@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
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  972. package/ShadersWGSL/convolution.fragment.js.map +1 -1
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  975. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -1
  976. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
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  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
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  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
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  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
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  1008. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
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  1016. package/ShadersWGSL/fxaa.vertex.js.map +1 -1
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  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
  1100. package/ShadersWGSL/layer.vertex.js.map +1 -1
  1101. package/ShadersWGSL/lensFlare.fragment.js +3 -1
  1102. package/ShadersWGSL/lensFlare.fragment.js.map +1 -1
  1103. package/ShadersWGSL/lensFlare.vertex.js +3 -1
  1104. package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
  1105. package/ShadersWGSL/line.fragment.js +3 -1
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  1107. package/ShadersWGSL/line.vertex.js +3 -1
  1108. package/ShadersWGSL/line.vertex.js.map +1 -1
  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
  1112. package/ShadersWGSL/lodCube.fragment.js.map +1 -1
  1113. package/ShadersWGSL/meshUVSpaceRenderer.fragment.js +3 -1
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  1117. package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js +3 -1
  1118. package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
  1119. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +3 -1
  1120. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  1121. package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js +3 -1
  1122. package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js.map +1 -1
  1123. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +3 -1
  1124. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  1125. package/ShadersWGSL/motionBlur.fragment.js +3 -1
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  1127. package/ShadersWGSL/oitBackBlend.fragment.js +3 -1
  1128. package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -1
  1129. package/ShadersWGSL/oitFinal.fragment.js +3 -1
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  1143. package/ShadersWGSL/pbr.fragment.js +6 -1
  1144. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  1145. package/ShadersWGSL/pbr.vertex.js +3 -1
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  1147. package/ShadersWGSL/picking.fragment.js +3 -1
  1148. package/ShadersWGSL/picking.fragment.js.map +1 -1
  1149. package/ShadersWGSL/picking.vertex.js +3 -1
  1150. package/ShadersWGSL/picking.vertex.js.map +1 -1
  1151. package/ShadersWGSL/postprocess.vertex.js +3 -1
  1152. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  1153. package/ShadersWGSL/procedural.vertex.js +3 -1
  1154. package/ShadersWGSL/procedural.vertex.js.map +1 -1
  1155. package/ShadersWGSL/rgbdDecode.fragment.js +3 -1
  1156. package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -1
  1157. package/ShadersWGSL/rgbdEncode.fragment.js +3 -1
  1158. package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -1
  1159. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +3 -1
  1160. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
  1161. package/ShadersWGSL/rsmGlobalIllumination.fragment.js +3 -1
  1162. package/ShadersWGSL/rsmGlobalIllumination.fragment.js.map +1 -1
  1163. package/ShadersWGSL/screenSpaceReflection2.fragment.js +3 -1
  1164. package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
  1165. package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js +3 -1
  1166. package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js.map +1 -1
  1167. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
  1168. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  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
  1174. package/ShadersWGSL/sharpen.fragment.js.map +1 -1
  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
@@ -4,7 +4,9 @@ const name = "gaussianSplattingVertexDeclaration";
4
4
  const shader = `attribute position: vec2f;
5
5
  `;
6
6
  // Sideeffect
7
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
7
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
8
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
9
+ }
8
10
  /** @internal */
9
11
  export const gaussianSplattingVertexDeclarationWGSL = { name, shader };
10
12
  //# sourceMappingURL=gaussianSplattingVertexDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplattingVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"gaussianSplattingVertexDeclaration\";\nconst shader = `attribute position: vec2f;\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const gaussianSplattingVertexDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplattingVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplattingVertexDeclaration\";\nconst shader = `attribute position: vec2f;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexDeclarationWGSL = { name, shader };\n"]}
@@ -18,7 +18,9 @@ fn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var
18
18
  #endif
19
19
  `;
20
20
  // Sideeffect
21
