@babylonjs/core 7.53.3 → 7.54.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1260) hide show
  1. package/AudioV2/abstractAudio/abstractAudioBus.d.ts +2 -3
  2. package/AudioV2/abstractAudio/abstractAudioBus.js.map +1 -1
  3. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -3
  4. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  5. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  6. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  7. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  8. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -1
  9. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  10. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +4 -2
  11. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +13 -13
  12. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  13. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +5 -2
  14. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +11 -9
  15. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  16. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +5 -2
  17. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +11 -9
  18. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  19. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +1 -1
  20. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +2 -2
  21. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
  22. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.d.ts +3 -3
  23. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js +9 -9
  24. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js.map +1 -1
  25. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.d.ts +2 -2
  26. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +11 -11
  27. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  28. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +11 -10
  29. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  30. package/AudioV2/webAudio/webAudioBus.d.ts +6 -6
  31. package/AudioV2/webAudio/webAudioBus.js +27 -8
  32. package/AudioV2/webAudio/webAudioBus.js.map +1 -1
  33. package/AudioV2/webAudio/webAudioEngine.d.ts +19 -7
  34. package/AudioV2/webAudio/webAudioEngine.js +43 -29
  35. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  36. package/AudioV2/webAudio/webAudioMainBus.d.ts +3 -5
  37. package/AudioV2/webAudio/webAudioMainBus.js +11 -12
  38. package/AudioV2/webAudio/webAudioMainBus.js.map +1 -1
  39. package/AudioV2/webAudio/webAudioMainOut.d.ts +4 -1
  40. package/AudioV2/webAudio/webAudioMainOut.js +6 -4
  41. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  42. package/AudioV2/webAudio/webAudioNode.d.ts +2 -2
  43. package/AudioV2/webAudio/webAudioNode.js.map +1 -1
  44. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -7
  45. package/AudioV2/webAudio/webAudioStaticSound.js +29 -29
  46. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  47. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +6 -6
  48. package/AudioV2/webAudio/webAudioStreamingSound.js +27 -27
  49. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  50. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  51. package/AudioV2/webAudio/webAudioUnmuteUI.js +46 -0
  52. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  53. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  54. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  55. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  56. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  57. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  58. package/DeviceInput/webDeviceInputSystem.js +21 -3
  59. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  60. package/Engines/abstractEngine.js +5 -11
  61. package/Engines/abstractEngine.js.map +1 -1
  62. package/Engines/thinEngine.d.ts +2 -1
  63. package/Engines/thinEngine.js +10 -2
  64. package/Engines/thinEngine.js.map +1 -1
  65. package/Engines/webgpuEngine.d.ts +2 -1
  66. package/Engines/webgpuEngine.js +3 -2
  67. package/Engines/webgpuEngine.js.map +1 -1
  68. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  69. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  70. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +6 -0
  71. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  73. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  74. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  75. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +6 -6
  76. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +31 -4
  77. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  78. package/FlowGraph/flowGraphCoordinator.d.ts +21 -1
  79. package/FlowGraph/flowGraphCoordinator.js +51 -2
  80. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  81. package/FlowGraph/flowGraphParser.js +3 -0
  82. package/FlowGraph/flowGraphParser.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  84. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  86. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  88. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  90. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  91. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  92. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  94. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  96. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  98. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  99. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  100. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  101. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  102. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  103. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  104. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  105. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  106. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  108. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  109. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  110. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  111. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  112. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  113. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  114. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  115. package/FrameGraph/Node/Blocks/index.js +1 -1
  116. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  117. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  118. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  119. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  120. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  121. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  122. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  123. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  124. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  125. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  126. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  127. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  128. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  129. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  130. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  131. package/FrameGraph/index.d.ts +1 -1
  132. package/FrameGraph/index.js +1 -1
  133. package/FrameGraph/index.js.map +1 -1
  134. package/Gizmos/gizmo.js +25 -17
  135. package/Gizmos/gizmo.js.map +1 -1
  136. package/Loading/Plugins/babylonFileLoader.js +4 -0
  137. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  138. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -3
  139. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  140. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +26 -17
  141. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +8 -0
