  1079. package/ShadersWGSL/iblVoxelGrid.fragment.js +3 -1
  1080. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  1081. package/ShadersWGSL/iblVoxelGrid.vertex.js +3 -1
  1082. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  1083. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
  1084. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
  1085. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +3 -1
  1086. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -1
  1087. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +3 -1
  1088. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -1
  1089. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +3 -1
  1090. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
  1091. package/ShadersWGSL/imageProcessing.fragment.js +3 -1
  1092. package/ShadersWGSL/imageProcessing.fragment.js.map +1 -1
  1093. package/ShadersWGSL/kernelBlur.fragment.js +3 -1
  1094. package/ShadersWGSL/kernelBlur.fragment.js.map +1 -1
  1095. package/ShadersWGSL/kernelBlur.vertex.js +3 -1
  1096. package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
  1097. package/ShadersWGSL/layer.fragment.js +3 -1
  1098. package/ShadersWGSL/layer.fragment.js.map +1 -1
  1099. package/ShadersWGSL/layer.vertex.js +3 -1
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  1101. package/ShadersWGSL/lensFlare.fragment.js +3 -1
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  1103. package/ShadersWGSL/lensFlare.vertex.js +3 -1
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  1109. package/ShadersWGSL/lod.fragment.js +3 -1
  1110. package/ShadersWGSL/lod.fragment.js.map +1 -1
  1111. package/ShadersWGSL/lodCube.fragment.js +3 -1
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  1113. package/ShadersWGSL/meshUVSpaceRenderer.fragment.js +3 -1
  1114. package/ShadersWGSL/meshUVSpaceRenderer.fragment.js.map +1 -1
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  1117. package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js +3 -1
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  1125. package/ShadersWGSL/motionBlur.fragment.js +3 -1
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  1127. package/ShadersWGSL/oitBackBlend.fragment.js +3 -1
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  1141. package/ShadersWGSL/passCube.fragment.js +3 -1
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  1143. package/ShadersWGSL/pbr.fragment.js +6 -1
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  1157. package/ShadersWGSL/rgbdEncode.fragment.js +3 -1
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  1159. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +3 -1
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  1165. package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js +3 -1
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  1167. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
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  1169. package/ShadersWGSL/shadowMap.fragment.js +3 -1
  1170. package/ShadersWGSL/shadowMap.fragment.js.map +1 -1
  1171. package/ShadersWGSL/shadowMap.vertex.js +3 -1
  1172. package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
  1173. package/ShadersWGSL/sharpen.fragment.js +3 -1
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  1175. package/ShadersWGSL/sprites.fragment.js +3 -1
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  1177. package/ShadersWGSL/sprites.vertex.js +3 -1
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  1179. package/ShadersWGSL/ssao2.fragment.js +3 -1
  1180. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  1181. package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
  1182. package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
  1183. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
  1184. package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
  1185. package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
  1186. package/ShadersWGSL/taa.fragment.js +3 -1
  1187. package/ShadersWGSL/taa.fragment.js.map +1 -1
  1188. package/ShadersWGSL/tonemap.fragment.js +3 -1
  1189. package/ShadersWGSL/tonemap.fragment.js.map +1 -1
  1190. package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
  1191. package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
  1192. package/package.json +1 -1
  1193. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
  1194. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
  1195. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
  1196. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
@@ -7,6 +7,9 @@ import type { Scene } from "../scene";
7
7
  import "../Shaders/imageProcessing.fragment";
8
8
  import "../Shaders/subSurfaceScattering.fragment";
9
9
  import "../Shaders/postprocess.vertex";
10
+ import "../ShadersWGSL/imageProcessing.fragment";
11
+ import "../ShadersWGSL/subSurfaceScattering.fragment";
12
+ import "../ShadersWGSL/postprocess.vertex";
10
13
  /**
11
14
  * Sub surface scattering post process
12
15
  */
@@ -5,6 +5,9 @@ import { Logger } from "../Misc/logger.js";
5
5
  import "../Shaders/imageProcessing.fragment.js";
6
6
  import "../Shaders/subSurfaceScattering.fragment.js";
7
7
  import "../Shaders/postprocess.vertex.js";
8
+ import "../ShadersWGSL/imageProcessing.fragment.js";
9
+ import "../ShadersWGSL/subSurfaceScattering.fragment.js";
10
+ import "../ShadersWGSL/postprocess.vertex.js";
8
11
  /**
9
12
  * Sub surface scattering post process
10
13
  */
@@ -17,7 +20,19 @@ export class SubSurfaceScatteringPostProcess extends PostProcess {
17
20
  return "SubSurfaceScatteringPostProcess";
18
21
  }
19
22
  constructor(name, scene, options, camera = null, samplingMode, engine, reusable, textureType = 0) {
20
- super(name, "subSurfaceScattering", ["texelSize", "viewportSize", "metersPerUnit"], ["diffusionS", "diffusionD", "filterRadii", "irradianceSampler", "depthSampler", "albedoSampler"], options, camera, samplingMode || Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "postprocess", undefined, true);
23
+ const localOptions = {
24
+ uniforms: ["texelSize", "viewportSize", "metersPerUnit"],
25
+ samplers: ["diffusionS", "diffusionD", "filterRadii", "irradianceSampler", "depthSampler", "albedoSampler"],
26
+ size: typeof options === "number" ? options : undefined,
27
+ camera,
28
+ samplingMode,
29