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
21
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
22
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
23
+ }
22
24
  /** @internal */
23
25
  export const harmonicsFunctionsWGSL = { name, shader };
24
26
  //# sourceMappingURL=harmonicsFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"harmonicsFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/harmonicsFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const harmonicsFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"harmonicsFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/harmonicsFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const harmonicsFunctionsWGSL = { name, shader };\n"]}
@@ -59,7 +59,9 @@ result=result/weight;return result;}}
59
59
  #endif
60
60
  `;
61
61
  // Sideeffect
62
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
62
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
63
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
64
+ }
63
65
  /** @internal */
64
66
  export const hdrFilteringFunctionsWGSL = { name, shader };
65
67
  //# sourceMappingURL=hdrFilteringFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);\n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);\n#endif\nif (NoL>0.) {\n#ifdef IBL_CDF_FILTERING\nvar pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;\n#else\nvar pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\n#ifdef IBL_CDF_FILTERING\nvar light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}\nresult+=NoL*light;\n#else\nresult+=c;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);\n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);\n#endif\nif (NoL>0.) {\n#ifdef IBL_CDF_FILTERING\nvar pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;\n#else\nvar pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\n#ifdef IBL_CDF_FILTERING\nvar light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}\nresult+=NoL*light;\n#else\nresult+=c;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
@@ -78,7 +78,9 @@ fn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}
78
78
  fn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}
79
79
  `;
80
80
  // Sideeffect
81
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
81
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
82
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
83
+ }
82
84
  /** @internal */
83
85
  export const helperFunctionsWGSL = { name, shader };
84
86
  //# sourceMappingURL=helperFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Ed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3f=vec3f(0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}\nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3f=inMatrix[0];let i1: vec3f=inMatrix[1];let i2: vec3f=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=0.0773993808*color;let remainingSection: vec3f=pow(0.947867299*(color+vec3f(0.055)),vec3f(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.04045)));}\nfn toGammaSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=12.92*color;let remainingSection: vec3f=1.055*pow(color,vec3f(0.41666))-vec3f(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.0031308)));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3f(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3f(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3f(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3f)->vec3f\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn getLuminance(color: vec3f)->f32\n{return saturate(dot(color,LuminanceEncodeApprox));}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3f)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3f =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(saturateVec3(rgb),D);}\nfn fromRGBD(rgbd: vec4<f32>)->vec3f {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3f,origVec: vec3f,cubeSize: vec3f,cubePos: vec3f)->vec3f {let invOrigVec: vec3f=vec3f(1.)/origVec;let halfSize: vec3f=cubeSize*0.5;let intersecAtMaxPlane: vec3f=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3f=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3f=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3f=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\nfn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*TWO_PI-PI;var latitude : f32=HALF_PI-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}\nfn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const helperFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3f=vec3f(0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}\nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3f=inMatrix[0];let i1: vec3f=inMatrix[1];let i2: vec3f=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=0.0773993808*color;let remainingSection: vec3f=pow(0.947867299*(color+vec3f(0.055)),vec3f(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.04045)));}\nfn toGammaSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=12.92*color;let remainingSection: vec3f=1.055*pow(color,vec3f(0.41666))-vec3f(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.0031308)));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3f(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3f(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3f(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3f)->vec3f\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn getLuminance(color: vec3f)->f32\n{return saturate(dot(color,LuminanceEncodeApprox));}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3f)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3f =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(saturateVec3(rgb),D);}\nfn fromRGBD(rgbd: vec4<f32>)->vec3f {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3f,origVec: vec3f,cubeSize: vec3f,cubePos: vec3f)->vec3f {let invOrigVec: vec3f=vec3f(1.)/origVec;let halfSize: vec3f=cubeSize*0.5;let intersecAtMaxPlane: vec3f=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3f=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3f=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3f=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\nfn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*TWO_PI-PI;var latitude : f32=HALF_PI-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}\nfn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const helperFunctionsWGSL = { name, shader };\n"]}