  143. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  144. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  145. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  146. package/Materials/Node/nodeMaterial.d.ts +2 -0
  147. package/Materials/Node/nodeMaterial.js +6 -1
  148. package/Materials/Node/nodeMaterial.js.map +1 -1
  149. package/Materials/Node/nodeMaterialBlock.js +11 -2
  150. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  151. package/Materials/Node/nodeMaterialBuildState.js +41 -13
  152. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  153. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +11 -1
  154. package/Materials/Node/nodeMaterialBuildStateSharedData.js +11 -1
  155. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  156. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  157. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  158. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  159. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  160. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  161. package/Materials/material.js +1 -1
  162. package/Materials/material.js.map +1 -1
  163. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  164. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  165. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  166. package/Misc/decorators.js +2 -2
  167. package/Misc/decorators.js.map +1 -1
  168. package/Misc/sceneSerializer.js +2 -0
  169. package/Misc/sceneSerializer.js.map +1 -1
  170. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  171. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  172. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  173. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  174. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  175. package/Rendering/subSurfaceConfiguration.js +5 -1
  176. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  177. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  178. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  179. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  180. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  181. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  182. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  183. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  184. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  185. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  186. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  187. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  188. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  189. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  190. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  191. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  192. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  193. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  194. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  195. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  196. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  197. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  198. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  199. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  200. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  201. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  202. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  203. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  204. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  205. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  206. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  207. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  208. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  209. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  210. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  211. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  212. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  213. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  214. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  215. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  216. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  217. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  218. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  219. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  220. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  221. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  222. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  223. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  224. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  225. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  226. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  227. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  228. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  229. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  230. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  231. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  232. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  233. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  234. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  235. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  236. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  237. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  238. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  239. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  240. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  241. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  242. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  243. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  244. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  245. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  246. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  247. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  248. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  249. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  250. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  251. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  252. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  253. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  254. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  255. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  256. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  257. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  258. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  259. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  260. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  261. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  262. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  263. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  264. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  265. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  266. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  267. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  268. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  269. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  270. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  271. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  272. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  273. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  274. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  275. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  276. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  277. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  278. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  279. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  280. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  281. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  282. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  283. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  284. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  285. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  286. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  287. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  288. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  289. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  290. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  291. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  292. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  293. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  294. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  295. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  296. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  297. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  298. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  299. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
  300. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  301. package/Shaders/ShadersInclude/lineUboDeclaration.js +3 -1
  302. package/Shaders/ShadersInclude/lineUboDeclaration.js.map +1 -1
  303. package/Shaders/ShadersInclude/lineVertexDeclaration.js +3 -1
  304. package/Shaders/ShadersInclude/lineVertexDeclaration.js.map +1 -1
  305. package/Shaders/ShadersInclude/logDepthDeclaration.js +3 -1
  306. package/Shaders/ShadersInclude/logDepthDeclaration.js.map +1 -1
  307. package/Shaders/ShadersInclude/logDepthFragment.js +3 -1
  308. package/Shaders/ShadersInclude/logDepthFragment.js.map +1 -1
  309. package/Shaders/ShadersInclude/logDepthVertex.js +3 -1
  310. package/Shaders/ShadersInclude/logDepthVertex.js.map +1 -1
  311. package/Shaders/ShadersInclude/ltcHelperFunctions.js +3 -1
  312. package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  313. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
  314. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
  315. package/Shaders/ShadersInclude/meshFragmentDeclaration.js +3 -1
  316. package/Shaders/ShadersInclude/meshFragmentDeclaration.js.map +1 -1
  317. package/Shaders/ShadersInclude/meshUboDeclaration.js +3 -1
  318. package/Shaders/ShadersInclude/meshUboDeclaration.js.map +1 -1
  319. package/Shaders/ShadersInclude/meshVertexDeclaration.js +3 -1
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  1260. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\ngl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);\n#else\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\ngl_FragData[PREPASS_ALBEDO_INDEX]=vec4(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\ngl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);\n#else\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\ngl_FragData[PREPASS_ALBEDO_INDEX]=vec4(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const defaultPixelShader = { name, shader };\n"]}
@@ -180,7 +180,9 @@ vMainUV2=uv2Updated;
180
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  }
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  `;
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  // Sideeffect
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- ShaderStore.ShadersStore[name] = shader;
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+ if (!ShaderStore.ShadersStore[name]) {
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+ ShaderStore.ShadersStore[name] = shader;
185
+ }
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  /** @internal */
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  export const defaultVertexShader = { name, shader };
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  //# sourceMappingURL=default.vertex.js.map
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultVertexDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/pointCloudVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"defaultVertexShader\";\nconst shader = `#define CUSTOM_VERTEX_EXTENSION\n#include<__decl__defaultVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\nvPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"default.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/default.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,wCAAwC,CAAC;AAChD,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultVertexDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/pointCloudVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"defaultVertexShader\";\nconst shader = `#define CUSTOM_VERTEX_EXTENSION\n#include<__decl__defaultVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\nvPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const defaultVertexShader = { name, shader };\n"]}
@@ -46,7 +46,9 @@ gl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);
46
46
  #endif
47
47
  }`;
48
48
  // Sideeffect
49
- ShaderStore.ShadersStore[name] = shader;
49
+ if (!ShaderStore.ShadersStore[name]) {
50
+ ShaderStore.ShadersStore[name] = shader;
51
+ }
50
52
  /** @internal */
51
53
  export const depthPixelShader = { name, shader };
52
54
  //# sourceMappingURL=depth.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"depth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"depthPixelShader\";\nconst shader = `#ifdef ALPHATEST\nvarying vec2 vUV;uniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\nvarying float vDepthMetric;\n#ifdef PACKED\n#include<packingFunctions>\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvarying vec4 vViewPos;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#ifdef STORE_CAMERASPACE_Z\n#ifdef PACKED\ngl_FragColor=pack(vViewPos.z);\n#else\ngl_FragColor=vec4(vViewPos.z,0.0,0.0,1.0);\n#endif\n#else\n#ifdef NONLINEARDEPTH\n#ifdef PACKED\ngl_FragColor=pack(gl_FragCoord.z);\n#else\ngl_FragColor=vec4(gl_FragCoord.z,0.0,0.0,0.0);\n#endif\n#else\n#ifdef PACKED\ngl_FragColor=pack(vDepthMetric);\n#else\ngl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);\n#endif\n#endif\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwCb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"depthPixelShader\";\nconst shader = `#ifdef ALPHATEST\nvarying vec2 vUV;uniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\nvarying float vDepthMetric;\n#ifdef PACKED\n#include<packingFunctions>\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvarying vec4 vViewPos;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#ifdef STORE_CAMERASPACE_Z\n#ifdef PACKED\ngl_FragColor=pack(vViewPos.z);\n#else\ngl_FragColor=vec4(vViewPos.z,0.0,0.0,1.0);\n#endif\n#else\n#ifdef NONLINEARDEPTH\n#ifdef PACKED\ngl_FragColor=pack(gl_FragCoord.z);\n#else\ngl_FragColor=vec4(gl_FragCoord.z,0.0,0.0,0.0);\n#endif\n#else\n#ifdef PACKED\ngl_FragColor=pack(vDepthMetric);\n#else\ngl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);\n#endif\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const depthPixelShader = { name, shader };\n"]}
@@ -75,7 +75,9 @@ vUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
75
75
  }
76
76
  `;
77
77
  // Sideeffect
78
- ShaderStore.ShadersStore[name] = shader;
78
+ if (!ShaderStore.ShadersStore[name]) {
79
+ ShaderStore.ShadersStore[name] = shader;
80
+ }
79
81
  /** @internal */
80
82
  export const depthVertexShader = { name, shader };
81
83
