@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.
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
- package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +2 -0
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +6 -6
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -0
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +4 -2
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -0
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +4 -2
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +10 -9
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +12 -0
- package/AudioV2/webAudio/webAudioEngine.js +16 -2
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -0
- package/AudioV2/webAudio/webAudioMainOut.js +4 -2
- package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +2 -2
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
- package/AudioV2/webAudio/webAudioUnmuteUI.js +45 -0
- package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +21 -3
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -1
- package/Engines/thinEngine.js +10 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +2 -1
- package/Engines/webgpuEngine.js +3 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
- package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
- package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
- package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -1
- package/FrameGraph/Node/Blocks/index.js +1 -1
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Gizmos/gizmo.js +25 -17
- package/Gizmos/gizmo.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/material.js +1 -1
- package/Materials/material.js.map +1 -1
- package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/conditionBlock.js +19 -8
- package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
- package/Misc/decorators.js +2 -2
- package/Misc/decorators.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +1 -0
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
- package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
- package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js +5 -1
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
- package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js +3 -1
- package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bumpFragment.js +3 -1
- package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
- package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
- package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
- package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/bumpVertex.js +3 -1
- package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
- package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
- package/Shaders/ShadersInclude/decalFragment.js +3 -1
- package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
- package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/depthPrePass.js +3 -1
- package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
- package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
- package/Shaders/ShadersInclude/fibonacci.js +3 -2
- package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
- package/Shaders/ShadersInclude/fogFragment.js +3 -1
- package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
- package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/fogVertex.js +3 -1
- package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
- package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
- package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
- package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +3 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
- package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
- package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/importanceSampling.js +3 -1
- package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
- package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
- package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/instancesVertex.js +3 -1
- package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
- package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +3 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lineUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lineUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lineVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lineVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/logDepthDeclaration.js +3 -1
- package/Shaders/ShadersInclude/logDepthDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/logDepthFragment.js +3 -1
- package/Shaders/ShadersInclude/logDepthFragment.js.map +1 -1
- package/Shaders/ShadersInclude/logDepthVertex.js +3 -1
- package/Shaders/ShadersInclude/logDepthVertex.js.map +1 -1
- package/Shaders/ShadersInclude/ltcHelperFunctions.js +3 -1
- package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
- package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/meshFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/meshFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/meshUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/meshUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/meshVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/meshVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/oitDeclaration.js +3 -1
- package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/oitFragment.js +3 -1
- package/Shaders/ShadersInclude/oitFragment.js.map +1 -1
- package/Shaders/ShadersInclude/packingFunctions.js +3 -1
- package/Shaders/ShadersInclude/packingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +3 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAnisotropic.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js +5 -2
- package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockIridescence.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockLightmapInit.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockNormalFinal.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectance.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockReflectance.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectance0.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSheen.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +3 -1
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js +3 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +3 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -1
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -1
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrHelperFunctions.js +3 -1
- package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrIBLFunctions.js +3 -1
- package/Shaders/ShadersInclude/pbrIBLFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrVertexDeclaration.js +3 -1
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- package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +3 -1
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.fragment.js +3 -1
- package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.vertex.js +3 -1
- package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +3 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +3 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/highlights.fragment.js +3 -1
- package/ShadersWGSL/highlights.fragment.js.map +1 -1
- package/ShadersWGSL/iblCdfDebug.fragment.js +3 -1
- package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblCdfx.fragment.js +3 -1
- package/ShadersWGSL/iblCdfx.fragment.js.map +1 -1
- package/ShadersWGSL/iblCdfy.fragment.js +3 -1
- package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +3 -1
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
- package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +3 -1
- package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -1
- package/ShadersWGSL/iblIcdf.fragment.js +3 -1
- package/ShadersWGSL/iblIcdf.fragment.js.map +1 -1
- package/ShadersWGSL/iblScaledLuminance.fragment.js +3 -1
- package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js +3 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowDebug.fragment.js +3 -1
- package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +3 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +3 -1
- package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowsCombine.fragment.js +3 -1
- package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js +3 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +3 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
- package/ShadersWGSL/imageProcessing.fragment.js +3 -1
- package/ShadersWGSL/imageProcessing.fragment.js.map +1 -1
- package/ShadersWGSL/kernelBlur.fragment.js +3 -1
- package/ShadersWGSL/kernelBlur.fragment.js.map +1 -1
- package/ShadersWGSL/kernelBlur.vertex.js +3 -1
- package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
- package/ShadersWGSL/layer.fragment.js +3 -1
- package/ShadersWGSL/layer.fragment.js.map +1 -1
- package/ShadersWGSL/layer.vertex.js +3 -1
- package/ShadersWGSL/layer.vertex.js.map +1 -1