@@ -6,7 +6,9 @@ fragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb, vec3f(2.2)),fragmentO
6
6
  #endif
7
7
  `;
8
8
  // Sideeffect
9
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
9
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
10
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const imageProcessingCompatibilityWGSL = { name, shader };
12
14
  //# sourceMappingURL=imageProcessingCompatibility.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingCompatibility.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingCompatibility\";\nconst shader = `#ifdef IMAGEPROCESSINGPOSTPROCESS\nfragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb, vec3f(2.2)),fragmentOutputs.color.a);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingCompatibilityWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingCompatibility.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingCompatibility\";\nconst shader = `#ifdef IMAGEPROCESSINGPOSTPROCESS\nfragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb, vec3f(2.2)),fragmentOutputs.color.a);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const imageProcessingCompatibilityWGSL = { name, shader };\n"]}
@@ -29,7 +29,9 @@ uniform ditherIntensity: f32;
29
29
  #endif
30
30
  `;
31
31
  // Sideeffect
32
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
32
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
33
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
34
+ }
33
35
  /** @internal */
34
36
  export const imageProcessingDeclarationWGSL = { name, shader };
35
37
  //# sourceMappingURL=imageProcessingDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingDeclaration\";\nconst shader = `#ifdef EXPOSURE\nuniform exposureLinear: f32;\n#endif\n#ifdef CONTRAST\nuniform contrast: f32;\n#endif\n#if defined(VIGNETTE) || defined(DITHER)\nuniform vInverseScreenSize: vec2f;\n#endif\n#ifdef VIGNETTE\nuniform vignetteSettings1: vec4f;uniform vignetteSettings2: vec4f;\n#endif\n#ifdef COLORCURVES\nuniform vCameraColorCurveNegative: vec4f;uniform vCameraColorCurveNeutral: vec4f;uniform vCameraColorCurvePositive: vec4f;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nvar txColorTransformSampler: sampler;var txColorTransform: texture_3d<f32>;\n#else\nvar txColorTransformSampler: sampler;var txColorTransform: texture_2d<f32>;\n#endif\nuniform colorTransformSettings: vec4f;\n#endif\n#ifdef DITHER\nuniform ditherIntensity: f32;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingDeclaration\";\nconst shader = `#ifdef EXPOSURE\nuniform exposureLinear: f32;\n#endif\n#ifdef CONTRAST\nuniform contrast: f32;\n#endif\n#if defined(VIGNETTE) || defined(DITHER)\nuniform vInverseScreenSize: vec2f;\n#endif\n#ifdef VIGNETTE\nuniform vignetteSettings1: vec4f;uniform vignetteSettings2: vec4f;\n#endif\n#ifdef COLORCURVES\nuniform vCameraColorCurveNegative: vec4f;uniform vCameraColorCurveNeutral: vec4f;uniform vCameraColorCurvePositive: vec4f;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nvar txColorTransformSampler: sampler;var txColorTransform: texture_3d<f32>;\n#else\nvar txColorTransformSampler: sampler;var txColorTransform: texture_2d<f32>;\n#endif\nuniform colorTransformSettings: vec4f;\n#endif\n#ifdef DITHER\nuniform ditherIntensity: f32;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const imageProcessingDeclarationWGSL = { name, shader };\n"]}
@@ -64,7 +64,9 @@ var rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);va
64
64
  #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
65
65
  return vec4f(rgb,result.a);}`;
66
66
  // Sideeffect
67
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
67
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
68
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
69
+ }
68
70
  /** @internal */
69
71
  export const imageProcessingFunctionsWGSL = { name, shader };
70
72
  //# sourceMappingURL=imageProcessingFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;6BA6Dc,CAAC;AAC9B,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if TONEMAPPING==3\nconst PBRNeutralStartCompression: f32=0.8-0.04;const PBRNeutralDesaturation: f32=0.15;fn PBRNeutralToneMapping( color: vec3f )->vec3f {var x: f32=min(color.r,min(color.g,color.b));var offset: f32=select(0.04,x-6.25*x*x,x<0.08);var result=color;result-=offset;var peak: f32=max(result.r,max(result.g,result.b));if (peak<PBRNeutralStartCompression) {return result;}\nvar d: f32=1.-PBRNeutralStartCompression;var newPeak: f32=1.