  //# sourceMappingURL=depth.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"depth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/pointCloudVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/pointCloudVertex\";\n\nconst name = \"depthVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;uniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;uniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nuniform mat4 view;varying vec4 vViewPos;\n#endif\n#include<pointCloudVertexDeclaration>\nvarying float vDepthMetric;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#include<clipPlaneVertex>\ngl_Position=viewProjection*worldPos;\n#ifdef STORE_CAMERASPACE_Z\nvViewPos=view*worldPos;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));\n#else\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#endif\n#endif\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#include<pointCloudVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Dd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/pointCloudVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/pointCloudVertex\";\n\nconst name = \"depthVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;uniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;uniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nuniform mat4 view;varying vec4 vViewPos;\n#endif\n#include<pointCloudVertexDeclaration>\nvarying float vDepthMetric;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#include<clipPlaneVertex>\ngl_Position=viewProjection*worldPos;\n#ifdef STORE_CAMERASPACE_Z\nvViewPos=view*worldPos;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));\n#else\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#endif\n#endif\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#include<pointCloudVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const depthVertexShader = { name, shader };\n"]}
@@ -8,7 +8,9 @@ void main(void)
8
8
  for (int y=-OFFSET; y<=OFFSET; y++)
9
9
  colorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);gl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));}`;
10
10
  // Sideeffect
11
- ShaderStore.ShadersStore[name] = shader;
11
+ if (!ShaderStore.ShadersStore[name]) {
12
+ ShaderStore.ShadersStore[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const depthBoxBlurPixelShader = { name, shader };
14
16
  //# sourceMappingURL=depthBoxBlur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"depthBoxBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthBoxBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;4HAK6G,CAAC;AAC7H,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthBoxBlurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 colorDepth=vec4(0.0);for (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);gl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthBoxBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depthBoxBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthBoxBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;4HAK6G,CAAC;AAC7H,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthBoxBlurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec4 colorDepth=vec4(0.0);for (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);gl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const depthBoxBlurPixelShader = { name, shader };\n"]}
@@ -32,7 +32,9 @@ if (blur_noise) {vec2 noise=rand(distorted_coords)*0.01*blur_amount;vec2 blurred
32
32
  if (grain_amount>0.0) {vec4 grain_color=texture2D(grainSampler,texels_coords*0.003);gl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;}}
33
33
  `;
34
34
  // Sideeffect
35
- ShaderStore.ShadersStore[name] = shader;
35
+ if (!ShaderStore.ShadersStore[name]) {
36
+ ShaderStore.ShadersStore[name] = shader;
37
+ }
36
38
  /** @internal */
37
39
  export const depthOfFieldPixelShader = { name, shader };
38
40
  //# sourceMappingURL=depthOfField.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"depthOfField.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthOfField.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform sampler2D highlightsSampler;uniform sampler2D depthSampler;uniform sampler2D grainSampler;uniform float grain_amount;uniform bool blur_noise;uniform float screen_width;uniform float screen_height;uniform float distortion;uniform bool dof_enabled;uniform float screen_distance; \nuniform float aperture;uniform float darken;uniform float edge_blur;uniform bool highlights;uniform float near;uniform float far;varying vec2 vUV;\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \nvec2 centered_screen_pos;vec2 distorted_coords;float radius2;float radius;vec2 rand(vec2 co)\n{float noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));float noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));return clamp(vec2(noise1,noise2),0.0,1.0);}\nvec2 getDistortedCoords(vec2 coords) {if (distortion==0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);vec2 dist_coords=vec2(0.5,0.5);dist_coords.x=0.5+direction.x*radius2*1.0;dist_coords.y=0.5+direction.y*radius2*1.0;float dist_amount=clamp(distortion*0.23,0.0,1.0);dist_coords=mix(coords,dist_coords,dist_amount);return dist_coords;}\nfloat sampleScreen(inout vec4 color,in vec2 offset,in float weight) {vec2 coords=distorted_coords;float angle=rand(coords*100.0).x*TWOPI;coords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));color+=texture2D(textureSampler,coords)*weight;return weight;}\nfloat getBlurLevel(float size) {return min(3.0,ceil(size/1.0));}\nvec4 getBlurColor(float size) {vec4 col=texture2D(textureSampler,distorted_coords);float blur_level=getBlurLevel(size);float w=(size/screen_width);float h=(size/screen_height);float total_weight=1.0;vec2 sample_coords;total_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);total_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);total_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);total_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);total_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);total_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);total_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);total_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);total_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);total_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);if (blur_level>1.0) {total_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);total_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);total_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);total_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);total_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);total_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);total_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);total_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);total_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);total_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);}\nif (blur_level>2.0) {total_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);total_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);total_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);total_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);total_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);total_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);total_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);total_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);total_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);}\ncol/=total_weight; \nif (darken>0.0) {col.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);}\nreturn col;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{centered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);radius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;radius=sqrt(radius2);distorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));if (dof_enabled==false || coc<0.07) { coc=0.0; }\nfloat edge_blur_amount=0.0;if (edge_blur>0.0) {edge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;}\nfloat blur_amount=max(edge_blur_amount,coc);if (blur_amount==0.0) {gl_FragColor=texture2D(textureSampler,distorted_coords);}\nelse {gl_FragColor=getBlurColor(blur_amount*1.7);if (highlights) {gl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;}\nif (blur_noise) {vec2 noise=rand(distorted_coords)*0.01*blur_amount;vec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);gl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;}}\nif (grain_amount>0.0) {vec4 grain_color=texture2D(grainSampler,texels_coords*0.003);gl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthOfFieldPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depthOfField.