- package/ShadersWGSL/lensFlare.fragment.js +3 -1
- package/ShadersWGSL/lensFlare.fragment.js.map +1 -1
- package/ShadersWGSL/lensFlare.vertex.js +3 -1
- package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
- package/ShadersWGSL/line.fragment.js +3 -1
- package/ShadersWGSL/line.fragment.js.map +1 -1
- package/ShadersWGSL/line.vertex.js +3 -1
- package/ShadersWGSL/line.vertex.js.map +1 -1
- package/ShadersWGSL/lod.fragment.js +3 -1
- package/ShadersWGSL/lod.fragment.js.map +1 -1
- package/ShadersWGSL/lodCube.fragment.js +3 -1
- package/ShadersWGSL/lodCube.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRenderer.fragment.js +3 -1
- package/ShadersWGSL/meshUVSpaceRenderer.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +3 -1
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
- package/ShadersWGSL/motionBlur.fragment.js +3 -1
- package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
- package/ShadersWGSL/oitBackBlend.fragment.js +3 -1
- package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -1
- package/ShadersWGSL/oitFinal.fragment.js +3 -1
- package/ShadersWGSL/oitFinal.fragment.js.map +1 -1
- package/ShadersWGSL/outline.fragment.js +3 -1
- package/ShadersWGSL/outline.fragment.js.map +1 -1
- package/ShadersWGSL/outline.vertex.js +3 -1
- package/ShadersWGSL/outline.vertex.js.map +1 -1
- package/ShadersWGSL/particles.fragment.js +3 -1
- package/ShadersWGSL/particles.fragment.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +3 -1
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/ShadersWGSL/pass.fragment.js +3 -1
- package/ShadersWGSL/pass.fragment.js.map +1 -1
- package/ShadersWGSL/passCube.fragment.js +3 -1
- package/ShadersWGSL/passCube.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +6 -1
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +3 -1
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/picking.fragment.js +3 -1
- package/ShadersWGSL/picking.fragment.js.map +1 -1
- package/ShadersWGSL/picking.vertex.js +3 -1
- package/ShadersWGSL/picking.vertex.js.map +1 -1
- package/ShadersWGSL/postprocess.vertex.js +3 -1
- package/ShadersWGSL/postprocess.vertex.js.map +1 -1
- package/ShadersWGSL/procedural.vertex.js +3 -1
- package/ShadersWGSL/procedural.vertex.js.map +1 -1
- package/ShadersWGSL/rgbdDecode.fragment.js +3 -1
- package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -1
- package/ShadersWGSL/rgbdEncode.fragment.js +3 -1
- package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -1
- package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +3 -1
- package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
- package/ShadersWGSL/rsmGlobalIllumination.fragment.js +3 -1
- package/ShadersWGSL/rsmGlobalIllumination.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2.fragment.js +3 -1
- package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js +3 -1
- package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/ShadersWGSL/shadowMap.fragment.js +3 -1
- package/ShadersWGSL/shadowMap.fragment.js.map +1 -1
- package/ShadersWGSL/shadowMap.vertex.js +3 -1
- package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
- package/ShadersWGSL/sharpen.fragment.js +3 -1
- package/ShadersWGSL/sharpen.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.fragment.js +3 -1
- package/ShadersWGSL/sprites.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.vertex.js +3 -1
- package/ShadersWGSL/sprites.vertex.js.map +1 -1
- package/ShadersWGSL/ssao2.fragment.js +3 -1
- package/ShadersWGSL/ssao2.fragment.js.map +1 -1
- package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
- package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
- package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
- package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
- package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
- package/ShadersWGSL/taa.fragment.js +3 -1
- package/ShadersWGSL/taa.fragment.js.map +1 -1
- package/ShadersWGSL/tonemap.fragment.js +3 -1
- package/ShadersWGSL/tonemap.fragment.js.map +1 -1
- package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
- package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
- package/package.json +1 -1
- package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
- package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
- /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
- /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
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@@ -20,7 +20,9 @@ fn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=irradiance(inp
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#endif
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);fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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}
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/** @internal */
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export const hdrIrradianceFilteringPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=hdrIrradianceFiltering.fragment.js.map
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{"version":3,"file":"hdrIrradianceFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrIrradianceFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;8DAa+C,CAAC;AAC/D,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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{"version":3,"file":"hdrIrradianceFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrIrradianceFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;8DAa+C,CAAC;AAC/D,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\n\nconst name = \"hdrIrradianceFilteringPixelShader\";\nconst shader = `#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nvar inputTextureSampler: sampler;var inputTexture: texture_cube<f32>;\n#ifdef IBL_CDF_FILTERING\nvar icdfTextureSampler: sampler;var icdfTexture: texture_2d<f32>;\n#endif\nuniform vFilteringInfo: vec2f;uniform hdrScale: f32;varying direction: vec3f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=irradiance(inputTexture,inputTextureSampler,input.direction,uniforms.vFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfTexture,icdfTextureSampler\n#endif\n);fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrIrradianceFilteringPixelShaderWGSL = { name, shader };\n"]}
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@@ -10,7 +10,9 @@ var view: mat3x3f= mat3x3f(uniforms.up,uniforms.right,uniforms.front);vertexOutp
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#define CUSTOM_VERTEX_MAIN_END
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}`;
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// Sideeffect
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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}
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/** @internal */
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export const hdrIrradianceFilteringVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=hdrIrradianceFiltering.vertex.js.map
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{"version":3,"file":"hdrIrradianceFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrIrradianceFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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1
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+
{"version":3,"file":"hdrIrradianceFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/hdrIrradianceFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"hdrIrradianceFilteringVertexShader\";\nconst shader = `attribute position: vec2f;varying direction: vec3f;uniform up: vec3f;uniform right: vec3f;uniform front: vec3f;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar view: mat3x3f= mat3x3f(uniforms.up,uniforms.right,uniforms.front);vertexOutputs.direction=view*vec3f(input.position,1.0);vertexOutputs.position= vec4f(input.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrIrradianceFilteringVertexShaderWGSL = { name, shader };\n"]}
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@@ -6,7 +6,9 @@ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textur
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {var tex: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var c: vec3f=tex.rgb;var luma: f32=dot(c.rgb,RGBLuminanceCoefficients);fragmentOutputs.color= vec4f(pow(c, vec3f(25.0-luma*15.0)),tex.a); }`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const highlightsPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=highlights.fragment.js.map
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@@ -1 +1 @@
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{"version":3,"file":"highlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/highlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;0QAG2P,CAAC;AAC3Q,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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+