+ engine,
30
+ reusable,
31
+ textureType,
32
+ ...options,
33
+ blockCompilation: true,
34
+ };
35
+ super(name, "subSurfaceScattering", { ...localOptions, samplingMode: samplingMode || Texture.BILINEAR_SAMPLINGMODE });
21
36
  this._scene = scene;
22
37
  this.updateEffect();
23
38
  this.onApplyObservable.add((effect) => {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/subSurfaceScattering.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Sub surface scattering post process\r\n */\r\nexport class SubSurfaceScatteringPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"SubSurfaceScatteringPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"SubSurfaceScatteringPostProcess\";\r\n }\r\n\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n super(\r\n name,\r\n \"subSurfaceScattering\",\r\n [\"texelSize\", \"viewportSize\", \"metersPerUnit\"],\r\n [\"diffusionS\", \"diffusionD\", \"filterRadii\", \"irradianceSampler\", \"depthSampler\", \"albedoSampler\"],\r\n options,\r\n camera,\r\n samplingMode || Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n \"postprocess\",\r\n undefined,\r\n true\r\n );\r\n this._scene = scene;\r\n\r\n this.updateEffect();\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!scene.prePassRenderer || !scene.subSurfaceConfiguration) {\r\n Logger.Error(\"PrePass and subsurface configuration needs to be enabled for subsurface scattering.\");\r\n return;\r\n }\r\n const texelSize = this.texelSize;\r\n effect.setFloat(\"metersPerUnit\", scene.subSurfaceConfiguration.metersPerUnit);\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n effect.setTexture(\"irradianceSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE)]);\r\n effect.setTexture(\"depthSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"albedoSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE)]);\r\n effect.setFloat2(\r\n \"viewportSize\",\r\n Math.tan(scene.activeCamera!.fov / 2) * scene.getEngine().getAspectRatio(scene.activeCamera!, true),\r\n Math.tan(scene.activeCamera!.fov / 2)\r\n );\r\n effect.setArray3(\"diffusionS\", scene.subSurfaceConfiguration.ssDiffusionS);\r\n effect.setArray(\"diffusionD\", scene.subSurfaceConfiguration.ssDiffusionD);\r\n effect.setArray(\"filterRadii\", scene.subSurfaceConfiguration.ssFilterRadii);\r\n });\r\n }\r\n}\r\n"]}
1
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options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n ...(options as PostProcessOptions),\r\n blockCompilation: true,\r\n };\r\n\r\n super(name, \"subSurfaceScattering\", { ...localOptions, samplingMode: samplingMode || Texture.BILINEAR_SAMPLINGMODE });\r\n this._scene = scene;\r\n\r\n this.updateEffect();\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!scene.prePassRenderer || !scene.subSurfaceConfiguration) {\r\n Logger.Error(\"PrePass and subsurface configuration needs to be enabled for subsurface scattering.\");\r\n return;\r\n }\r\n const texelSize = this.texelSize;\r\n effect.setFloat(\"metersPerUnit\", scene.subSurfaceConfiguration.metersPerUnit);\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n effect.setTexture(\"irradianceSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE)]);\r\n effect.setTexture(\"depthSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"albedoSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE)]);\r\n effect.setFloat2(\r\n \"viewportSize\",\r\n Math.tan(scene.activeCamera!.fov / 2) * scene.getEngine().getAspectRatio(scene.activeCamera!, true),\r\n Math.tan(scene.activeCamera!.fov / 2)\r\n );\r\n effect.setArray3(\"diffusionS\", scene.subSurfaceConfiguration.ssDiffusionS);\r\n effect.setArray(\"diffusionD\", scene.subSurfaceConfiguration.ssDiffusionD);\r\n effect.setArray(\"filterRadii\", scene.subSurfaceConfiguration.ssFilterRadii);\r\n });\r\n }\r\n}\r\n"]}
@@ -102,7 +102,11 @@ export class SubSurfaceConfiguration {
102
102
  * @returns The created post process
103
103
  */
104
104
  createPostProcess() {
105
- this.postProcess = new SubSurfaceScatteringPostProcess("subSurfaceScattering", this._scene, 1, null, undefined, this._scene.getEngine());
105
+ this.postProcess = new SubSurfaceScatteringPostProcess("subSurfaceScattering", this._scene, {
106
+ size: 1,
107
+ engine: this._scene.getEngine(),
108
+ shaderLanguage: this._scene.getEngine().isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
109
+ });
106
110
  this.postProcess.autoClear = false;
107
111
  return this.postProcess;
108
112
  }
@@ -1 +1 @@
1
- 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{ Logger } from \"../Misc/logger\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { SubSurfaceScatteringPostProcess } from \"../PostProcesses/subSurfaceScatteringPostProcess\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Contains all parameters needed for the prepass to perform\r\n * screen space subsurface scattering\r\n */\r\nexport class SubSurfaceConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"SubSurfaceSceneComponent\");\r\n };\r\n\r\n private _ssDiffusionS: number[] = [];\r\n private _ssFilterRadii: number[] = [];\r\n private _ssDiffusionD: number[] = [];\r\n\r\n /**\r\n * Post process to attach for screen space subsurface scattering\r\n */\r\n public postProcess: SubSurfaceScatteringPostProcess;\r\n\r\n /**\r\n * Diffusion profile color for subsurface scattering\r\n */\r\n public get ssDiffusionS() {\r\n return this._ssDiffusionS;\r\n }\r\n\r\n /**\r\n * Diffusion profile max color channel value for subsurface scattering\r\n */\r\n public get ssDiffusionD() {\r\n return this._ssDiffusionD;\r\n }\r\n\r\n /**\r\n * Diffusion profile filter radius for subsurface scattering\r\n */\r\n public get ssFilterRadii() {\r\n return this._ssFilterRadii;\r\n }\r\n\r\n /**\r\n * Is subsurface enabled\r\n */\r\n public enabled = false;\r\n\r\n /**\r\n * Does the output of this prepass need to go through imageprocessing\r\n */\r\n public needsImageProcessing = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = SceneComponentConstants.NAME_SUBSURFACE;\r\n\r\n /**\r\n * Diffusion profile colors for subsurface scattering\r\n * You can add one diffusion color using `addDiffusionProfile` on `scene.prePassRenderer`\r\n * See ...\r\n * Note that you can only store up to 5 of them\r\n */\r\n public ssDiffusionProfileColors: Color3[] = [];\r\n\r\n /**\r\n * Defines the ratio real world => scene units.