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthOfField.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"depthOfFieldPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform sampler2D highlightsSampler;uniform sampler2D depthSampler;uniform sampler2D grainSampler;uniform float grain_amount;uniform bool blur_noise;uniform float screen_width;uniform float screen_height;uniform float distortion;uniform bool dof_enabled;uniform float screen_distance; \nuniform float aperture;uniform float darken;uniform float edge_blur;uniform bool highlights;uniform float near;uniform float far;varying vec2 vUV;\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \nvec2 centered_screen_pos;vec2 distorted_coords;float radius2;float radius;vec2 rand(vec2 co)\n{float noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));float noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));return clamp(vec2(noise1,noise2),0.0,1.0);}\nvec2 getDistortedCoords(vec2 coords) {if (distortion==0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);vec2 dist_coords=vec2(0.5,0.5);dist_coords.x=0.5+direction.x*radius2*1.0;dist_coords.y=0.5+direction.y*radius2*1.0;float dist_amount=clamp(distortion*0.23,0.0,1.0);dist_coords=mix(coords,dist_coords,dist_amount);return dist_coords;}\nfloat sampleScreen(inout vec4 color,in vec2 offset,in float weight) {vec2 coords=distorted_coords;float angle=rand(coords*100.0).x*TWOPI;coords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));color+=texture2D(textureSampler,coords)*weight;return weight;}\nfloat getBlurLevel(float size) {return min(3.0,ceil(size/1.0));}\nvec4 getBlurColor(float size) {vec4 col=texture2D(textureSampler,distorted_coords);float blur_level=getBlurLevel(size);float w=(size/screen_width);float h=(size/screen_height);float total_weight=1.0;vec2 sample_coords;total_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);total_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);total_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);total_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);total_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);total_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);total_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);total_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);total_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);total_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);if (blur_level>1.0) {total_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);total_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);total_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);total_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);total_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);total_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);total_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);total_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);total_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);total_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);}\nif (blur_level>2.0) {total_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);total_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);total_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);total_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);total_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);total_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);total_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);total_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);total_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);}\ncol/=total_weight; \nif (darken>0.0) {col.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);}\nreturn col;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{centered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);radius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;radius=sqrt(radius2);distorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));if (dof_enabled==false || coc<0.07) { coc=0.0; }\nfloat edge_blur_amount=0.0;if (edge_blur>0.0) {edge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;}\nfloat blur_amount=max(edge_blur_amount,coc);if (blur_amount==0.0) {gl_FragColor=texture2D(textureSampler,distorted_coords);}\nelse {gl_FragColor=getBlurColor(blur_amount*1.7);if (highlights) {gl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;}\nif (blur_noise) {vec2 noise=rand(distorted_coords)*0.01*blur_amount;vec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);gl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;}}\nif (grain_amount>0.0) {vec4 grain_color=texture2D(grainSampler,texels_coords*0.003);gl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const depthOfFieldPixelShader = { name, shader };\n"]}
@@ -28,7 +28,9 @@ if(coc<0.33){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred2=TEX
28
28
  }
29
29
  `;
30
30
  // Sideeffect
31
- ShaderStore.ShadersStore[name] = shader;
31
+ if (!ShaderStore.ShadersStore[name]) {
32
+ ShaderStore.ShadersStore[name] = shader;
33
+ }
32
34
  /** @internal */
33
35
  export const depthOfFieldMergePixelShader = { name, shader };
34
36
  //# sourceMappingURL=depthOfFieldMerge.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"depthOfFieldMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthOfFieldMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"depthOfFieldMergePixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)\n#else\n#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)\n#endif\nuniform sampler2D textureSampler;varying vec2 vUV;uniform sampler2D circleOfConfusionSampler;uniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float coc=TEXTUREFUNC(circleOfConfusionSampler,vUV,0.0).r;\n#if BLUR_LEVEL==0\nvec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);gl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL==1\nif(coc<0.5){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(original,blurred1,coc/0.5);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);}\n#endif\n#if BLUR_LEVEL==2\nif(coc<0.33){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(original,blurred2,coc/0.33);}else if(coc<0.66){vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);}\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthOfFieldMergePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"depthOfFieldMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depthOfFieldMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"depthOfFieldMergePixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)\n#else\n#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)\n#endif\nuniform sampler2D textureSampler;varying vec2 vUV;uniform sampler2D circleOfConfusionSampler;uniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float coc=TEXTUREFUNC(circleOfConfusionSampler,vUV,0.0).r;\n#if BLUR_LEVEL==0\nvec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);gl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL==1\nif(coc<0.5){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(original,blurred1,coc/0.5);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);}\n#endif\n#if BLUR_LEVEL==2\nif(coc<0.33){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(original,blurred2,coc/0.33);}else if(coc<0.66){vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);}\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const depthOfFieldMergePixelShader = { name, shader };\n"]}