{"version":3,"file":"highlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/highlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;0QAG2P,CAAC;AAC3Q,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"highlightsPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;const RGBLuminanceCoefficients: vec3f= vec3f(0.2126,0.7152,0.0722);\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var tex: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var c: vec3f=tex.rgb;var luma: f32=dot(c.rgb,RGBLuminanceCoefficients);fragmentOutputs.color= vec4f(pow(c, vec3f(25.0-luma*15.0)),tex.a); }`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const highlightsPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -36,7 +36,9 @@ textureSample(cdfx,cdfxSampler,(uv- vec2f(0.0,cdfxStart))* vec2f(1.0,1.0/cdfxVSi
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vec2f(1.0,1.0/cdfxVSize)).r;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {colour=backgroundColour;} else if (uv.y>iblStart) {colour+=iblColour;} else if (uv.y>pdfStart) {colour+=pdfColour;} else if (uv.y>cdfyStart && uv.x<0.5) {colour.r+=cdfyColour/f32(cdfyHeight);} else if (uv.y>cdfyStart && uv.x>0.5) {colour.r+=icdfyColour;} else if (uv.y>cdfxStart) {colour.r+=cdfxColour/f32(cdfxWidth);} else if (uv.y>icdfxStart) {colour.r+=icdfxColour;}
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fragmentOutputs.color =vec4(mix(colour,backgroundColour,0.5),1.0);}`;
|
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// Sideeffect
|
|
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|
-
ShaderStore.ShadersStoreWGSL[name]
|
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|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
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}
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/** @internal */
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export const iblCdfDebugPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=iblCdfDebug.fragment.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"iblCdfDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;oEAiCqD,CAAC;AACrE,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
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+
{"version":3,"file":"iblCdfDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;oEAiCqD,CAAC;AACrE,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCdfDebugPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var cdfySampler: sampler;var cdfy: texture_2d<f32>;var cdfxSampler: sampler;var cdfx: texture_2d<f32>;var icdfSampler: sampler;var icdf: texture_2d<f32>;\n#ifdef IBL_USE_CUBE_MAP\nvar iblSourceSampler: sampler;var iblSource: texture_cube<f32>;\n#else\nvar iblSourceSampler: sampler;var iblSource: texture_2d<f32>;\n#endif\nvar textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#define cdfyVSize (0.8/3.0)\n#define cdfxVSize 0.1\n#define cdfyHSize 0.5\nuniform sizeParams: vec4f;\n#ifdef IBL_USE_CUBE_MAP\nfn equirectangularToCubemapDirection(uv: vec2f)->vec3f {var longitude: f32=uv.x*2.0*PI-PI;var latitude: f32=PI*0.5-uv.y*PI;var direction: vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs { \nvar colour: vec3f= vec3f(0.0);var uv: vec2f =\nvec2f((uniforms.sizeParams.x+input.vUV.x)*uniforms.sizeParams.z,(uniforms.sizeParams.y+input.vUV.y)*uniforms.sizeParams.w);var backgroundColour: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var cdfxWidth: u32=textureDimensions(cdfx,0).x;var cdfyHeight: u32=textureDimensions(cdfy,0).y;const iblStart: f32=1.0-cdfyVSize;const pdfStart: f32=1.0-2.0*cdfyVSize;const cdfyStart: f32=1.0-3.0*cdfyVSize;const cdfxStart: f32=1.0-3.0*cdfyVSize-cdfxVSize;const icdfxStart: f32=1.0-3.0*cdfyVSize-2.0*cdfxVSize;\n#ifdef IBL_USE_CUBE_MAP\nvar direction: vec3f=equirectangularToCubemapDirection(\n(uv- vec2f(0.0,iblStart))* vec2f(1.0,1.0/cdfyVSize));var iblColour: vec3f=textureSampleLevel(iblSource,iblSourceSampler,direction,0.0).rgb;\n#else\nvar iblColour: vec3f=textureSample(iblSource,iblSourceSampler,(uv- vec2f(0.0,iblStart)) *\nvec2f(1.0,1.0/cdfyVSize))\n.rgb;\n#endif\nvar pdfColour: vec3f =\ntextureSample(icdf,icdfSampler,(uv- vec2f(0.0,pdfStart))* vec2f(1.0,1.0/cdfyVSize)).zzz;var cdfyColour: f32 =\ntextureSample(cdfy,cdfySampler,(uv- vec2f(0.0,cdfyStart))* vec2f(2.0,1.0/cdfyVSize)).r;var icdfyColour: f32 =\ntextureSample(icdf,icdfSampler,(uv- vec2f(0.5,cdfyStart))* vec2f(2.0,1.0/cdfyVSize)).g;var cdfxColour: f32 =\ntextureSample(cdfx,cdfxSampler,(uv- vec2f(0.0,cdfxStart))* vec2f(1.0,1.0/cdfxVSize)).r;var icdfxColour: f32=textureSample(icdf,icdfSampler,(uv- vec2f(0.0,icdfxStart)) *\nvec2f(1.0,1.0/cdfxVSize)).r;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {colour=backgroundColour;} else if (uv.y>iblStart) {colour+=iblColour;} else if (uv.y>pdfStart) {colour+=pdfColour;} else if (uv.y>cdfyStart && uv.x<0.5) {colour.r+=cdfyColour/f32(cdfyHeight);} else if (uv.y>cdfyStart && uv.x>0.5) {colour.r+=icdfyColour;} else if (uv.y>cdfxStart) {colour.r+=cdfxColour/f32(cdfxWidth);} else if (uv.y>icdfxStart) {colour.r+=icdfxColour;}\nfragmentOutputs.color =vec4(mix(colour,backgroundColour,0.5),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblCdfDebugPixelShaderWGSL = { name, shader };\n"]}
|
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@@ -6,7 +6,9 @@ varying vUV: vec2f;var cdfy: texture_2d<f32>;@fragment
|
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6
6
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fn main(input: FragmentInputs)->FragmentOutputs {var cdfyRes=textureDimensions(cdfy,0);var currentPixel=vec2u(fragmentInputs.position.xy);var cdfx: f32=0.0;for (var x: u32=1; x<=currentPixel.x; x++) {cdfx+=textureLoad(cdfy, vec2u(x-1,cdfyRes.y-1),0).x;}
|
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7
7
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fragmentOutputs.color= vec4f( vec3f(cdfx),1.0);}`;
|
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8
8
|
// Sideeffect
|
|
9
|
-
ShaderStore.ShadersStoreWGSL[name]
|
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9
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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}
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/** @internal */
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export const iblCdfxPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=iblCdfx.fragment.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"iblCdfx.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfx.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;iDAGkC,CAAC;AAClD,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"iblCdfx.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfx.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;iDAGkC,CAAC;AAClD,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCdfxPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var cdfy: texture_2d<f32>;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var cdfyRes=textureDimensions(cdfy,0);var currentPixel=vec2u(fragmentInputs.position.xy);var cdfx: f32=0.0;for (var x: u32=1; x<=currentPixel.x; x++) {cdfx+=textureLoad(cdfy, vec2u(x-1,cdfyRes.y-1),0).x;}\nfragmentOutputs.color= vec4f( vec3f(cdfx),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblCdfxPixelShaderWGSL = { name, shader };\n"]}
|
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@@ -28,7 +28,9 @@ cdfy+=fetchPanoramic( vec2i(coords.x,y-1), f32(uniforms.iblHeight));
|
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28
28
|
}
|
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fragmentOutputs.color= vec4f(cdfy,0.0,0.0,1.0);}`;
|
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// Sideeffect
|
|
31
|
-
ShaderStore.ShadersStoreWGSL[name]
|
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31
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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32
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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33
|
+
}
|
|
32
34
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/** @internal */
|
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33
35
|
export const iblCdfyPixelShaderWGSL = { name, shader };
|
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//# sourceMappingURL=iblCdfy.fragment.js.map
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"iblCdfy.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfy.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;iDAyBkC,CAAC;AAClD,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"iblCdfy.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCdfy.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;iDAyBkC,CAAC;AAClD,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCdfyPixelShader\";\nconst shader = `varying vUV : vec2f;\n#include <helperFunctions>\n#ifdef IBL_USE_CUBE_MAP\nvar iblSourceSampler: sampler;var iblSource: texture_cube<f32>;\n#else\nvar iblSourceSampler: sampler;var iblSource: texture_2d<f32>;\n#endif\nuniform iblHeight: i32;\n#ifdef IBL_USE_CUBE_MAP\nfn fetchCube(uv: vec2f)->f32 {var direction: vec3f=equirectangularToCubemapDirection(uv);return sin(PI*uv.y) *\ndot(textureSampleLevel(iblSource,iblSourceSampler,direction,0.0)\n.rgb,\nLuminanceEncodeApprox);}\n#else\nfn fetchPanoramic(Coords: vec2i,envmapHeight: f32)->f32 {return sin(PI*(f32(Coords.y)+0.5)/envmapHeight) *\ndot(textureLoad(iblSource,Coords,0).rgb,LuminanceEncodeApprox);}\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var coords: vec2i= vec2i(fragmentInputs.position.xy);var cdfy: f32=0.0;for (var y: i32=1; y<=coords.y; y++) {\n#ifdef IBL_USE_CUBE_MAP\nvar uv: vec2f= vec2f(input.vUV.x,( f32(y-1)+0.5)/ f32(uniforms.iblHeight));cdfy+=fetchCube(uv);\n#else\ncdfy+=fetchPanoramic( vec2i(coords.x,y-1), f32(uniforms.iblHeight));\n#endif\n}\nfragmentOutputs.color= vec4f(cdfy,0.0,0.0,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblCdfyPixelShaderWGSL = { name, shader };\n"]}