-d*d/(peak+d-PBRNeutralStartCompression);result*=newPeak/peak;var g: f32=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(result,newPeak* vec3f(1,1,1),g);}\n#endif\n#if TONEMAPPING==2\nconst ACESInputMat: mat3x3f= mat3x3f(\nvec3f(0.59719,0.07600,0.02840),\nvec3f(0.35458,0.90834,0.13383),\nvec3f(0.04823,0.01566,0.83777)\n);const ACESOutputMat: mat3x3f= mat3x3f(\nvec3f( 1.60475,-0.10208,-0.00327),\nvec3f(-0.53108, 1.10813,-0.07276),\nvec3f(-0.07367,-0.00605, 1.07602)\n);fn RRTAndODTFit(v: vec3f)->vec3f\n{var a: vec3f=v*(v+0.0245786)-0.000090537;var b: vec3f=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nfn ACESFitted(color: vec3f)->vec3f\n{var output=ACESInputMat*color;output=RRTAndODTFit(output);output=ACESOutputMat*output;output=saturateVec3(output);return output;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nfn applyImageProcessing(result: vec4f)->vec4f {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\nvar rgb=result.rgb;;\n#ifdef EXPOSURE\nrgb*=uniforms.exposureLinear;\n#endif\n#ifdef VIGNETTE\nvar viewportXY: vec2f=fragmentInputs.position.xy*uniforms.vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;var vignetteXY1: vec3f= vec3f(viewportXY*uniforms.vignetteSettings1.xy+uniforms.vignetteSettings1.zw,1.0);var vignetteTerm: f32=dot(vignetteXY1,vignetteXY1);var vignette: f32=pow(vignetteTerm,uniforms.vignetteSettings2.w);var vignetteColor: vec3f=uniforms.vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvar vignetteColorMultiplier: vec3f=mix(vignetteColor, vec3f(1,1,1),vignette);rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nrgb=mix(vignetteColor,rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nrgb=PBRNeutralToneMapping(rgb);\n#elif TONEMAPPING==2\nrgb=ACESFitted(rgb);\n#elif TONEMAPPING==1\nconst tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);\n#endif\nrgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);\n#ifdef CONTRAST\nvar resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvar colorTransformInput: vec3f=rgb*uniforms.colorTransformSettings.xxx+uniforms.colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput).rgb;\n#else\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput,uniforms.colorTransformSettings.yz).rgb;\n#endif\nrgb=mix(rgb,colorTransformOutput,uniforms.colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nvar luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nvar rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=saturateVec3(rgb+ vec3f(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn vec4f(rgb,result.a);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;6BA6Dc,CAAC;AAC9B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if TONEMAPPING==3\nconst PBRNeutralStartCompression: f32=0.8-0.04;const PBRNeutralDesaturation: f32=0.15;fn PBRNeutralToneMapping( color: vec3f )->vec3f {var x: f32=min(color.r,min(color.g,color.b));var offset: f32=select(0.04,x-6.25*x*x,x<0.08);var result=color;result-=offset;var peak: f32=max(result.r,max(result.g,result.b));if (peak<PBRNeutralStartCompression) {return result;}\nvar d: f32=1.-PBRNeutralStartCompression;var newPeak: f32=1.-d*d/(peak+d-PBRNeutralStartCompression);result*=newPeak/peak;var g: f32=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(result,newPeak* vec3f(1,1,1),g);}\n#endif\n#if TONEMAPPING==2\nconst ACESInputMat: mat3x3f= mat3x3f(\nvec3f(0.59719,0.07600,0.02840),\nvec3f(0.35458,0.90834,0.13383),\nvec3f(0.04823,0.01566,0.83777)\n);const ACESOutputMat: mat3x3f= mat3x3f(\nvec3f( 1.60475,-0.10208,-0.00327),\nvec3f(-0.53108, 1.10813,-0.07276),\nvec3f(-0.07367,-0.00605, 1.07602)\n);fn RRTAndODTFit(v: vec3f)->vec3f\n{var a: vec3f=v*(v+0.0245786)-0.000090537;var b: vec3f=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nfn ACESFitted(color: vec3f)->vec3f\n{var output=ACESInputMat*color;output=RRTAndODTFit(output);output=ACESOutputMat*output;output=saturateVec3(output);return output;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nfn applyImageProcessing(result: vec4f)->vec4f {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\nvar rgb=result.rgb;;\n#ifdef EXPOSURE\nrgb*=uniforms.exposureLinear;\n#endif\n#ifdef VIGNETTE\nvar viewportXY: vec2f=fragmentInputs.position.xy*uniforms.vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;var vignetteXY1: vec3f= vec3f(viewportXY*uniforms.vignetteSettings1.xy+uniforms.vignetteSettings1.zw,1.0);var vignetteTerm: f32=dot(vignetteXY1,vignetteXY1);var vignette: f32=pow(vignetteTerm,uniforms.vignetteSettings2.w);var vignetteColor: vec3f=uniforms.vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvar vignetteColorMultiplier: vec3f=mix(vignetteColor, vec3f(1,1,1),vignette);rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nrgb=mix(vignetteColor,rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nrgb=PBRNeutralToneMapping(rgb);\n#elif TONEMAPPING==2\nrgb=ACESFitted(rgb);\n#elif TONEMAPPING==1\nconst tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);\n#endif\nrgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);\n#ifdef CONTRAST\nvar resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvar colorTransformInput: vec3f=rgb*uniforms.colorTransformSettings.xxx+uniforms.colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput).rgb;\n#else\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput,uniforms.colorTransformSettings.yz).rgb;\n#endif\nrgb=mix(rgb,colorTransformOutput,uniforms.colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nvar luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nvar rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=saturateVec3(rgb+ vec3f(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn vec4f(rgb,result.a);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const imageProcessingFunctionsWGSL = { name, shader };\n"]}
@@ -6,7 +6,9 @@ fn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.