@@ -6,7 +6,9 @@ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sample
6
6
  void main(void)
7
7
  {gl_FragColor=texture2D(passSampler,vUV);}`;
8
8
  // Sideeffect
9
- ShaderStore.ShadersStore[name] = shader;
9
+ if (!ShaderStore.ShadersStore[name]) {
10
+ ShaderStore.ShadersStore[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const displayPassPixelShader = { name, shader };
12
14
  //# sourceMappingURL=displayPass.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"displayPass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/displayPass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;2CAG4B,CAAC;AAC5C,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"displayPassPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D passSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{gl_FragColor=texture2D(passSampler,vUV);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const displayPassPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"displayPass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/displayPass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;2CAG4B,CAAC;AAC5C,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"displayPassPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D passSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{gl_FragColor=texture2D(passSampler,vUV);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const displayPassPixelShader = { name, shader };\n"]}
@@ -11,7 +11,9 @@ cos( latitude ),
11
11
  - cos( longitude )*sin( latitude )
12
12
  );normalize( dir );gl_FragColor=textureCube( cubeMap,dir );}`;
13
13
  // Sideeffect
14
- ShaderStore.ShadersStore[name] = shader;
14
+ if (!ShaderStore.ShadersStore[name]) {
15
+ ShaderStore.ShadersStore[name] = shader;
16
+ }
15
17
  /** @internal */
16
18
  export const equirectangularPanoramaPixelShader = { name, shader };
17
19
  //# sourceMappingURL=equirectangularPanorama.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"equirectangularPanorama.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/equirectangularPanorama.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;6DAQ8C,CAAC;AAC9D,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"equirectangularPanoramaPixelShader\";\nconst shader = `#ifdef GL_ES\nprecision highp float;\n#endif\n#define M_PI 3.1415926535897932384626433832795\nvarying vec2 vUV;uniform samplerCube cubeMap;void main(void) {vec2 uv=vUV;float longitude=uv.x*2.*M_PI-M_PI+M_PI/2.;float latitude=(1.-uv.y)*M_PI;vec3 dir=vec3(\n- sin( longitude )*sin( latitude ),\ncos( latitude ),\n- cos( longitude )*sin( latitude )\n);normalize( dir );gl_FragColor=textureCube( cubeMap,dir );}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const equirectangularPanoramaPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"equirectangularPanorama.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/equirectangularPanorama.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;6DAQ8C,CAAC;AAC9D,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"equirectangularPanoramaPixelShader\";\nconst shader = `#ifdef GL_ES\nprecision highp float;\n#endif\n#define M_PI 3.1415926535897932384626433832795\nvarying vec2 vUV;uniform samplerCube cubeMap;void main(void) {vec2 uv=vUV;float longitude=uv.x*2.*M_PI-M_PI+M_PI/2.;float latitude=(1.-uv.y)*M_PI;vec3 dir=vec3(\n- sin( longitude )*sin( latitude ),\ncos( latitude ),\n- cos( longitude )*sin( latitude )\n);normalize( dir );gl_FragColor=textureCube( cubeMap,dir );}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const equirectangularPanoramaPixelShader = { name, shader };\n"]}
@@ -8,7 +8,9 @@ varying vec2 vUV;uniform sampler2D textureSampler;uniform float threshold;unifor
8
8
  void main(void)
9
9
  {gl_FragColor=texture2D(textureSampler,vUV);float luma=dot(LuminanceEncodeApprox,gl_FragColor.rgb*exposure);gl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;}`;
10
10
  // Sideeffect
11
- ShaderStore.ShadersStore[name] = shader;
11
+ if (!ShaderStore.ShadersStore[name]) {
12
+ ShaderStore.ShadersStore[name] = shader;
13
+ }
12
14
  /** @internal */
13
15
  export const extractHighlightsPixelShader = { name, shader };
14
16
  //# sourceMappingURL=extractHighlights.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"extractHighlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/extractHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;qKAIsJ,CAAC;AACtK,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"extractHighlightsPixelShader\";\nconst shader = `#include<helperFunctions>\nvarying vec2 vUV;uniform sampler2D textureSampler;uniform float threshold;uniform float exposure;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=texture2D(textureSampler,vUV);float luma=dot(LuminanceEncodeApprox,gl_FragColor.rgb*exposure);gl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const extractHighlightsPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"extractHighlights.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/extractHighlights.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;qKAIsJ,CAAC;AACtK,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"extractHighlightsPixelShader\";\nconst shader = `#include<helperFunctions>\nvarying vec2 vUV;uniform sampler2D textureSampler;uniform float threshold;uniform float exposure;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=texture2D(textureSampler,vUV);float luma=dot(LuminanceEncodeApprox,gl_FragColor.rgb*exposure);gl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const extractHighlightsPixelShader = { name, shader };\n"]}
@@ -6,7 +6,9 @@ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform mat4 k
6
6
  void main(void)
7
7
  {vec3 baseColor=texture2D(textureSampler,vUV).rgb;vec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;gl_FragColor=vec4(updatedColor,1.0);}`;
8
8
  // Sideeffect
9
- ShaderStore.ShadersStore[name] = shader;
9
+ if (!ShaderStore.ShadersStore[name]) {
10
+ ShaderStore.ShadersStore[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const filterPixelShader = { name, shader };
12
14
  //# sourceMappingURL=filter.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"filter.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/filter.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;iJAGkI,CAAC;AAClJ,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"filterPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform mat4 kernelMatrix;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec3 baseColor=texture2D(textureSampler,vUV).rgb;vec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;gl_FragColor=vec4(updatedColor,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const filterPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"filter.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/filter.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;iJAGkI,CAAC;AAClJ,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"filterPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform mat4 kernelMatrix;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec3 baseColor=texture2D(textureSampler,vUV).rgb;vec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;gl_FragColor=vec4(updatedColor,1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const filterPixelShader = { name, shader };\n"]}
@@ -6,7 +6,9 @@ int filterSize=min(maxFilterSize,int(ceil(projectedParticleConstant/depth)));flo
6
6
  glFragColor=vec4(sum/wsum,sumVel/wsum,0.,1.);}
7
7
  `;
8
8
  // Sideeffect
9
- ShaderStore.ShadersStore[name] = shader;
9
+ if (!ShaderStore.ShadersStore[name]) {
10
+ ShaderStore.ShadersStore[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const fluidRenderingBilateralBlurPixelShader = { name, shader };
12
14