|
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@@ -4,7 +4,9 @@ const name = "iblCombineVoxelGridsPixelShader";
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4
4
|
const shader = `varying vUV: vec2f;var voxelXaxisSamplerSampler: sampler;var voxelXaxisSampler: texture_3d<f32>;var voxelYaxisSamplerSampler: sampler;var voxelYaxisSampler: texture_3d<f32>;var voxelZaxisSamplerSampler: sampler;var voxelZaxisSampler: texture_3d<f32>;uniform layer: f32;@fragment
|
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5
5
|
fn main(input: FragmentInputs)->FragmentOutputs {var coordZ: vec3f= vec3f(fragmentInputs.vUV.x,fragmentInputs.vUV.y,uniforms.layer);var voxelZ: f32=textureSample(voxelZaxisSampler,voxelZaxisSamplerSampler,coordZ).r;var coordX: vec3f= vec3f(1.0-uniforms.layer,fragmentInputs.vUV.y,fragmentInputs.vUV.x);var voxelX: f32=textureSample(voxelXaxisSampler,voxelXaxisSamplerSampler,coordX).r;var coordY: vec3f= vec3f(uniforms.layer,fragmentInputs.vUV.x,fragmentInputs.vUV.y);var voxelY: f32=textureSample(voxelYaxisSampler,voxelYaxisSamplerSampler,coordY).r;var voxel=select(0.0,1.0,(voxelX>0.0 || voxelY>0.0 || voxelZ>0.0));fragmentOutputs.color= vec4f( vec3f(voxel),1.0);}`;
|
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6
6
|
// Sideeffect
|
|
7
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
7
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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8
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
9
|
+
}
|
|
8
10
|
/** @internal */
|
|
9
11
|
export const iblCombineVoxelGridsPixelShaderWGSL = { name, shader };
|
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10
12
|
//# sourceMappingURL=iblCombineVoxelGrids.fragment.js.map
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|
@@ -1 +1 @@
|
|
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1
|
-
{"version":3,"file":"iblCombineVoxelGrids.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCombineVoxelGrids.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;4pBAC6oB,CAAC;AAC7pB,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"iblCombineVoxelGrids.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCombineVoxelGrids.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;4pBAC6oB,CAAC;AAC7pB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCombineVoxelGridsPixelShader\";\nconst shader = `varying vUV: vec2f;var voxelXaxisSamplerSampler: sampler;var voxelXaxisSampler: texture_3d<f32>;var voxelYaxisSamplerSampler: sampler;var voxelYaxisSampler: texture_3d<f32>;var voxelZaxisSamplerSampler: sampler;var voxelZaxisSampler: texture_3d<f32>;uniform layer: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var coordZ: vec3f= vec3f(fragmentInputs.vUV.x,fragmentInputs.vUV.y,uniforms.layer);var voxelZ: f32=textureSample(voxelZaxisSampler,voxelZaxisSamplerSampler,coordZ).r;var coordX: vec3f= vec3f(1.0-uniforms.layer,fragmentInputs.vUV.y,fragmentInputs.vUV.x);var voxelX: f32=textureSample(voxelXaxisSampler,voxelXaxisSamplerSampler,coordX).r;var coordY: vec3f= vec3f(uniforms.layer,fragmentInputs.vUV.x,fragmentInputs.vUV.y);var voxelY: f32=textureSample(voxelYaxisSampler,voxelYaxisSamplerSampler,coordY).r;var voxel=select(0.0,1.0,(voxelX>0.0 || voxelY>0.0 || voxelZ>0.0));fragmentOutputs.color= vec4f( vec3f(voxel),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblCombineVoxelGridsPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -20,7 +20,9 @@ fn main(input: FragmentInputs)->FragmentOutputs {var Coords=vec3i(2)*vec3i(vec2i
|
|
|
20
20
|
(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,1,1),0).x>0.0f))
|
|
21
21
|
<< 7u);fragmentOutputs.color=vec4f( f32(tex)/255.0f,0.0f,0.0f,1.0);}`;
|
|
22
22
|
// Sideeffect
|
|
23
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
23
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
24
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
25
|
+
}
|
|
24
26
|
/** @internal */
|
|
25
27
|
export const iblGenerateVoxelMipPixelShaderWGSL = { name, shader };
|
|
26
28
|
//# sourceMappingURL=iblGenerateVoxelMip.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"iblGenerateVoxelMip.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblGenerateVoxelMip.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;qEAiBsD,CAAC;AACtE,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"iblGenerateVoxelMip.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblGenerateVoxelMip.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;qEAiBsD,CAAC;AACtE,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblGenerateVoxelMipPixelShader\";\nconst shader = `varying vUV: vec2f;var srcMip: texture_3d<f32>;uniform layerNum: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var Coords=vec3i(2)*vec3i(vec2i(fragmentInputs.position.xy),uniforms.layerNum);var tex =\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,0,0),0).x>0.0f))\n<< 0u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,0,0),0).x>0.0f))\n<< 1u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,1,0),0).x>0.0f))\n<< 2u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,1,0),0).x>0.0f))\n<< 3u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,0,1),0).x>0.0f))\n<< 4u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,0,1),0).x>0.0f))\n<< 5u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,1,1),0).x>0.0f))\n<< 6u) |\n(u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,1,1),0).x>0.0f))\n<< 7u);fragmentOutputs.color=vec4f( f32(tex)/255.0f,0.0f,0.0f,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblGenerateVoxelMipPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -37,7 +37,9 @@ scaledLuminanceSamplerSampler,
|
|
|
37
37
|
input.vUV,highestMip)
|
|
38
38
|
.r;var pixelLuminance: f32=fetchLuminance(input.vUV);outputColor.z=pixelLuminance/(2.0*PI*normalization);fragmentOutputs.color=vec4( outputColor,1.0);}`;
|
|
39
39
|
// Sideeffect
|
|
40
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
40
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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ShaderStore.ShadersStoreWGSL[name] = shader;
|
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}
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/** @internal */
|
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export const iblIcdfPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=iblIcdf.fragment.js.map
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"iblIcdf.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblIcdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;wJAiCyI,CAAC;AACzJ,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
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+
{"version":3,"file":"iblIcdf.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblIcdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;wJAiCyI,CAAC;AACzJ,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblIcdfPixelShader\";\nconst shader = `#include<helperFunctions>\nvarying vUV: vec2f;\n#ifdef IBL_USE_CUBE_MAP\nvar iblSourceSampler: sampler;var iblSource: texture_cube<f32>;\n#else\nvar iblSourceSampler: sampler;var iblSource: texture_2d<f32>;\n#endif\nvar scaledLuminanceSamplerSampler : sampler;var scaledLuminanceSampler : texture_2d<f32>;var cdfx: texture_2d<f32>;var cdfy: texture_2d<f32>;fn fetchLuminance(coords: vec2f)->f32 {\n#ifdef IBL_USE_CUBE_MAP\nvar direction: vec3f=equirectangularToCubemapDirection(coords);var color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,direction,0.0).rgb;\n#else\nvar color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,coords,0.0).rgb;\n#endif\nreturn dot(color,LuminanceEncodeApprox);}\nfn fetchCDFx(x: u32)->f32 {return textureLoad(cdfx, vec2u(x,0),0).x;}\nfn bisectx(size: u32,targetValue: f32)->f32\n{var a: u32=0;var b=size-1;while (b-a>1) {var c: u32=(a+b)>>1;if (fetchCDFx(c)<targetValue) {a=c;}\nelse {b=c;}}\nreturn mix( f32(a), f32(b),(targetValue-fetchCDFx(a))/(fetchCDFx(b)-fetchCDFx(a)))/ f32(size-1);}\nfn fetchCDFy(y: u32,invocationId: u32)->f32 {return textureLoad(cdfy, vec2u(invocationId,y),0).x;}\nfn bisecty(size: u32,targetValue: f32,invocationId: u32)->f32\n{var a: u32=0;var b=size-1;while (b-a>1) {var c=(a+b)>>1;if (fetchCDFy(c,invocationId)<targetValue) {a=c;}\nelse {b=c;}}\nreturn mix( f32(a), f32(b),(targetValue-fetchCDFy(a,invocationId))/(fetchCDFy(b,invocationId)-fetchCDFy(a,invocationId)))/ f32(size-1);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var cdfxSize: vec2u=textureDimensions(cdfx,0);var cdfWidth: u32=cdfxSize.x;var icdfWidth: u32=cdfWidth-1;var currentPixel: vec2u= vec2u(fragmentInputs.position.xy);var outputColor: vec3f=vec3f(1.0);if (currentPixel.x==0)\n{outputColor.x= 0.0;}\nelse if (currentPixel.x==icdfWidth-1) {outputColor.x= 1.0;} else {var targetValue: f32=fetchCDFx(cdfWidth-1)*input.vUV.x;outputColor.x= bisectx(cdfWidth,targetValue);}\nvar cdfySize: vec2u=textureDimensions(cdfy,0);var cdfHeight: u32=cdfySize.y;if (currentPixel.y==0) {outputColor.y= 0.0;}\nelse if (currentPixel.y==cdfHeight-2) {outputColor.y= 1.0;} else {var targetValue: f32=fetchCDFy(cdfHeight-1,currentPixel.x)*input.vUV.y;outputColor.y= max(bisecty(cdfHeight,targetValue,currentPixel.x),0.0);}\nvar size : vec2f=vec2f(textureDimensions(scaledLuminanceSampler,0));var highestMip: f32=floor(log2(size.x));var normalization : f32=textureSampleLevel(scaledLuminanceSampler,\nscaledLuminanceSamplerSampler,\ninput.vUV,highestMip)\n.r;var pixelLuminance: f32=fetchLuminance(input.vUV);outputColor.z=pixelLuminance/(2.0*PI*normalization);fragmentOutputs.color=vec4( outputColor,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblIcdfPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -18,7 +18,9 @@ return dot(color,LuminanceEncodeApprox);}
|
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@fragment
|
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|
fn main(input: FragmentInputs)->FragmentOutputs {var deform: f32=sin(input.vUV.y*PI);var luminance: f32=fetchLuminance(input.vUV);fragmentOutputs.color=vec4f(vec3f(deform*luminance),1.0);}`;
|
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|
// Sideeffect
|
|
21
|
-
ShaderStore.ShadersStoreWGSL[name]
|
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|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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|
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}
|
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/** @internal */
|
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export const iblScaledLuminancePixelShaderWGSL = { name, shader };
|
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//# sourceMappingURL=iblScaledLuminance.fragment.js.map
|
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@@ -1 +1 @@
|
|
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1
|
-
{"version":3,"file":"iblScaledLuminance.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblScaledLuminance.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;6LAc8K,CAAC;AAC9L,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
|
+
{"version":3,"file":"iblScaledLuminance.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblScaledLuminance.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;6LAc8K,CAAC;AAC9L,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblScaledLuminancePixelShader\";\nconst shader = `#include<helperFunctions>\n#ifdef IBL_USE_CUBE_MAP\nvar iblSourceSampler: sampler;var iblSource: texture_cube<f32>;\n#else\nvar iblSourceSampler: sampler;var iblSource: texture_2d<f32>;\n#endif\nuniform iblHeight: i32;uniform iblWidth: i32;fn fetchLuminance(coords: vec2f)->f32 {\n#ifdef IBL_USE_CUBE_MAP\nvar direction: vec3f=equirectangularToCubemapDirection(coords);var color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,direction,0.0).rgb;\n#else\nvar color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,coords,0.0).rgb;\n#endif\nreturn dot(color,LuminanceEncodeApprox);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var deform: f32=sin(input.vUV.y*PI);var luminance: f32=fetchLuminance(input.vUV);fragmentOutputs.color=vec4f(vec3f(deform*luminance),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblScaledLuminancePixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -15,7 +15,9 @@ distance(LP.xyz,PrevLP)<5e-2*sceneSize);PrevShadows=max( vec4f(0.0),PrevShadows)
|
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|
mix(PrevShadows.y,newShadows.y,PrevShadows.a),
|
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|
mix(PrevShadows.z,newShadows.z,PrevShadows.a),PrevShadows.a);}`;
|
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17
|
// Sideeffect
|
|
18
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
18
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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19
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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|
+
}
|
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|
/** @internal */
|
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20
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|
export const iblShadowAccumulationPixelShaderWGSL = { name, shader };
|
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//# sourceMappingURL=iblShadowAccumulation.fragment.js.map
|
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"iblShadowAccumulation.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowAccumulation.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;+DAYgD,CAAC;AAChE,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"iblShadowAccumulation.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowAccumulation.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;+DAYgD,CAAC;AAChE,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowAccumulationPixelShader\";\nconst shader = `varying vUV: vec2f;uniform accumulationParameters: vec4f;\n#define remanence uniforms.accumulationParameters.x\n#define resetb uniforms.accumulationParameters.y\n#define sceneSize uniforms.accumulationParameters.z\nvar motionSampler: texture_2d<f32>;var positionSampler: texture_2d<f32>;var spatialBlurSampler : texture_2d<f32>;var oldAccumulationSamplerSampler: sampler;var oldAccumulationSampler: texture_2d<f32>;var prevPositionSamplerSampler: sampler;var prevPositionSampler: texture_2d<f32>;fn max2(v: vec2f,w: vec2f)->vec2f { \nreturn vec2f(max(v.x,w.x),max(v.y,w.y)); }\nfn lessThan(x: vec2f,y: vec2f)->vec2<bool> {return x<y;}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var reset: bool= bool(resetb);var gbufferRes : vec2f=vec2f(textureDimensions(positionSampler,0));var gbufferPixelCoord: vec2i= vec2i(input.vUV*gbufferRes);var shadowRes : vec2f=vec2f(textureDimensions(spatialBlurSampler,0));var shadowPixelCoord: vec2i= vec2i(input.vUV*shadowRes);var LP: vec4f=textureLoad(positionSampler,gbufferPixelCoord,0);if (0.0==LP.w) {fragmentOutputs.color=vec4f(1.0,0.0,0.0,1.0);return fragmentOutputs;}\nvar velocityColor: vec2f=textureLoad(motionSampler,gbufferPixelCoord,0).xy;var prevCoord: vec2f=input.vUV+velocityColor;var PrevLP: vec3f=textureSampleLevel(prevPositionSampler,prevPositionSamplerSampler,prevCoord,0.0).xyz;var PrevShadows: vec4f=textureSampleLevel(oldAccumulationSampler,oldAccumulationSamplerSampler,prevCoord,0.0);var newShadows : vec3f=textureLoad(spatialBlurSampler,shadowPixelCoord,0).xyz;PrevShadows.a=select(1.0,max(PrevShadows.a/(1.0+PrevShadows.a),1.0-remanence),!reset && all(lessThan(abs(prevCoord- vec2f(0.5)), vec2f(0.5))) &&\ndistance(LP.xyz,PrevLP)<5e-2*sceneSize);PrevShadows=max( vec4f(0.0),PrevShadows);fragmentOutputs.color= vec4f(mix(PrevShadows.x,newShadows.x,PrevShadows.a),\nmix(PrevShadows.y,newShadows.y,PrevShadows.a),\nmix(PrevShadows.z,newShadows.z,PrevShadows.a),PrevShadows.a);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowAccumulationPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -10,7 +10,9 @@ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textur
|
|
|
10
10
|
fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =
|
|
11
11
|
vec2f((offsetX+fragmentInputs.vUV.x)*widthScale,(offsetY+fragmentInputs.vUV.y)*heightScale);var background: vec4f=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vUV);var debugColour: vec4f=textureSample(debugSampler,debugSamplerSampler,fragmentInputs.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=background;} else {fragmentOutputs.color=vec4f(mix(debugColour.rgb,background.rgb,0.0),1.0);}}`;
|
|
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12
|
// Sideeffect
|
|
13
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
13
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
14
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
15
|
+
}
|
|
14
16
|
/** @internal */
|
|
15
17
|
export const iblShadowDebugPixelShaderWGSL = { name, shader };
|
|
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|