6
6
  fn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f {
7
7
  var phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;
8
8
  // Sideeffect
9
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
9
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
10
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const importanceSamplingWGSL = { name, shader };
12
14
  //# sourceMappingURL=importanceSampling.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;wKAGyJ,CAAC;AACzK,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;wKAGyJ,CAAC;AACzK,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n"]}
@@ -25,7 +25,9 @@ uniform previousWorld : mat4x4<f32>;
25
25
  #endif
26
26
  `;
27
27
  // Sideeffect
28
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
28
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
29
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
30
+ }
29
31
  /** @internal */
30
32
  export const instancesDeclarationWGSL = { name, shader };
31
33
  //# sourceMappingURL=instancesDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"instancesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/instancesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"instancesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/instancesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const instancesDeclarationWGSL = { name, shader };\n"]}
@@ -30,7 +30,9 @@ var finalPreviousWorld=uniforms.previousWorld;
30
30
  #endif
31
31
  `;
32
32
  // Sideeffect
33
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
33
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
34
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
35
+ }
34
36
  /** @internal */
35
37
  export const instancesVertexWGSL = { name, shader };
36
38
  //# sourceMappingURL=instancesVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"instancesVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/instancesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nvar finalPreviousWorld=mat4x4<f32>(\nvertexInputs.previousWorld0,vertexInputs.previousWorld1,\nvertexInputs.previousWorld2,vertexInputs.previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nfinalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nvar finalPreviousWorld=uniforms.previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesVertexWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"instancesVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/instancesVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nvar finalPreviousWorld=mat4x4<f32>(\nvertexInputs.previousWorld0,vertexInputs.previousWorld1,\nvertexInputs.previousWorld2,vertexInputs.previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nfinalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nvar finalPreviousWorld=uniforms.previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const instancesVertexWGSL = { name, shader };\n"]}
@@ -8,7 +8,9 @@ h=sqrt(h);return vec2f(-b+h,-b-h);}
8
8
  fn sphereIntersectFromOrigin(ro: vec3f,rd: vec3f,ra: f32)->vec2f {var b: f32=dot(ro,rd);var c: f32=dot(ro,ro)-ra*ra;var h: f32=b*b-c;if(h<0.0) { return vec2f(-1.,-1.); }
9
9
  h=sqrt(h);return vec2f(-b+h,-b-h);}`;
10
10
  // Sideeffect
11
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
11
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
12
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const intersectionFunctionsWGSL = { name, shader };
14
16
  //# sourceMappingURL=intersectionFunctions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"intersectionFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/intersectionFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;oCAKqB,CAAC;AACrC,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"intersectionFunctions\";\nconst shader = `fn diskIntersectWithBackFaceCulling(ro: vec3f,rd: vec3f,c: vec3f,r: f32)->f32 {var d: f32=rd.y;if(d>0.0) { return 1e6; }\nvar o: vec3f=ro-c;var t: f32=-o.y/d;var q: vec3f=o+rd*t;return select(1e6,t,(dot(q,q)<r*r));}\nfn sphereIntersect(ro: vec3f,rd: vec3f,ce: vec3f,ra: f32)->vec2f {var oc: vec3f=ro-ce;var b: f32=dot(oc,rd);var c: f32=dot(oc,oc)-ra*ra;var h: f32=b*b-c;if(h<0.0) { return vec2f(-1.,-1.); }\nh=sqrt(h);return vec2f(-b+h,-b-h);}\nfn sphereIntersectFromOrigin(ro: vec3f,rd: vec3f,ra: f32)->vec2f {var b: f32=dot(ro,rd);var c: f32=dot(ro,ro)-ra*ra;var h: f32=b*b-c;if(h<0.0) { return vec2f(-1.,-1.); }\nh=sqrt(h);return vec2f(-b+h,-b-h);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const intersectionFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"intersectionFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/intersectionFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;oCAKqB,CAAC;AACrC,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"intersectionFunctions\";\nconst shader = `fn diskIntersectWithBackFaceCulling(ro: vec3f,rd: vec3f,c: vec3f,r: f32)->f32 {var d: f32=rd.y;if(d>0.0) { return 1e6; }\nvar o: vec3f=ro-c;var t: f32=-o.y/d;var q: vec3f=o+rd*t;return select(1e6,t,(dot(q,q)<r*r));}\nfn sphereIntersect(ro: vec3f,rd: vec3f,ce: vec3f,ra: f32)->vec2f {var oc: vec3f=ro-ce;var b: f32=dot(oc,rd);var c: f32=dot(oc,oc)-ra*ra;var h: f32=b*b-c;if(h<0.0) { return vec2f(-1.,-1.); }\nh=sqrt(h);return vec2f(-b+h,-b-h);}\nfn sphereIntersectFromOrigin(ro: vec3f,rd: vec3f,ra: f32)->vec2f {var b: f32=dot(ro,rd);var c: f32=dot(ro,ro)-ra*ra;var h: f32=b*b-c;if(h<0.0) { return vec2f(-1.,-1.); }\nh=sqrt(h);return vec2f(-b+h,-b-h);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const intersectionFunctionsWGSL = { name, shader };\n"]}