  //# sourceMappingURL=fluidRenderingBilateralBlur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingBilateralBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingBilateralBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"fluidRenderingBilateralBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform int maxFilterSize;uniform vec2 blurDir;uniform float projectedParticleConstant;uniform float depthThreshold;varying vec2 vUV;void main(void) {float depth=textureLod(textureSampler,vUV,0.).x;if (depth>=1e6 || depth<=0.) {glFragColor=vec4(vec3(depth),1.);return;}\nint filterSize=min(maxFilterSize,int(ceil(projectedParticleConstant/depth)));float sigma=float(filterSize)/3.0;float two_sigma2=2.0*sigma*sigma;float sigmaDepth=depthThreshold/3.0;float two_sigmaDepth2=2.0*sigmaDepth*sigmaDepth;float sum=0.;float wsum=0.;float sumVel=0.;for (int x=-filterSize; x<=filterSize; ++x) {vec2 coords=vec2(x);vec2 sampleDepthVel=textureLod(textureSampler,vUV+coords*blurDir,0.).rg;float r=dot(coords,coords);float w=exp(-r/two_sigma2);float rDepth=sampleDepthVel.r-depth;float wd=exp(-rDepth*rDepth/two_sigmaDepth2);sum+=sampleDepthVel.r*w*wd;sumVel+=sampleDepthVel.g*w*wd;wsum+=w*wd;}\nglFragColor=vec4(sum/wsum,sumVel/wsum,0.,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingBilateralBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingBilateralBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingBilateralBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"fluidRenderingBilateralBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform int maxFilterSize;uniform vec2 blurDir;uniform float projectedParticleConstant;uniform float depthThreshold;varying vec2 vUV;void main(void) {float depth=textureLod(textureSampler,vUV,0.).x;if (depth>=1e6 || depth<=0.) {glFragColor=vec4(vec3(depth),1.);return;}\nint filterSize=min(maxFilterSize,int(ceil(projectedParticleConstant/depth)));float sigma=float(filterSize)/3.0;float two_sigma2=2.0*sigma*sigma;float sigmaDepth=depthThreshold/3.0;float two_sigmaDepth2=2.0*sigmaDepth*sigmaDepth;float sum=0.;float wsum=0.;float sumVel=0.;for (int x=-filterSize; x<=filterSize; ++x) {vec2 coords=vec2(x);vec2 sampleDepthVel=textureLod(textureSampler,vUV+coords*blurDir,0.).rg;float r=dot(coords,coords);float w=exp(-r/two_sigma2);float rDepth=sampleDepthVel.r-depth;float wd=exp(-rDepth*rDepth/two_sigmaDepth2);sum+=sampleDepthVel.r*w*wd;sumVel+=sampleDepthVel.g*w*wd;wsum+=w*wd;}\nglFragColor=vec4(sum/wsum,sumVel/wsum,0.,1.);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingBilateralBlurPixelShader = { name, shader };\n"]}
@@ -26,7 +26,9 @@ glFragColor=vec4(realViewPos.z,0.,0.,1.);
26
26
  }
27
27
  `;
28
28
  // Sideeffect
29
- ShaderStore.ShadersStore[name] = shader;
29
+ if (!ShaderStore.ShadersStore[name]) {
30
+ ShaderStore.ShadersStore[name] = shader;
31
+ }
30
32
  /** @internal */
31
33
  export const fluidRenderingParticleDepthPixelShader = { name, shader };
32
34
  //# sourceMappingURL=fluidRenderingParticleDepth.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"fluidRenderingParticleDepthPixelShader\";\nconst shader = `uniform mat4 projection;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nvarying float velocityNorm;\n#endif\nvoid main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;normal.z=sqrt(1.0-r2);\n#ifndef FLUIDRENDERING_RHS\nnormal.z=-normal.z;\n#endif\nvec4 realViewPos=vec4(viewPos+normal*sphereRadius,1.0);vec4 clipSpacePos=projection*realViewPos;\n#ifdef WEBGPU\ngl_FragDepth=clipSpacePos.z/clipSpacePos.w;\n#else\ngl_FragDepth=(clipSpacePos.z/clipSpacePos.w)*0.5+0.5;\n#endif\n#ifdef FLUIDRENDERING_RHS\nrealViewPos.z=-realViewPos.z;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nglFragColor=vec4(realViewPos.z,velocityNorm,0.,1.);\n#else\nglFragColor=vec4(realViewPos.z,0.,0.,1.);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"fluidRenderingParticleDepthPixelShader\";\nconst shader = `uniform mat4 projection;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nvarying float velocityNorm;\n#endif\nvoid main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;normal.z=sqrt(1.0-r2);\n#ifndef FLUIDRENDERING_RHS\nnormal.z=-normal.z;\n#endif\nvec4 realViewPos=vec4(viewPos+normal*sphereRadius,1.0);vec4 clipSpacePos=projection*realViewPos;\n#ifdef WEBGPU\ngl_FragDepth=clipSpacePos.z/clipSpacePos.w;\n#else\ngl_FragDepth=(clipSpacePos.z/clipSpacePos.w)*0.5+0.5;\n#endif\n#ifdef FLUIDRENDERING_RHS\nrealViewPos.z=-realViewPos.z;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nglFragColor=vec4(realViewPos.z,velocityNorm,0.,1.);\n#else\nglFragColor=vec4(realViewPos.z,0.,0.,1.);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingParticleDepthPixelShader = { name, shader };\n"]}
@@ -12,7 +12,9 @@ velocityNorm=length(velocity);
12
12
  }
13
13
  `;
14
14
  // Sideeffect
15
- ShaderStore.ShadersStore[name] = shader;
15
+ if (!ShaderStore.ShadersStore[name]) {
16
+ ShaderStore.ShadersStore[name] = shader;
17
+ }
16
18
  /** @internal */
17
19
  export const fluidRenderingParticleDepthVertexShader = { name, shader };
18
20
  //# sourceMappingURL=fluidRenderingParticleDepth.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,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 = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute vec3 velocity;varying float velocityNorm;\n#endif\nvoid main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;viewPos=(view*vec4(position,1.0)).xyz;gl_Position=projection*vec4(viewPos+cornerPos,1.0);uv=offset;sphereRadius=size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvelocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute vec3 velocity;varying float velocityNorm;\n#endif\nvoid main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;viewPos=(view*vec4(position,1.0)).xyz;gl_Position=projection*vec4(viewPos+cornerPos,1.0);uv=offset;sphereRadius=size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvelocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShader = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "fluidRenderingParticleDiffusePixelShader";
4
4
  const shader = `uniform float particleAlpha;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;glFragColor=vec4(diffuseColor,1.0);}
5
5
  `;
6
6
  // Sideeffect
7
- ShaderStore.ShadersStore[name] = shader;
7
+ if (!ShaderStore.ShadersStore[name]) {
8
+ ShaderStore.ShadersStore[name] = shader;
9
+ }
8
10
  /** @internal */
9
11
  export const fluidRenderingParticleDiffusePixelShader = { name, shader };
10
12
  //# sourceMappingURL=fluidRenderingParticleDiffuse.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDiffuse.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffusePixelShader\";\nconst shader = `uniform float particleAlpha;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;glFragColor=vec4(diffuseColor,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDiffusePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDiffuse.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffusePixelShader\";\nconst shader = `uniform float particleAlpha;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;glFragColor=vec4(diffuseColor,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingParticleDiffusePixelShader = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "fluidRenderingParticleDiffuseVertexShader";
4
4
  const shader = `attribute vec3 position;attribute vec2 offset;attribute vec4 color;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;diffuseColor=color.rgb;}
5
5
  `;
6
6
  // Sideeffect
7
- ShaderStore.ShadersStore[name] = shader;
7
+ if (!ShaderStore.ShadersStore[name]) {
8
+ ShaderStore.ShadersStore[name] = shader;
9
+ }
8
10
  /** @internal */
9
11
  export const fluidRenderingParticleDiffuseVertexShader = { name, shader };
10
12