//# sourceMappingURL=iblShadowDebug.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"iblShadowDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;2bAO4a,CAAC;AAC5b,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"iblShadowDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;2bAO4a,CAAC;AAC5b,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var debugSamplerSampler: sampler;var debugSampler: texture_2d<f32>;uniform sizeParams: vec4f;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+fragmentInputs.vUV.x)*widthScale,(offsetY+fragmentInputs.vUV.y)*heightScale);var background: vec4f=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vUV);var debugColour: vec4f=textureSample(debugSampler,debugSamplerSampler,fragmentInputs.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=background;} else {fragmentOutputs.color=vec4f(mix(debugColour.rgb,background.rgb,0.0),1.0);}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowDebugPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -10,7 +10,9 @@ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textur
|
|
|
10
10
|
fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =
|
|
11
11
|
vec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(depthTexture,depthSampler,input.vUV);var worldNormal: vec4f=textureSample(normalTexture,normalSampler,input.vUV);var worldPosition: vec4f=textureSample(positionTexture,positionSampler,input.vUV);var velocityLinear: vec4f=textureSample(velocityTexture,velocitySampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;
|
|
12
12
|
// Sideeffect
|
|
13
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
13
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
14
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
15
|
+
}
|
|
14
16
|
/** @internal */
|
|
15
17
|
export const iblShadowGBufferDebugPixelShaderWGSL = { name, shader };
|
|
16
18
|
//# sourceMappingURL=iblShadowGBufferDebug.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"iblShadowGBufferDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowGBufferDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;y7BAO06B,CAAC;AAC17B,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
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+
{"version":3,"file":"iblShadowGBufferDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowGBufferDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;y7BAO06B,CAAC;AAC17B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowGBufferDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSampler: sampler;var depthTexture: texture_2d<f32>;var normalSampler: sampler;var normalTexture: texture_2d<f32>;var positionSampler: sampler;var positionTexture: texture_2d<f32>;var velocitySampler: sampler;var velocityTexture: texture_2d<f32>;uniform sizeParams: vec4f;uniform maxDepth: f32;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(depthTexture,depthSampler,input.vUV);var worldNormal: vec4f=textureSample(normalTexture,normalSampler,input.vUV);var worldPosition: vec4f=textureSample(positionTexture,positionSampler,input.vUV);var velocityLinear: vec4f=textureSample(velocityTexture,velocitySampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowGBufferDebugPixelShaderWGSL = { name, shader };\n"]}
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@@ -14,7 +14,9 @@ exp2(max(-1000.0/(worldScale*worldScale),-0.5) *
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1e1*dot(dN,dN));X+= vec4f(w*T.x,w*T.y,w*T.z,w);}}
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fragmentOutputs.color= vec4f(X.x/X.w,X.y/X.w,X.z/X.w,1.0);}`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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/** @internal */
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export const iblShadowSpatialBlurPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=iblShadowSpatialBlur.fragment.js.map
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{"version":3,"file":"iblShadowSpatialBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowSpatialBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;4DAW6C,CAAC;AAC7D,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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{"version":3,"file":"iblShadowSpatialBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowSpatialBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;4DAW6C,CAAC;AAC7D,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowSpatialBlurPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var depthSampler: texture_2d<f32>;var worldNormalSampler: texture_2d<f32>;var voxelTracingSampler : texture_2d<f32>;uniform blurParameters: vec4f;\n#define stridef uniforms.blurParameters.x\n#define worldScale uniforms.blurParameters.y\nconst weights=array<f32,5>(0.0625,0.25,0.375,0.25,0.0625);const nbWeights: i32=5;fn max2(v: vec2f,w: vec2f)->vec2f {return vec2f(max(v.x,w.x),max(v.y,w.y));}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var gbufferRes=vec2f(textureDimensions(depthSampler,0));var gbufferPixelCoord= vec2i(fragmentInputs.vUV*gbufferRes);var shadowRes=vec2f(textureDimensions(voxelTracingSampler,0));var shadowPixelCoord= vec2i(fragmentInputs.vUV*shadowRes);var N: vec3f=textureLoad(worldNormalSampler,gbufferPixelCoord,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar depth: f32=-textureLoad(depthSampler,gbufferPixelCoord,0).x;var X: vec4f= vec4f(0.0);for(var y: i32=0; y<nbWeights; y++) {for(var x: i32=0; x<nbWeights; x++) {var gBufferCoords: vec2i=gbufferPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var shadowCoords: vec2i=shadowPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var T : vec3f=textureLoad(voxelTracingSampler,shadowCoords,0).xyz;var ddepth: f32=-textureLoad(depthSampler,gBufferCoords,0).x-depth;var dN: vec3f=textureLoad(worldNormalSampler,gBufferCoords,0).xyz-N;var w: f32=weights[x]*weights[y] *\nexp2(max(-1000.0/(worldScale*worldScale),-0.5) *\n(ddepth*ddepth) -\n1e1*dot(dN,dN));X+= vec4f(w*T.x,w*T.y,w*T.z,w);}}\nfragmentOutputs.color= vec4f(X.x/X.w,X.y/X.w,X.z/X.w,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowSpatialBlurPixelShaderWGSL = { name, shader };\n"]}
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@@ -187,7 +187,9 @@ fragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeigh
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#endif
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}`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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/** @internal */
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export const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=iblShadowVoxelTracing.fragment.js.map
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{"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwLb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;\n#define DISABLE_UNIFORMITY_ANALYSIS\nvar depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;\n#ifdef COLOR_SHADOWS\nvar iblSamplerSampler: sampler;var iblSampler: texture_cube<f32>;\n#endif\nuniform shadowParameters: vec4f;\n#define SHADOWdirs uniforms.shadowParameters.x\n#define SHADOWframe uniforms.shadowParameters.y\n#define SHADOWenvRot uniforms.shadowParameters.w\nuniform voxelBiasParameters : vec4f;\n#define highestMipLevel uniforms.voxelBiasParameters.z\nuniform sssParameters: vec4f;\n#define SSSsamples uniforms.sssParameters.x\n#define SSSstride uniforms.sssParameters.y\n#define SSSmaxDistance uniforms.sssParameters.z\n#define SSSthickness uniforms.sssParameters.w\nuniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {m_min: vec3f,\nm_max: vec3f,};struct Ray {orig: vec3f,\ndir: vec3f,\ndir_rcp: vec3f,\nt_min: f32,\nt_max: f32,};fn make_ray(origin: vec3f,direction: vec3f,tmin: f32,\ntmax: f32)->Ray {var ray: Ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nfn ray_box_intersection(aabb: AABB3f,ray: Ray ,\ndistance_near: ptr<function,f32>,distance_far: ptr<function,f32>)->bool{var tbot: vec3f=ray.dir_rcp*(aabb.m_min-ray.orig);var ttop: vec3f=ray.dir_rcp*(aabb.m_max-ray.orig);var tmin: vec3f=min(ttop,tbot);var tmax: vec3f=max(ttop,tbot);*distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));*distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return *distance_near<=*distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {heat: f32,\nvoxel_intersect_coords: vec3i,};\n#endif\nfn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}\nfn uintBitsToFloat(x: u32)->f32 {return bitcast<f32>(x);}\nfn uint2float(i: u32)->f32 {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\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;}\nfn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\nCoords.x | (Coords.y<<8) | (Coords.z<<16) | (Coords.w<<24);if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {\n#ifdef RIGHT_HANDED\nvar csZDir : f32=-1.0;\n#else \nvar csZDir : f32=1.0;\n#endif\nvar ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nvar rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +\nuniforms.voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +\nu32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -\nvec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise : vec3f=textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.001;var specShadowAccum: f32=0.001;var sampleWeight : f32=0.001;\n#ifdef COLOR_SHADOWS\nvar totalLight: vec3f=vec3f(0.001);var shadowedLight: vec3f=vec3f(0.0);\n#endif\nfor (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;var T: vec2f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;L= vec4f(uv_to_normal(vec2f(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvar lightDir: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var ibl: vec3f=textureSampleLevel(iblSampler,iblSamplerSampler,lightDir,0.0).xyz;var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;\n#endif\nvar cosNL: f32=dot(N,L.xyz);var opacity: f32=0.0;if (cosNL>0.0) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f=vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL : vec3f=(uniforms.viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);\n#else\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);\n#endif\nvar ssShadow: f32=uniforms.shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvar light: vec3f=select(vec3f(0.0),vec3f(cosNL)/vec3f(pdf)*ibl,pdf>1e-6);shadowedLight+=light*opacity;totalLight+=light;\n#else\nvar rcos: f32=1.0-cosNL;shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvar shadow: vec3f=(totalLight-shadowedLight)/totalLight;var maxShadow: f32=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);fragmentOutputs.color=vec4f(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfragmentOutputs.color =\nvec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);\n#else\nfragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