\r\n * Used for subsurface scattering\r\n */\r\n public metersPerUnit: number = 1;\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [\r\n Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n ];\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * Builds a subsurface configuration object\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n // Adding default diffusion profile\r\n this.addDiffusionProfile(new Color3(1, 1, 1));\r\n this._scene = scene;\r\n\r\n SubSurfaceConfiguration._SceneComponentInitialization(this._scene);\r\n }\r\n\r\n /**\r\n * Adds a new diffusion profile.\r\n * Useful for more realistic subsurface scattering on diverse materials.\r\n * @param color The color of the diffusion profile. Should be the average color of the material.\r\n * @returns The index of the diffusion profile for the material subsurface configuration\r\n */\r\n public addDiffusionProfile(color: Color3): number {\r\n if (this.ssDiffusionD.length >= 5) {\r\n // We only suppport 5 diffusion profiles\r\n Logger.Error(\"You already reached the maximum number of diffusion profiles.\");\r\n return 0; // default profile\r\n }\r\n\r\n // Do not add doubles\r\n for (let i = 0; i < this._ssDiffusionS.length / 3; i++) {\r\n if (this._ssDiffusionS[i * 3] === color.r && this._ssDiffusionS[i * 3 + 1] === color.g && this._ssDiffusionS[i * 3 + 2] === color.b) {\r\n return i;\r\n }\r\n }\r\n\r\n this._ssDiffusionS.push(color.r, color.b, color.g);\r\n this._ssDiffusionD.push(Math.max(Math.max(color.r, color.b), color.g));\r\n this._ssFilterRadii.push(this.getDiffusionProfileParameters(color));\r\n this.ssDiffusionProfileColors.push(color);\r\n\r\n return this._ssDiffusionD.length - 1;\r\n }\r\n\r\n /**\r\n * Creates the sss post process\r\n * @returns The created post process\r\n */\r\n public createPostProcess(): SubSurfaceScatteringPostProcess {\r\n this.postProcess = new SubSurfaceScatteringPostProcess(\"subSurfaceScattering\", this._scene, 1, null, undefined, this._scene.getEngine());\r\n this.postProcess.autoClear = false;\r\n\r\n return this.postProcess;\r\n }\r\n\r\n /**\r\n * Deletes all diffusion profiles.\r\n * Note that in order to render subsurface scattering, you should have at least 1 diffusion profile.\r\n */\r\n public clearAllDiffusionProfiles() {\r\n this._ssDiffusionD = [];\r\n this._ssDiffusionS = [];\r\n this._ssFilterRadii = [];\r\n this.ssDiffusionProfileColors = [];\r\n }\r\n\r\n /**\r\n * Disposes this object\r\n */\r\n public dispose() {\r\n this.clearAllDiffusionProfiles();\r\n if (this.postProcess) {\r\n this.postProcess.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * https://zero-radiance.github.io/post/sampling-diffusion/\r\n *\r\n * Importance sample the normalized diffuse reflectance profile for the computed value of 's'.\r\n * ------------------------------------------------------------------------------------\r\n * R[r, phi, s] = s * (Exp[-r * s] + Exp[-r * s / 3]) / (8 * Pi * r)\r\n * PDF[r, phi, s] = r * R[r, phi, s]\r\n * CDF[r, s] = 1 - 1/4 * Exp[-r * s] - 3/4 * Exp[-r * s / 3]\r\n * ------------------------------------------------------------------------------------\r\n * We importance sample the color channel with the widest scattering distance.\r\n */\r\n public getDiffusionProfileParameters(color: Color3) {\r\n const cdf = 0.997;\r\n const maxScatteringDistance = Math.max(color.r, color.g, color.b);\r\n\r\n return this._sampleBurleyDiffusionProfile(cdf, maxScatteringDistance);\r\n }\r\n\r\n /**\r\n * Performs sampling of a Normalized Burley diffusion profile in polar coordinates.\r\n * 'u' is the random number (the value of the CDF): [0, 1).\r\n * rcp(s) = 1 / ShapeParam = ScatteringDistance.\r\n * Returns the sampled radial distance, s.t. (u = 0 -> r = 0) and (u = 1 -> r = Inf).\r\n * @param u\r\n * @param rcpS\r\n * @returns The sampled radial distance\r\n */\r\n private _sampleBurleyDiffusionProfile(u: number, rcpS: number) {\r\n u = 1 - u; // Convert CDF to CCDF\r\n\r\n const g = 1 + 4 * u * (2 * u + Math.sqrt(1 + 4 * u * u));\r\n const n = Math.pow(g, -1.0 / 3.0); // g^(-1/3)\r\n const p = g * n * n; // g^(+1/3)\r\n const c = 1 + p + n; // 1 + g^(+1/3) + g^(-1/3)\r\n const x = 3 * Math.log(c / (4 * u));\r\n\r\n return x * rcpS;\r\n }\r\n}\r\n"]}
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{ Logger } from \"../Misc/logger\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { SubSurfaceScatteringPostProcess } from \"../PostProcesses/subSurfaceScatteringPostProcess\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Contains all parameters needed for the prepass to perform\r\n * screen space subsurface scattering\r\n */\r\nexport class SubSurfaceConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"SubSurfaceSceneComponent\");\r\n };\r\n\r\n private _ssDiffusionS: number[] = [];\r\n private _ssFilterRadii: number[] = [];\r\n private _ssDiffusionD: number[] = [];\r\n\r\n /**\r\n * Post process to attach for screen space subsurface scattering\r\n */\r\n public postProcess: SubSurfaceScatteringPostProcess;\r\n\r\n /**\r\n * Diffusion profile color for subsurface scattering\r\n */\r\n public get ssDiffusionS() {\r\n return this._ssDiffusionS;\r\n }\r\n\r\n /**\r\n * Diffusion profile max color channel value for subsurface scattering\r\n */\r\n public get ssDiffusionD() {\r\n return this._ssDiffusionD;\r\n }\r\n\r\n /**\r\n * Diffusion profile filter radius for subsurface scattering\r\n */\r\n public get ssFilterRadii() {\r\n return this._ssFilterRadii;\r\n }\r\n\r\n /**\r\n * Is subsurface enabled\r\n */\r\n public enabled = false;\r\n\r\n /**\r\n * Does the output of this prepass need to go through imageprocessing\r\n */\r\n public needsImageProcessing = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = SceneComponentConstants.NAME_SUBSURFACE;\r\n\r\n /**\r\n * Diffusion profile colors for subsurface scattering\r\n * You can add one diffusion color using `addDiffusionProfile` on `scene.prePassRenderer`\r\n * See ...\r\n * Note that you can only store up to 5 of them\r\n */\r\n public ssDiffusionProfileColors: Color3[] = [];\r\n\r\n /**\r\n * Defines the ratio real world => scene units.