@@ -14,7 +14,9 @@ blend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleC
14
14
  #endif
15
15
  `;
16
16
  // Sideeffect
17
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
17
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
18
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
19
+ }
18
20
  /** @internal */
19
21
  export const kernelBlurFragmentWGSL = { name, shader };
20
22
  //# sourceMappingURL=kernelBlurFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlurFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/kernelBlurFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurFragment\";\nconst shader = `#ifdef DOF\nfactor=sampleCoC(fragmentInputs.sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;sumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCoord{X}))*computedWeight;\n#else\nblend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCoord{X})*computedWeight;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const kernelBlurFragmentWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlurFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/kernelBlurFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurFragment\";\nconst shader = `#ifdef DOF\nfactor=sampleCoC(fragmentInputs.sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;sumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCoord{X}))*computedWeight;\n#else\nblend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCoord{X})*computedWeight;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const kernelBlurFragmentWGSL = { name, shader };\n"]}
@@ -13,7 +13,9 @@ blend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleC
13
13
  #endif
14
14
  `;
15
15
  // Sideeffect
16
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
16
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
17
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
18
+ }
17
19
  /** @internal */
18
20
  export const kernelBlurFragment2WGSL = { name, shader };
19
21
  //# sourceMappingURL=kernelBlurFragment2.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlurFragment2.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/kernelBlurFragment2.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurFragment2\";\nconst shader = `#ifdef DOF\nfactor=sampleCoC(fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X});computedWeight=KERNEL_DEP_WEIGHT{X}*factor;sumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const kernelBlurFragment2WGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlurFragment2.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/kernelBlurFragment2.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurFragment2\";\nconst shader = `#ifdef DOF\nfactor=sampleCoC(fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X});computedWeight=KERNEL_DEP_WEIGHT{X}*factor;sumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const kernelBlurFragment2WGSL = { name, shader };\n"]}
@@ -3,7 +3,9 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "kernelBlurVaryingDeclaration";
4
4
  const shader = `varying sampleCoord{X}: vec2f;`;
5
5
  // Sideeffect
6
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
6
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
7
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
8
+ }
7
9
  /** @internal */
8
10
  export const kernelBlurVaryingDeclarationWGSL = { name, shader };
9
11
  //# sourceMappingURL=kernelBlurVaryingDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlurVaryingDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG,gCAAgC,CAAC;AAChD,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurVaryingDeclaration\";\nconst shader = `varying sampleCoord{X}: vec2f;`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const kernelBlurVaryingDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlurVaryingDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG,gCAAgC,CAAC;AAChD,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurVaryingDeclaration\";\nconst shader = `varying sampleCoord{X}: vec2f;`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const kernelBlurVaryingDeclarationWGSL = { name, shader };\n"]}
@@ -3,7 +3,9 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "kernelBlurVertex";
4
4
  const shader = `vertexOutputs.sampleCoord{X}=vertexOutputs.sampleCenter+uniforms.delta*KERNEL_OFFSET{X};`;
5
5