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{"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwLb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;\n#define DISABLE_UNIFORMITY_ANALYSIS\nvar depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;\n#ifdef COLOR_SHADOWS\nvar iblSamplerSampler: sampler;var iblSampler: texture_cube<f32>;\n#endif\nuniform shadowParameters: vec4f;\n#define SHADOWdirs uniforms.shadowParameters.x\n#define SHADOWframe uniforms.shadowParameters.y\n#define SHADOWenvRot uniforms.shadowParameters.w\nuniform voxelBiasParameters : vec4f;\n#define highestMipLevel uniforms.voxelBiasParameters.z\nuniform sssParameters: vec4f;\n#define SSSsamples uniforms.sssParameters.x\n#define SSSstride uniforms.sssParameters.y\n#define SSSmaxDistance uniforms.sssParameters.z\n#define SSSthickness uniforms.sssParameters.w\nuniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {m_min: vec3f,\nm_max: vec3f,};struct Ray {orig: vec3f,\ndir: vec3f,\ndir_rcp: vec3f,\nt_min: f32,\nt_max: f32,};fn make_ray(origin: vec3f,direction: vec3f,tmin: f32,\ntmax: f32)->Ray {var ray: Ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nfn ray_box_intersection(aabb: AABB3f,ray: Ray ,\ndistance_near: ptr<function,f32>,distance_far: ptr<function,f32>)->bool{var tbot: vec3f=ray.dir_rcp*(aabb.m_min-ray.orig);var ttop: vec3f=ray.dir_rcp*(aabb.m_max-ray.orig);var tmin: vec3f=min(ttop,tbot);var tmax: vec3f=max(ttop,tbot);*distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));*distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return *distance_near<=*distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {heat: f32,\nvoxel_intersect_coords: vec3i,};\n#endif\nfn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}\nfn uintBitsToFloat(x: u32)->f32 {return bitcast<f32>(x);}\nfn uint2float(i: u32)->f32 {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\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;}\nfn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\nCoords.x | (Coords.y<<8) | (Coords.z<<16) | (Coords.w<<24);if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {\n#ifdef RIGHT_HANDED\nvar csZDir : f32=-1.0;\n#else \nvar csZDir : f32=1.0;\n#endif\nvar ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nvar rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +\nuniforms.voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +\nu32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -\nvec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise : vec3f=textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.001;var specShadowAccum: f32=0.001;var sampleWeight : f32=0.001;\n#ifdef COLOR_SHADOWS\nvar totalLight: vec3f=vec3f(0.001);var shadowedLight: vec3f=vec3f(0.0);\n#endif\nfor (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;var T: vec2f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;L= vec4f(uv_to_normal(vec2f(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvar lightDir: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var ibl: vec3f=textureSampleLevel(iblSampler,iblSamplerSampler,lightDir,0.0).xyz;var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;\n#endif\nvar cosNL: f32=dot(N,L.xyz);var opacity: f32=0.0;if (cosNL>0.0) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f=vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL : vec3f=(uniforms.viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);\n#else\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);\n#endif\nvar ssShadow: f32=uniforms.shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvar light: vec3f=select(vec3f(0.0),vec3f(cosNL)/vec3f(pdf)*ibl,pdf>1e-6);shadowedLight+=light*opacity;totalLight+=light;\n#else\nvar rcos: f32=1.0-cosNL;shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvar shadow: vec3f=(totalLight-shadowedLight)/totalLight;var maxShadow: f32=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);fragmentOutputs.color=vec4f(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfragmentOutputs.color =\nvec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);\n#else\nfragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
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@@ -8,7 +8,9 @@ textureSample(shadowSampler,shadowSamplerSampler,input.vUV).rgb;var color
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: vec3f =
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textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var shadowValue: f32=mix(1.0,shadow.x,uniforms.shadowOpacity);fragmentOutputs.color=vec4f(color*shadowValue,1.0);}`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const iblShadowsCombinePixelShaderWGSL = { name, shader };
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//# sourceMappingURL=iblShadowsCombine.fragment.js.map
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{"version":3,"file":"iblShadowsCombine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowsCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;qLAKsK,CAAC;AACtL,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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{"version":3,"file":"iblShadowsCombine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowsCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;qLAKsK,CAAC;AACtL,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowsCombinePixelShader\";\nconst shader = `varying vUV: vec2f;var shadowSamplerSampler : sampler;var shadowSampler : texture_2d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform shadowOpacity: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var shadow\n: vec3f =\ntextureSample(shadowSampler,shadowSamplerSampler,input.vUV).rgb;var color\n: vec3f =\ntextureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var shadowValue: f32=mix(1.0,shadow.x,uniforms.shadowOpacity);fragmentOutputs.color=vec4f(color*shadowValue,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowsCombinePixelShaderWGSL = { name, shader };\n"]}
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@@ -9,7 +9,9 @@ fragmentOutputs.fragData4=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearP
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#endif
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}`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name]
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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}
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/** @internal */
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export const iblVoxelGridPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=iblVoxelGrid.fragment.js.map
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@@ -1 +1 @@
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-
{"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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1
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+
{"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGridPixelShader\";\nconst shader = `varying vNormalizedPosition: vec3f;uniform nearPlane: f32;uniform farPlane: f32;uniform stepSize: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var normPos: vec3f=input.vNormalizedPosition.xyz;if (normPos.z<uniforms.nearPlane || normPos.z>uniforms.farPlane) {discard;}\nfragmentOutputs.fragData0=select(vec4f(0.0),vec4f(1.0),normPos.z<uniforms.nearPlane+uniforms.stepSize);fragmentOutputs.fragData1=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearPlane+uniforms.stepSize && normPos.z<uniforms.nearPlane+2.0*uniforms.stepSize);fragmentOutputs.fragData2=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearPlane+2.0*uniforms.stepSize && normPos.z<uniforms.nearPlane+3.0*uniforms.stepSize);fragmentOutputs.fragData3=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearPlane+3.0*uniforms.stepSize && normPos.z<uniforms.nearPlane+4.0*uniforms.stepSize);\n#if MAX_DRAW_BUFFERS>4\nfragmentOutputs.fragData4=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearPlane+4.0*uniforms.stepSize && normPos.z<uniforms.nearPlane+5.0*uniforms.stepSize);fragmentOutputs.fragData5=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearPlane+5.0*uniforms.stepSize && normPos.z<uniforms.nearPlane+6.0*uniforms.stepSize);fragmentOutputs.fragData6=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearPlane+6.0*uniforms.stepSize && normPos.z<uniforms.nearPlane+7.0*uniforms.stepSize);fragmentOutputs.fragData7=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearPlane+7.0*uniforms.stepSize && normPos.z<uniforms.nearPlane+8.0*uniforms.stepSize);\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridPixelShaderWGSL = { name, shader };\n"]}