\r\n * Used for subsurface scattering\r\n */\r\n public metersPerUnit: number = 1;\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [\r\n Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n ];\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * Builds a subsurface configuration object\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n // Adding default diffusion profile\r\n this.addDiffusionProfile(new Color3(1, 1, 1));\r\n this._scene = scene;\r\n\r\n SubSurfaceConfiguration._SceneComponentInitialization(this._scene);\r\n }\r\n\r\n /**\r\n * Adds a new diffusion profile.\r\n * Useful for more realistic subsurface scattering on diverse materials.\r\n * @param color The color of the diffusion profile. Should be the average color of the material.\r\n * @returns The index of the diffusion profile for the material subsurface configuration\r\n */\r\n public addDiffusionProfile(color: Color3): number {\r\n if (this.ssDiffusionD.length >= 5) {\r\n // We only suppport 5 diffusion profiles\r\n Logger.Error(\"You already reached the maximum number of diffusion profiles.\");\r\n return 0; // default profile\r\n }\r\n\r\n // Do not add doubles\r\n for (let i = 0; i < this._ssDiffusionS.length / 3; i++) {\r\n if (this._ssDiffusionS[i * 3] === color.r && this._ssDiffusionS[i * 3 + 1] === color.g && this._ssDiffusionS[i * 3 + 2] === color.b) {\r\n return i;\r\n }\r\n }\r\n\r\n this._ssDiffusionS.push(color.r, color.b, color.g);\r\n this._ssDiffusionD.push(Math.max(Math.max(color.r, color.b), color.g));\r\n this._ssFilterRadii.push(this.getDiffusionProfileParameters(color));\r\n this.ssDiffusionProfileColors.push(color);\r\n\r\n return this._ssDiffusionD.length - 1;\r\n }\r\n\r\n /**\r\n * Creates the sss post process\r\n * @returns The created post process\r\n */\r\n public createPostProcess(): SubSurfaceScatteringPostProcess {\r\n this.postProcess = new SubSurfaceScatteringPostProcess(\"subSurfaceScattering\", this._scene, {\r\n size: 1,\r\n engine: this._scene.getEngine(),\r\n shaderLanguage: this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n this.postProcess.autoClear = false;\r\n\r\n return this.postProcess;\r\n }\r\n\r\n /**\r\n * Deletes all diffusion profiles.\r\n * Note that in order to render subsurface scattering, you should have at least 1 diffusion profile.\r\n */\r\n public clearAllDiffusionProfiles() {\r\n this._ssDiffusionD = [];\r\n this._ssDiffusionS = [];\r\n this._ssFilterRadii = [];\r\n this.ssDiffusionProfileColors = [];\r\n }\r\n\r\n /**\r\n * Disposes this object\r\n */\r\n public dispose() {\r\n this.clearAllDiffusionProfiles();\r\n if (this.postProcess) {\r\n this.postProcess.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * https://zero-radiance.github.io/post/sampling-diffusion/\r\n *\r\n * Importance sample the normalized diffuse reflectance profile for the computed value of 's'.\r\n * ------------------------------------------------------------------------------------\r\n * R[r, phi, s] = s * (Exp[-r * s] + Exp[-r * s / 3]) / (8 * Pi * r)\r\n * PDF[r, phi, s] = r * R[r, phi, s]\r\n * CDF[r, s] = 1 - 1/4 * Exp[-r * s] - 3/4 * Exp[-r * s / 3]\r\n * ------------------------------------------------------------------------------------\r\n * We importance sample the color channel with the widest scattering distance.\r\n */\r\n public getDiffusionProfileParameters(color: Color3) {\r\n const cdf = 0.997;\r\n const maxScatteringDistance = Math.max(color.r, color.g, color.b);\r\n\r\n return this._sampleBurleyDiffusionProfile(cdf, maxScatteringDistance);\r\n }\r\n\r\n /**\r\n * Performs sampling of a Normalized Burley diffusion profile in polar coordinates.\r\n * 'u' is the random number (the value of the CDF): [0, 1).\r\n * rcp(s) = 1 / ShapeParam = ScatteringDistance.\r\n * Returns the sampled radial distance, s.t. (u = 0 -> r = 0) and (u = 1 -> r = Inf).\r\n * @param u\r\n * @param rcpS\r\n * @returns The sampled radial distance\r\n */\r\n private _sampleBurleyDiffusionProfile(u: number, rcpS: number) {\r\n u = 1 - u; // Convert CDF to CCDF\r\n\r\n const g = 1 + 4 * u * (2 * u + Math.sqrt(1 + 4 * u * u));\r\n const n = Math.pow(g, -1.0 / 3.0); // g^(-1/3)\r\n const p = g * n * n; // g^(+1/3)\r\n const c = 1 + p + n; // 1 + g^(+1/3) + g^(-1/3)\r\n const x = 3 * Math.log(c / (4 * u));\r\n\r\n return x * rcpS;\r\n }\r\n}\r\n"]}
@@ -26,7 +26,9 @@ uniform vec2 projectedGroundInfos;
26
26
  #endif
27
27
  `;
28
28
  // Sideeffect
29
- ShaderStore.IncludesShadersStore[name] = shader;
29
+ if (!ShaderStore.IncludesShadersStore[name]) {
30
+ ShaderStore.IncludesShadersStore[name] = shader;
31
+ }
30
32
  /** @internal */
31
33
  export const backgroundFragmentDeclaration = { name, shader };
32
34
  //# sourceMappingURL=backgroundFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"backgroundFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/backgroundFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"backgroundFragmentDeclaration\";\nconst shader = `uniform vec4 vEyePosition;uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;uniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef PROJECTED_GROUND\nuniform vec2 projectedGroundInfos;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const backgroundFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"backgroundFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/backgroundFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"backgroundFragmentDeclaration\";\nconst shader = `uniform vec4 vEyePosition;uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;uniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef PROJECTED_GROUND\nuniform vec2 projectedGroundInfos;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const backgroundFragmentDeclaration = { name, shader };\n"]}
@@ -7,7 +7,9 @@ const shader = `layout(std140,column_major) uniform;uniform Material
7
7
  #include<sceneUboDeclaration>
8
8
  `;
9
9
  // Sideeffect
10
- ShaderStore.IncludesShadersStore[name] = shader;
10
+ if (!ShaderStore.IncludesShadersStore[name]) {
11
+ ShaderStore.IncludesShadersStore[name] = shader;
12
+ }
11
13
  /** @internal */
12
14
  export const backgroundUboDeclaration = { name, shader };
13
15