  // Sideeffect
6
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
6
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
7
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
8
+ }
7
9
  /** @internal */
8
10
  export const kernelBlurVertexWGSL = { name, shader };
9
11
  //# sourceMappingURL=kernelBlurVertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"kernelBlurVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/kernelBlurVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG,0FAA0F,CAAC;AAC1G,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"kernelBlurVertex\";\nconst shader = `vertexOutputs.sampleCoord{X}=vertexOutputs.sampleCenter+uniforms.delta*KERNEL_OFFSET{X};`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const kernelBlurVertexWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"kernelBlurVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/kernelBlurVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG,0FAA0F,CAAC;AAC1G,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"kernelBlurVertex\";\nconst shader = `vertexOutputs.sampleCoord{X}=vertexOutputs.sampleCenter+uniforms.delta*KERNEL_OFFSET{X};`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const kernelBlurVertexWGSL = { name, shader };\n"]}
@@ -317,7 +317,9 @@ sheenBase+=info.sheen.rgb*shadow;
317
317
  #endif
318
318
  `;
319
319
  // Sideeffect
320
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
320
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
321
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
322
+ }
321
323
  /** @internal */
322
324
  export const lightFragmentWGSL = { name, shader };
323
325
  //# sourceMappingURL=lightFragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Td,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvar diffuse{X}: vec4f=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif \n#endif \n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X}) || defined(AREALIGHT{X})\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif AREALIGHT{X}\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance,subSurfaceOut.translucencyIntensity,surfaceAlbedo.rgb);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if AREALIGHT{X}\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb);\n#else\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif \n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X}\nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Td,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvar diffuse{X}: vec4f=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif \n#endif \n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X}) || defined(AREALIGHT{X})\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif AREALIGHT{X}\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance,subSurfaceOut.translucencyIntensity,surfaceAlbedo.rgb);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if AREALIGHT{X}\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb);\n#else\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif \n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X}\nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
@@ -71,7 +71,9 @@ uniform lightMatrix{X}: mat4x4f;
71
71
  #endif
72
72
  `;
73
73
  // Sideeffect
74
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
74
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
75
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
76
+ }
75
77
  /** @internal */
76
78
  export const lightUboDeclarationWGSL = { name, shader };
77
79
  //# sourceMappingURL=lightUboDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lightUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\n#if defined(AREALIGHT{X})\nvLightWidth: vec4f,\nvLightHeight: vec4f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef IESLIGHTTEXTURE{X}\nvar iesLightTexture{X}Sampler: sampler;var iesLightTexture{X}: texture_2d<f32>;\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform textureProjectionMatrix{X}: mat4x4f;var projectionLightTexture{X}Sampler: sampler;var projectionLightTexture{X}: texture_2d<f32>;\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;uniform viewFrustumZ{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform frustumLengths{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform cascadeBlendFactor{X}: f32;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;var<private> vPositionFromLight{X}: array<vec4f,4>;var<private> vDepthMetric{X} : array<f32,4>;\n#if defined(SHADOWPCSS{X})\nvar shadowTexture{X}Sampler: sampler_comparison; \nvar shadowTexture{X}: texture_depth_2d_array;var depthTexture{X}Sampler: sampler;var depthTexture{X}: texture_2d_array<f32>;uniform lightSizeUVCorrection{X}: array<vec2f,SHADOWCSMNUM_CASCADES{X}>;uniform depthCorrection{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform penumbraDarkness{X}: f32;\n#elif defined(SHADOWPCF{X})\nvar shadowTexture{X}Sampler: sampler_comparison;var shadowTexture{X}: texture_depth_2d_array;\n#else \nvar shadowTexture{X}Sampler: sampler; \nvar shadowTexture{X}: texture_2d_array<f32>;\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vCascadeColorsMultiplier{X}: array<vec3f,8>=array<vec3f,8>\n(\nvec3f ( 1.5,0.0,0.0 ),\nvec3f ( 0.0,1.5,0.0 ),\nvec3f ( 0.0,0.0,5.5 ),\nvec3f ( 1.5,0.0,5.5 ),\nvec3f ( 1.5,1.5,0.0 ),\nvec3f ( 1.0,1.0,1.0 ),\nvec3f ( 0.0,1.0,5.5 ),\nvec3f ( 0.5,3.5,0.75 )\n);\n#endif\n#elif defined(SHADOWCUBE{X})\nvar shadowTexture{X}Sampler: sampler;var shadowTexture{X}: texture_cube<f32>;\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;\n#if defined(SHADOWPCSS{X})\nvar shadowTexture{X}Sampler: sampler_comparison; \nvar shadowTexture{X}: texture_depth_2d;var depthTexture{X}Sampler: sampler; \nvar depthTexture{X}: texture_2d<f32>;\n#elif defined(SHADOWPCF{X})\nvar shadowTexture{X}Sampler: sampler_comparison;var shadowTexture{X}: texture_depth_2d;\n#else\nvar shadowTexture{X}Sampler: sampler; \nvar shadowTexture{X}: texture_2d<f32>;\n#endif\nuniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightUboDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"lightUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\n#if defined(AREALIGHT{X})\nvLightWidth: vec4f,\nvLightHeight: vec4f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef IESLIGHTTEXTURE{X}\nvar iesLightTexture{X}Sampler: sampler;var iesLightTexture{X}: texture_2d<f32>;\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform textureProjectionMatrix{X}: mat4x4f;var projectionLightTexture{X}Sampler: sampler;var projectionLightTexture{X}: texture_2d<f32>;\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;uniform viewFrustumZ{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform frustumLengths{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform cascadeBlendFactor{X}: f32;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;var<private> vPositionFromLight{X}: array<vec4f,4>;var<private> vDepthMetric{X} : array<f32,4>;\n#if defined(SHADOWPCSS{X})\nvar shadowTexture{X}Sampler: sampler_comparison; \nvar shadowTexture{X}: texture_depth_2d_array;var depthTexture{X}Sampler: sampler;var depthTexture{X}: texture_2d_array<f32>;uniform lightSizeUVCorrection{X}: array<vec2f,SHADOWCSMNUM_CASCADES{X}>;uniform depthCorrection{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform penumbraDarkness{X}: f32;\n#elif defined(SHADOWPCF{X})\nvar shadowTexture{X}Sampler: sampler_comparison;var shadowTexture{X}: texture_depth_2d_array;\n#else \nvar shadowTexture{X}Sampler: sampler; \nvar shadowTexture{X}: texture_2d_array<f32>;\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vCascadeColorsMultiplier{X}: array<vec3f,8>=array<vec3f,8>\n(\nvec3f ( 1.5,0.0,0.0 ),\nvec3f ( 0.0,1.5,0.0 ),\nvec3f ( 0.0,0.0,5.5 ),\nvec3f ( 1.5,0.0,5.5 ),\nvec3f ( 1.5,1.5,0.0 ),\nvec3f ( 1.0,1.0,1.0 ),\nvec3f ( 0.0,1.0,5.5 ),\nvec3f ( 0.5,3.5,0.75 )\n);\n#endif\n#elif defined(SHADOWCUBE{X})\nvar shadowTexture{X}Sampler: sampler;var shadowTexture{X}: texture_cube<f32>;\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;\n#if defined(SHADOWPCSS{X})\nvar shadowTexture{X}Sampler: sampler_comparison; \nvar shadowTexture{X}: texture_depth_2d;var depthTexture{X}Sampler: sampler; \nvar depthTexture{X}: texture_2d<f32>;\n#elif defined(SHADOWPCF{X})\nvar shadowTexture{X}Sampler: sampler_comparison;var shadowTexture{X}: texture_depth_2d;\n#else\nvar shadowTexture{X}Sampler: sampler; \nvar shadowTexture{X}: texture_2d<f32>;\n#endif\nuniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightUboDeclarationWGSL = { name, shader };\n"]}
@@ -30,7 +30,9 @@ uniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;
30
30
  #endif
31
31
  `;
32
32
  // Sideeffect
33
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
33
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
34
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
35
+ }
34
36
  /** @internal */
35
37
  export const lightVxFragmentDeclarationWGSL = { name, shader };
36
38
  //# sourceMappingURL=lightVxFragmentDeclaration.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lightVxFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#if defined(AREALIGHT{X})\nuniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightVxFragmentDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"lightVxFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#if defined(AREALIGHT{X})\nuniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightVxFragmentDeclarationWGSL = { name, shader };\n"]}
@@ -31,7 +31,9 @@ varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightM
31
31
  #endif
32
32
  `;
33
33
  // Sideeffect
34
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
34
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
35
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
36
+ }
35
37
  /** @internal */
36
38
  export const lightVxUboDeclarationWGSL = { name, shader };
37
39
  //# sourceMappingURL=lightVxUboDeclaration.js.map