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@@ -8,7 +8,9 @@ vertexOutputs.position=vec4f(vertexOutputs.position.x,vertexOutputs.position.y,v
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8
8
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#endif
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9
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}`;
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// Sideeffect
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11
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-
ShaderStore.ShadersStoreWGSL[name]
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+
if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const iblVoxelGridVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=iblVoxelGrid.vertex.js.map
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@@ -1 +1 @@
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-
{"version":3,"file":"iblVoxelGrid.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;EAKb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
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1
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+
{"version":3,"file":"iblVoxelGrid.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;EAKb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGridVertexShader\";\nconst shader = `attribute position: vec3f;attribute normal: vec3f;varying vNormalizedPosition: vec3f;uniform world: mat4x4f;uniform invWorldScale: mat4x4f;uniform viewMatrix: mat4x4f;@vertex\nfn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position=uniforms.viewMatrix*uniforms.invWorldScale*uniforms.world* vec4f(input.position,1.);vertexOutputs.vNormalizedPosition=vertexOutputs.position.xyz*0.5+0.5;\n#ifdef IS_NDC_HALF_ZRANGE\nvertexOutputs.position=vec4f(vertexOutputs.position.x,vertexOutputs.position.y,vertexOutputs.position.z*0.5+0.5,vertexOutputs.position.w);\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridVertexShaderWGSL = { name, shader };\n"]}
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@@ -4,7 +4,9 @@ const name = "iblVoxelGrid2dArrayDebugPixelShader";
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4
4
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const shader = `varying vUV: vec2f;var voxelTextureSampler: sampler;var voxelTexture: texture_3d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform slice: i32;@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {var size: vec3u=textureDimensions(voxelTexture,0);var dimension: f32=sqrt( f32(size.z));var samplePos: vec2f=fract(input.vUV.xy* vec2f(dimension));var sampleIndex: u32= u32(floor(input.vUV.x* f32(dimension))+floor(input.vUV.y* f32(dimension))*dimension);var color=textureSample(voxelTexture,voxelTextureSampler, vec3f(samplePos.xy,sampleIndex)).rrr;color+=textureSample(textureSampler,textureSamplerSampler,input.vUV.xy).rgb;fragmentOutputs.color=vec4f(color,1.0);}`;
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// Sideeffect
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7
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-
ShaderStore.ShadersStoreWGSL[name]
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7
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+
if (!ShaderStore.ShadersStoreWGSL[name]) {
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8
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+
ShaderStore.ShadersStoreWGSL[name] = shader;
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+
}
|
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/** @internal */
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9
11
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export const iblVoxelGrid2dArrayDebugPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=iblVoxelGrid2dArrayDebug.fragment.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"iblVoxelGrid2dArrayDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG;mgBACof,CAAC;AACpgB,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
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1
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+
{"version":3,"file":"iblVoxelGrid2dArrayDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG;mgBACof,CAAC;AACpgB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uCAAuC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGrid2dArrayDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var voxelTextureSampler: sampler;var voxelTexture: texture_3d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform slice: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var size: vec3u=textureDimensions(voxelTexture,0);var dimension: f32=sqrt( f32(size.z));var samplePos: vec2f=fract(input.vUV.xy* vec2f(dimension));var sampleIndex: u32= u32(floor(input.vUV.x* f32(dimension))+floor(input.vUV.y* f32(dimension))*dimension);var color=textureSample(voxelTexture,voxelTextureSampler, vec3f(samplePos.xy,sampleIndex)).rrr;color+=textureSample(textureSampler,textureSamplerSampler,input.vUV.xy).rgb;fragmentOutputs.color=vec4f(color,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGrid2dArrayDebugPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -16,7 +16,9 @@ i32(uniforms.mipNumber)).rgb;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {
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voxel.r+=mip_separator;}
|
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17
|
fragmentOutputs.color=vec4f(mix(background.rgb,voxelSlab.rgb,voxelSlab.a)+voxel,1.0);}}`;
|
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18
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|
// Sideeffect
|
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19
|
-
ShaderStore.ShadersStoreWGSL[name]
|
|
19
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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20
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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|
+
}
|
|
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22
|
/** @internal */
|
|
21
23
|
export const iblVoxelGrid3dDebugPixelShaderWGSL = { name, shader };
|
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//# sourceMappingURL=iblVoxelGrid3dDebug.fragment.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"iblVoxelGrid3dDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid3dDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;wFAayE,CAAC;AACzF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"iblVoxelGrid3dDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid3dDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;wFAayE,CAAC;AACzF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGrid3dDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var voxelTextureSampler: sampler;var voxelTexture: texture_3d<f32>;var voxelSlabTextureSampler: sampler;var voxelSlabTexture: texture_2d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform sizeParams: vec4f;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\nuniform mipNumber: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var background: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var voxelSlab: vec4f=textureSample(voxelSlabTexture,voxelSlabTextureSampler,input.vUV);var size: vec3u=textureDimensions(voxelTexture, i32(uniforms.mipNumber));var dimension: f32=ceil(sqrt( f32(size.z)));var samplePos: vec2f=fract(uv.xy* vec2f(dimension));var sampleIndex: u32= u32(floor(uv.x* f32(dimension)) +\nfloor(uv.y* f32(dimension))*dimension);var mip_separator: f32=0.0;if (samplePos.x<0.01 || samplePos.y<0.01) {mip_separator=1.0;}\nvar outBounds: bool=select(false,true,sampleIndex>size.z-1);sampleIndex=clamp(sampleIndex,0,size.z-1);var samplePosInt: vec2i= vec2i(samplePos.xy* vec2f(size.xy));var voxel: vec3f=textureLoad(voxelTexture,\nvec3i(i32(samplePosInt.x),i32(samplePosInt.y),i32(sampleIndex)),\ni32(uniforms.mipNumber)).rgb;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=background;} else {if (outBounds) {voxel= vec3f(0.15,0.0,0.0);} else {if (voxel.r>0.001) {voxel.g=1.0;}\nvoxel.r+=mip_separator;}\nfragmentOutputs.color=vec4f(mix(background.rgb,voxelSlab.rgb,voxelSlab.a)+voxel,1.0);}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGrid3dDebugPixelShaderWGSL = { name, shader };\n"]}
|