  //# sourceMappingURL=backgroundUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"backgroundUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/backgroundUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAE/B,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\n\nconst name = \"backgroundUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{uniform vec4 vPrimaryColor;uniform vec4 vPrimaryColorShadow;uniform vec2 vDiffuseInfos;uniform vec2 vReflectionInfos;uniform mat4 diffuseMatrix;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;uniform float fFovMultiplier;uniform float pointSize;uniform float shadowLevel;uniform float alpha;uniform vec3 vBackgroundCenter;uniform vec4 vReflectionControl;uniform vec2 projectedGroundInfos;};\n#include<sceneUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const backgroundUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"backgroundUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/backgroundUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAE/B,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\n\nconst name = \"backgroundUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{uniform vec4 vPrimaryColor;uniform vec4 vPrimaryColorShadow;uniform vec2 vDiffuseInfos;uniform vec2 vReflectionInfos;uniform mat4 diffuseMatrix;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;uniform float fFovMultiplier;uniform float pointSize;uniform float shadowLevel;uniform float alpha;uniform vec3 vBackgroundCenter;uniform vec4 vReflectionControl;uniform vec2 projectedGroundInfos;};\n#include<sceneUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const backgroundUboDeclaration = { name, shader };\n"]}
@@ -17,7 +17,9 @@ uniform float pointSize;
17
17
  #endif
18
18
  `;
19
19
  // Sideeffect
20
- ShaderStore.IncludesShadersStore[name] = shader;
20
+ if (!ShaderStore.IncludesShadersStore[name]) {
21
+ ShaderStore.IncludesShadersStore[name] = shader;
22
+ }
21
23
  /** @internal */
22
24
  export const backgroundVertexDeclaration = { name, shader };
23
25
  //# sourceMappingURL=backgroundVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"backgroundVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/backgroundVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"backgroundVertexDeclaration\";\nconst shader = `uniform mat4 view;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;uniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const backgroundVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"backgroundVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/backgroundVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"backgroundVertexDeclaration\";\nconst shader = `uniform mat4 view;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;uniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const backgroundVertexDeclaration = { name, shader };\n"]}
@@ -34,7 +34,9 @@ finalWorld=finalWorld*VATInfluence;}
34
34
  #endif
35
35
  `;
36
36
  // Sideeffect
37
- ShaderStore.IncludesShadersStore[name] = shader;
37
+ if (!ShaderStore.IncludesShadersStore[name]) {
38
+ ShaderStore.IncludesShadersStore[name] = shader;
39
+ }
38
40
  /** @internal */
39
41
  export const bakedVertexAnimation = { name, shader };
40
42
  //# sourceMappingURL=bakedVertexAnimation.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bakedVertexAnimation.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bakedVertexAnimation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\n#define BVASNAME bakedVertexAnimationSettingsInstanced\n#else\n#define BVASNAME bakedVertexAnimationSettings\n#endif\nfloat VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimation = { name, shader };\n"]}
1
+ {"version":3,"file":"bakedVertexAnimation.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bakedVertexAnimation.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\n#define BVASNAME bakedVertexAnimationSettingsInstanced\n#else\n#define BVASNAME bakedVertexAnimationSettings\n#endif\nfloat VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bakedVertexAnimation = { name, shader };\n"]}
@@ -12,7 +12,9 @@ mat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)
12
12
  #endif
13
13
  `;
14
14
  // Sideeffect
15
- ShaderStore.IncludesShadersStore[name] = shader;
15
+ if (!ShaderStore.IncludesShadersStore[name]) {
16
+ ShaderStore.IncludesShadersStore[name] = shader;
17
+ }
16
18
  /** @internal */
17
19
  export const bakedVertexAnimationDeclaration = { name, shader };
18
20
  //# sourceMappingURL=bakedVertexAnimationDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bakedVertexAnimationDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform float bakedVertexAnimationTime;uniform vec2 bakedVertexAnimationTextureSizeInverted;uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;\n#ifdef INSTANCES\nattribute vec4 bakedVertexAnimationSettingsInstanced;\n#endif\n#define inline\nmat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)\n{float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bakedVertexAnimationDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform float bakedVertexAnimationTime;uniform vec2 bakedVertexAnimationTextureSizeInverted;uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;\n#ifdef INSTANCES\nattribute vec4 bakedVertexAnimationSettingsInstanced;\n#endif\n#define inline\nmat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)\n{float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n"]}
@@ -11,7 +11,9 @@ vec2 P4=floor(0.25*mod(_P,8.0));
11
11
  return 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);}
12
12
  `;
13
13
  // Sideeffect
14
- ShaderStore.IncludesShadersStore[name] = shader;
14
+ if (!ShaderStore.IncludesShadersStore[name]) {
15
+ ShaderStore.IncludesShadersStore[name] = shader;
16
+ }
15
17
  /** @internal */
16
18
  export const bayerDitherFunctions = { name, shader };
17
19
  //# sourceMappingURL=bayerDitherFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bayerDitherFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bayerDitherFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"bayerDitherFunctions\";\nconst shader = `float bayerDither2(vec2 _P) {return mod(2.0*_P.y+_P.x+1.0,4.0);}\nfloat bayerDither4(vec2 _P) {vec2 P1=mod(_P,2.0); \nvec2 P2=floor(0.5*mod(_P,4.0)); \nreturn 4.0*bayerDither2(P1)+bayerDither2(P2);}\nfloat bayerDither8(vec2 _P) {vec2 P1=mod(_P,2.0); \nvec2 P2=floor(0.5 *mod(_P,4.0)); \nvec2 P4=floor(0.25*mod(_P,8.0)); \nreturn 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bayerDitherFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"bayerDitherFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bayerDitherFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"bayerDitherFunctions\";\nconst shader = `float bayerDither2(vec2 _P) {return mod(2.0*_P.y+_P.x+1.0,4.0);}\nfloat bayerDither4(vec2 _P) {vec2 P1=mod(_P,2.0); \nvec2 P2=floor(0.5*mod(_P,4.0)); \nreturn 4.0*bayerDither2(P1)+bayerDither2(P2);}\nfloat bayerDither8(vec2 _P) {vec2 P1=mod(_P,2.0); \nvec2 P2=floor(0.5 *mod(_P,4.0)); \nvec2 P4=floor(0.25*mod(_P,8.0)); \nreturn 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bayerDitherFunctions = { name, shader };\n"]}
@@ -24,7 +24,9 @@ mat4 readMatrixFromRawSampler(sampler2D smp,float index)
24
24
  #endif
25
25
  `;
26
26
  // Sideeffect
27
- ShaderStore.IncludesShadersStore[name] = shader;
27
+ if (!ShaderStore.IncludesShadersStore[name]) {
28
+ ShaderStore.IncludesShadersStore[name] = shader;
29
+ }
28
30
  /** @internal */
29
31
  export const bonesDeclaration = { name, shader };
30
32
  //# sourceMappingURL=bonesDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;attribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform highp sampler2D boneSampler;uniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;attribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform highp sampler2D boneSampler;uniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n"]}
@@ -56,7 +56,9 @@ finalWorld=finalWorld*influence;
56
56
  #endif
57
57
  `;
58
58
  // Sideeffect
59
- ShaderStore.IncludesShadersStore[name] = shader;
59
+ if (!ShaderStore.IncludesShadersStore[name]) {
60
+ ShaderStore.IncludesShadersStore[name] = shader;
61
+ }
60
62
  /** @internal */
61
63
  export const bonesVertex = { name, shader };
62
64
  //# sourceMappingURL=bonesVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,aAAa,CAAC;AAC3B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bonesVertex = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "boundingBoxRendererFragmentDeclaration";
4
4
  const shader = `uniform vec4 color;
5
5
  `;
6
6
  // Sideeffect
7
- ShaderStore.IncludesShadersStore[name] = shader;
7
+ if (!ShaderStore.IncludesShadersStore[name]) {
8
+ ShaderStore.IncludesShadersStore[name] = shader;
9
+ }
8
10
  /** @internal */
9
11
  export const boundingBoxRendererFragmentDeclaration = { name, shader };
10
12
  //# sourceMappingURL=boundingBoxRendererFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRendererFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"boundingBoxRendererFragmentDeclaration\";\nconst shader = `uniform vec4 color;\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRendererFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"boundingBoxRendererFragmentDeclaration\";\nconst shader = `uniform vec4 color;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const boundingBoxRendererFragmentDeclaration = { name, shader };\n"]}
@@ -11,7 +11,9 @@ layout(std140,column_major) uniform;uniform BoundingBoxRenderer {vec4 color;mat4
11
11
  #endif
12
12
  `;
13
13
  // Sideeffect
14
- ShaderStore.IncludesShadersStore[name] = shader;
14
+ if (!ShaderStore.IncludesShadersStore[name]) {
15
+ ShaderStore.IncludesShadersStore[name] = shader;
16
+ }
15
17
  /** @internal */
16
18
  export const boundingBoxRendererUboDeclaration = { name, shader };
17
19
  //# sourceMappingURL=boundingBoxRendererUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRendererUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererUboDeclaration\";\nconst shader = `#ifdef WEBGL2\nuniform vec4 color;uniform mat4 world;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n#else\nlayout(std140,column_major) uniform;uniform BoundingBoxRenderer {vec4 color;mat4 world;mat4 viewProjection;mat4 viewProjectionR;};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRendererUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererUboDeclaration\";\nconst shader = `#ifdef WEBGL2\nuniform vec4 color;uniform mat4 world;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n#else\nlayout(std140,column_major) uniform;uniform BoundingBoxRenderer {vec4 color;mat4 world;mat4 viewProjection;mat4 viewProjectionR;};\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const boundingBoxRendererUboDeclaration = { name, shader };\n"]}
@@ -7,7 +7,9 @@ uniform mat4 viewProjectionR;
7
7
  #endif
8
8
  `;
9
9
  // Sideeffect
10
- ShaderStore.IncludesShadersStore[name] = shader;
10
+ if (!ShaderStore.IncludesShadersStore[name]) {
11
+ ShaderStore.IncludesShadersStore[name] = shader;
12
+ }
11
13
  /** @internal */
12
14
  export const boundingBoxRendererVertexDeclaration = { name, shader };
13
15
  //# sourceMappingURL=boundingBoxRendererVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"boundingBoxRendererVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"boundingBoxRendererVertexDeclaration\";\nconst shader = `uniform mat4 world;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const boundingBoxRendererVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"boundingBoxRendererVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"boundingBoxRendererVertexDeclaration\";\nconst shader = `uniform mat4 world;uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const boundingBoxRendererVertexDeclaration = { name, shader };\n"]}
@@ -55,7 +55,9 @@ detailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDeta
55
55
  #endif
56
56
  `;
57
57
  // Sideeffect
58
- ShaderStore.IncludesShadersStore[name] = shader;
58
+ if (!ShaderStore.IncludesShadersStore[name]) {
59
+ ShaderStore.IncludesShadersStore[name] = shader;
60
+ }
59
61
  /** @internal */
60
62
  export const bumpFragment = { name, shader };
61
63
  //# sourceMappingURL=bumpFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bumpFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,cAAc,CAAC;AAC5B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragment\";\nconst shader = `vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#elif defined(BUMP)\nfloat normalScale=vBumpInfos.y;\n#else\nfloat normalScale=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#elif defined(BUMP)\nvec2 TBNUV=gl_FrontFacing ? vBumpUV : -vBumpUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);\n#else\nvec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#elif defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nvec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef DETAIL\nvec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB);\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,texture2D(bumpSampler,vBumpUV+uvOffset).xyz,vBumpInfos.y);\n#else\nvec3 bumpNormal=texture2D(bumpSampler,vBumpUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal.xy*=vDetailInfos.z;bumpNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,vBumpInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,cAAc,CAAC;AAC5B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragment\";\nconst shader = `vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#elif defined(BUMP)\nfloat normalScale=vBumpInfos.y;\n#else\nfloat normalScale=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#elif defined(BUMP)\nvec2 TBNUV=gl_FrontFacing ? vBumpUV : -vBumpUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);\n#else\nvec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#elif defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nvec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef DETAIL\nvec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB);\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,texture2D(bumpSampler,vBumpUV+uvOffset).xyz,vBumpInfos.y);\n#else\nvec3 bumpNormal=texture2D(bumpSampler,vBumpUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal.xy*=vDetailInfos.z;bumpNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,vBumpInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bumpFragment = { name, shader };\n"]}
@@ -34,7 +34,9 @@ return -texCoordOffset;
34
34
  #endif
35
35
  `;
36
36
  // Sideeffect
37
- ShaderStore.IncludesShadersStore[name] = shader;
37
+ if (!ShaderStore.IncludesShadersStore[name]) {
38
+ ShaderStore.IncludesShadersStore[name] = shader;
39
+ }
38
40
  /** @internal */
39
41
  export const bumpFragmentFunctions = { name, shader };
40
42
  //# sourceMappingURL=bumpFragmentFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bumpFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\n\nconst name = \"bumpFragmentFunctions\";\nconst shader = `#if defined(BUMP)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump)\n#endif\n#if defined(DETAIL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)\n#endif\n#if defined(BUMP) && defined(PARALLAX)\nconst float minSamples=4.;const float maxSamples=15.;const int iMaxSamples=15;vec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {float parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;vec2 vOffsetDir=normalize(vViewDirCoT.xy);vec2 vMaxOffset=vOffsetDir*parallaxLimit;float numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));float stepSize=1.0/numSamples;float currRayHeight=1.0;vec2 vCurrOffset=vec2(0,0);vec2 vLastOffset=vec2(0,0);float lastSampledHeight=1.0;float currSampledHeight=1.0;bool keepWorking=true;for (int i=0; i<iMaxSamples; i++)\n{currSampledHeight=texture2D(bumpSampler,texCoord+vCurrOffset).w;if (!keepWorking)\n{}\nelse if (currSampledHeight>currRayHeight)\n{float delta1=currSampledHeight-currRayHeight;float delta2=(currRayHeight+stepSize)-lastSampledHeight;float ratio=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}\nelse\n{currRayHeight-=stepSize;vLastOffset=vCurrOffset;\n#ifdef PARALLAX_RHS\nvCurrOffset-=stepSize*vMaxOffset;\n#else\nvCurrOffset+=stepSize*vMaxOffset;\n#endif\nlastSampledHeight=currSampledHeight;}}\nreturn vCurrOffset;}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{float height=texture2D(bumpSampler,vBumpUV).w;vec2 texCoordOffset=heightScale*viewDir.xy*height;\n#ifdef PARALLAX_RHS\nreturn texCoordOffset;\n#else\nreturn -texCoordOffset;\n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragmentFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\n\nconst name = \"bumpFragmentFunctions\";\nconst shader = `#if defined(BUMP)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump)\n#endif\n#if defined(DETAIL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)\n#endif\n#if defined(BUMP) && defined(PARALLAX)\nconst float minSamples=4.;const float maxSamples=15.;const int iMaxSamples=15;vec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {float parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;vec2 vOffsetDir=normalize(vViewDirCoT.xy);vec2 vMaxOffset=vOffsetDir*parallaxLimit;float numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));float stepSize=1.0/numSamples;float currRayHeight=1.0;vec2 vCurrOffset=vec2(0,0);vec2 vLastOffset=vec2(0,0);float lastSampledHeight=1.0;float currSampledHeight=1.0;bool keepWorking=true;for (int i=0; i<iMaxSamples; i++)\n{currSampledHeight=texture2D(bumpSampler,texCoord+vCurrOffset).w;if (!keepWorking)\n{}\nelse if (currSampledHeight>currRayHeight)\n{float delta1=currSampledHeight-currRayHeight;float delta2=(currRayHeight+stepSize)-lastSampledHeight;float ratio=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}\nelse\n{currRayHeight-=stepSize;vLastOffset=vCurrOffset;\n#ifdef PARALLAX_RHS\nvCurrOffset-=stepSize*vMaxOffset;\n#else\nvCurrOffset+=stepSize*vMaxOffset;\n#endif\nlastSampledHeight=currSampledHeight;}}\nreturn vCurrOffset;}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{float height=texture2D(bumpSampler,vBumpUV).w;vec2 texCoordOffset=heightScale*viewDir.xy*height;\n#ifdef PARALLAX_RHS\nreturn texCoordOffset;\n#else\nreturn -texCoordOffset;\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bumpFragmentFunctions = { name, shader };\n"]}
@@ -64,7 +64,9 @@ mat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)
64
64
  #endif
65
65
  `;
66
66
  // Sideeffect
67
- ShaderStore.IncludesShadersStore[name] = shader;
67
+ if (!ShaderStore.IncludesShadersStore[name]) {
68
+ ShaderStore.IncludesShadersStore[name] = shader;
69
+ }
68
70
  /** @internal */
69
71
  export const bumpFragmentMainFunctions = { name, shader };
70
72
  //# sourceMappingURL=bumpFragmentMainFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bumpFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"bumpFragmentMainFunctions\";\nconst shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#if defined(WEBGL2) || defined(WEBGPU)\nmat4 toNormalMatrix(mat4 wMatrix)\n{mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}\n#else\nmat4 toNormalMatrix(mat4 m)\n{float\na00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],\na10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],\na20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],\na30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],\nb00=a00*a11-a01*a10,\nb01=a00*a12-a02*a10,\nb02=a00*a13-a03*a10,\nb03=a01*a12-a02*a11,\nb04=a01*a13-a03*a11,\nb05=a02*a13-a03*a12,\nb06=a20*a31-a21*a30,\nb07=a20*a32-a22*a30,\nb08=a20*a33-a23*a30,\nb09=a21*a32-a22*a31,\nb10=a21*a33-a23*a31,\nb11=a22*a33-a23*a32,\ndet=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(\na11*b11-a12*b10+a13*b09,\na02*b10-a01*b11-a03*b09,\na31*b05-a32*b04+a33*b03,\na22*b04-a21*b05-a23*b03,\na12*b08-a10*b11-a13*b07,\na00*b11-a02*b08+a03*b07,\na32*b02-a30*b05-a33*b01,\na20*b05-a22*b02+a23*b01,\na10*b10-a11*b08+a13*b06,\na01*b08-a00*b10-a03*b06,\na30*b04-a31*b02+a33*b00,\na21*b02-a20*b04-a23*b00,\na11*b07-a10*b09-a12*b06,\na00*b09-a01*b07+a02*b06,\na31*b01-a30*b03-a32*b00,\na20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\n#endif\nvec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)\n{\n#ifdef NORMALXYSCALE\nnormal=normalize(normal*vec3(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*normal);}\nvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragmentMainFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"bumpFragmentMainFunctions\";\nconst shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#if defined(WEBGL2) || defined(WEBGPU)\nmat4 toNormalMatrix(mat4 wMatrix)\n{mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}\n#else\nmat4 toNormalMatrix(mat4 m)\n{float\na00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],\na10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],\na20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],\na30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],\nb00=a00*a11-a01*a10,\nb01=a00*a12-a02*a10,\nb02=a00*a13-a03*a10,\nb03=a01*a12-a02*a11,\nb04=a01*a13-a03*a11,\nb05=a02*a13-a03*a12,\nb06=a20*a31-a21*a30,\nb07=a20*a32-a22*a30,\nb08=a20*a33-a23*a30,\nb09=a21*a32-a22*a31,\nb10=a21*a33-a23*a31,\nb11=a22*a33-a23*a32,\ndet=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(\na11*b11-a12*b10+a13*b09,\na02*b10-a01*b11-a03*b09,\na31*b05-a32*b04+a33*b03,\na22*b04-a21*b05-a23*b03,\na12*b08-a10*b11-a13*b07,\na00*b11-a02*b08+a03*b07,\na32*b02-a30*b05-a33*b01,\na20*b05-a22*b02+a23*b01,\na10*b10-a11*b08+a13*b06,\na01*b08-a00*b10-a03*b06,\na30*b04-a31*b02+a33*b00,\na21*b02-a20*b04-a23*b00,\na11*b07-a10*b09-a12*b06,\na00*b09-a01*b07+a02*b06,\na31*b01-a30*b03-a32*b00,\na20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\n#endif\nvec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)\n{\n#ifdef NORMALXYSCALE\nnormal=normalize(normal*vec3(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*normal);}\nvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bumpFragmentMainFunctions = { name, shader };\n"]}
@@ -8,7 +8,9 @@ vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated
8
8
  #endif
9
9
  `;
10
10
  // Sideeffect
11
- ShaderStore.IncludesShadersStore[name] = shader;
11
+ if (!ShaderStore.IncludesShadersStore[name]) {
12
+ ShaderStore.IncludesShadersStore[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const bumpVertex = { name, shader };
14
16
  //# sourceMappingURL=bumpVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bumpVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,YAAY,CAAC;AAC1B,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,UAAU,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpVertex\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,YAAY,CAAC;AAC1B,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,UAAU,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpVertex\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bumpVertex = { name, shader };\n"]}
@@ -8,7 +8,9 @@ varying mat3 vTBN;
8
8
  #endif
9
9
  `;
10
10
  // Sideeffect
11
- ShaderStore.IncludesShadersStore[name] = shader;
11
+ if (!ShaderStore.IncludesShadersStore[name]) {
12
+ ShaderStore.IncludesShadersStore[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const bumpVertexDeclaration = { name, shader };
14
16
  //# sourceMappingURL=bumpVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"bumpVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bumpVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bumpVertexDeclaration = { name, shader };\n"]}
@@ -30,7 +30,9 @@ else if (fClipDistance6>0.0)
30
30
  #endif
31
31
  `;
32
32
  // Sideeffect
33
- ShaderStore.IncludesShadersStore[name] = shader;
33
+ if (!ShaderStore.IncludesShadersStore[name]) {
34
+ ShaderStore.IncludesShadersStore[name] = shader;
35
+ }
34
36
  /** @internal */
35
37
  export const clipPlaneFragment = { name, shader };
36
38
  //# sourceMappingURL=clipPlaneFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clipPlaneFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/clipPlaneFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragment\";\nconst shader = `#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nif (false) {}\n#endif\n#ifdef CLIPPLANE\nelse if (fClipDistance>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE2\nelse if (fClipDistance2>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE3\nelse if (fClipDistance3>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE4\nelse if (fClipDistance4>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE5\nelse if (fClipDistance5>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE6\nelse if (fClipDistance6>0.0)\n{discard;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const clipPlaneFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"clipPlaneFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/clipPlaneFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clipPlaneFragment\";\nconst shader = `#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nif (false) {}\n#endif\n#ifdef CLIPPLANE\nelse if (fClipDistance>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE2\nelse if (fClipDistance2>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE3\nelse if (fClipDistance3>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE4\nelse if (fClipDistance4>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE5\nelse if (fClipDistance5>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE6\nelse if (fClipDistance6>0.0)\n{discard;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const clipPlaneFragment = { name, shader };\n"]}
@@ -21,7 +21,9 @@ varying float fClipDistance6;
21
21
  #endif
22
22
  `;
23
23
  // Sideeffect
24
- ShaderStore.IncludesShadersStore[name] = shader;
24
+ if (!ShaderStore.IncludesShadersStore[name]) {
25
+ ShaderStore.IncludesShadersStore[name] = shader;
26
+ }
25
27
  /** @internal */
26
28
  export const clipPlaneFragmentDeclaration = { name, shader };
27
29
  //# sourceMappingURL=clipPlaneFragmentDeclaration.js.map