  //# sourceMappingURL=fluidRenderingParticleDiffuse.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDiffuse.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffuseVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;attribute vec4 color;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;diffuseColor=color.rgb;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDiffuseVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDiffuse.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffuseVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;attribute vec4 color;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;diffuseColor=color.rgb;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingParticleDiffuseVertexShader = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "fluidRenderingParticleThicknessPixelShader";
4
4
  const shader = `uniform float particleAlpha;varying vec2 uv;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;float thickness=sqrt(1.0-r2);glFragColor=vec4(vec3(particleAlpha*thickness),1.0);}
5
5
  `;
6
6
  // Sideeffect
7
- ShaderStore.ShadersStore[name] = shader;
7
+ if (!ShaderStore.ShadersStore[name]) {
8
+ ShaderStore.ShadersStore[name] = shader;
9
+ }
8
10
  /** @internal */
9
11
  export const fluidRenderingParticleThicknessPixelShader = { name, shader };
10
12
  //# sourceMappingURL=fluidRenderingParticleThickness.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleThickness.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,4CAA4C,CAAC;AAC1D,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,0CAA0C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessPixelShader\";\nconst shader = `uniform float particleAlpha;varying vec2 uv;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;float thickness=sqrt(1.0-r2);glFragColor=vec4(vec3(particleAlpha*thickness),1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleThicknessPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleThickness.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,4CAA4C,CAAC;AAC1D,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0CAA0C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessPixelShader\";\nconst shader = `uniform float particleAlpha;varying vec2 uv;void main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;float thickness=sqrt(1.0-r2);glFragColor=vec4(vec3(particleAlpha*thickness),1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingParticleThicknessPixelShader = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "fluidRenderingParticleThicknessVertexShader";
4
4
  const shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;}
5
5
  `;
6
6
  // Sideeffect
7
- ShaderStore.ShadersStore[name] = shader;
7
+ if (!ShaderStore.ShadersStore[name]) {
8
+ ShaderStore.ShadersStore[name] = shader;
9
+ }
8
10
  /** @internal */
9
11
  export const fluidRenderingParticleThicknessVertexShader = { name, shader };
10
12
  //# sourceMappingURL=fluidRenderingParticleThickness.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6CAA6C,CAAC;AAC3D,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6CAA6C,CAAC;AAC3D,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShader = { name, shader };\n"]}
@@ -95,7 +95,9 @@ float velocity=depthVel.g;finalColor=mix(finalColor,vec3(1.0),smoothstep(0.3,1.0
95
95
  glFragColor=vec4(finalColor,transmitted.a);}
96
96
  `;
97
97
  // Sideeffect
98
- ShaderStore.ShadersStore[name] = shader;
98
+ if (!ShaderStore.ShadersStore[name]) {
99
+ ShaderStore.ShadersStore[name] = shader;
100
+ }
99
101
  /** @internal */
100
102
  export const fluidRenderingRenderPixelShader = { name, shader };
101
103
  //# sourceMappingURL=fluidRenderingRender.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingRender.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingRender.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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Fd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingRenderPixelShader\";\nconst shader = `#define DISABLE_UNIFORMITY_ANALYSIS\n#define IOR 1.333\n#define ETA 1.0/IOR\n#define F0 0.02\nuniform sampler2D textureSampler;uniform sampler2D depthSampler;\n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nuniform sampler2D diffuseSampler;\n#else\nuniform vec3 diffuseColor;\n#endif\n#ifdef FLUIDRENDERING_FIXED_THICKNESS\nuniform float thickness;uniform sampler2D bgDepthSampler;\n#else\nuniform float minimumThickness;uniform sampler2D thicknessSampler;\n#endif\n#ifdef FLUIDRENDERING_ENVIRONMENT\nuniform samplerCube reflectionSampler;\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nuniform sampler2D debugSampler;\n#endif\nuniform mat4 viewMatrix;uniform mat4 projectionMatrix;uniform mat4 invProjectionMatrix;uniform vec2 texelSize;uniform vec3 dirLight;uniform float cameraFar;uniform float density;uniform float refractionStrength;uniform float fresnelClamp;uniform float specularPower;varying vec2 vUV;vec3 computeViewPosFromUVDepth(vec2 texCoord,float depth) {vec4 ndc;ndc.xy=texCoord*2.0-1.0;\n#ifdef FLUIDRENDERING_RHS\nndc.z=-projectionMatrix[2].z+projectionMatrix[3].z/depth;\n#else\nndc.z=projectionMatrix[2].z+projectionMatrix[3].z/depth;\n#endif\nndc.w=1.0;vec4 eyePos=invProjectionMatrix*ndc;eyePos.xyz/=eyePos.w;return eyePos.xyz;}\nvec3 getViewPosFromTexCoord(vec2 texCoord) {float depth=textureLod(depthSampler,texCoord,0.).x;return computeViewPosFromUVDepth(texCoord,depth);}\nvoid main(void) {vec2 texCoord=vUV;\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nvec4 color=texture2D(debugSampler,texCoord);\n#ifdef FLUIDRENDERING_DEBUG_DEPTH\nglFragColor=vec4(color.rgb/vec3(2.0),1.);if (color.r>0.999 && color.g>0.999) {glFragColor=texture2D(textureSampler,texCoord);}\n#else\nglFragColor=vec4(color.rgb,1.);if (color.r<0.001 && color.g<0.001 && color.b<0.001) {glFragColor=texture2D(textureSampler,texCoord);}\n#endif\nreturn;\n#endif\nvec2 depthVel=textureLod(depthSampler,texCoord,0.).rg;float depth=depthVel.r;\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nfloat thickness=texture2D(thicknessSampler,texCoord).x;\n#else\nfloat bgDepth=texture2D(bgDepthSampler,texCoord).x;float depthNonLinear=projectionMatrix[2].z+projectionMatrix[3].z/depth;depthNonLinear=depthNonLinear*0.5+0.5;\n#endif\nvec4 backColor=texture2D(textureSampler,texCoord);\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nif (depth>=cameraFar || depth<=0. || thickness<=minimumThickness) {\n#else\nif (depth>=cameraFar || depth<=0. || bgDepth<=depthNonLinear) {\n#endif\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nglFragColor.rgb=backColor.rgb*backColor.a;glFragColor.a=backColor.a;\n#else\nglFragColor=backColor;\n#endif\nreturn;}\nvec3 viewPos=computeViewPosFromUVDepth(texCoord,depth);vec3 ddx=getViewPosFromTexCoord(texCoord+vec2(texelSize.x,0.))-viewPos;vec3 ddy=getViewPosFromTexCoord(texCoord+vec2(0.,texelSize.y))-viewPos;vec3 ddx2=viewPos-getViewPosFromTexCoord(texCoord+vec2(-texelSize.x,0.));if (abs(ddx.z)>abs(ddx2.z)) {ddx=ddx2;}\nvec3 ddy2=viewPos-getViewPosFromTexCoord(texCoord+vec2(0.,-texelSize.y));if (abs(ddy.z)>abs(ddy2.z)) {ddy=ddy2;}\nvec3 normal=normalize(cross(ddy,ddx));\n#ifdef FLUIDRENDERING_RHS\nnormal=-normal;\n#endif\n#ifndef WEBGPU\nif(isnan(normal.x) || isnan(normal.y) || isnan(normal.z) || isinf(normal.x) || isinf(normal.y) || isinf(normal.z)) {normal=vec3(0.,0.,-1.);}\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_SHOWNORMAL)\nglFragColor=vec4(normal*0.5+0.5,1.0);return;\n#endif\nvec3 rayDir=normalize(viewPos); \n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nvec3 diffuseColor=textureLod(diffuseSampler,texCoord,0.0).rgb;\n#endif\nvec3 lightDir=normalize(vec3(viewMatrix*vec4(-dirLight,0.)));vec3 H =normalize(lightDir-rayDir);float specular=pow(max(0.0,dot(H,normal)),specularPower);\n#ifdef FLUIDRENDERING_DEBUG_DIFFUSERENDERING\nfloat diffuse =max(0.0,dot(lightDir,normal))*1.0;glFragColor=vec4(vec3(0.1) /*ambient*/+vec3(0.42,0.50,1.00)*diffuse+vec3(0,0,0.2)+specular,1.);return;\n#endif\nvec3 refractionDir=refract(rayDir,normal,ETA);vec4 transmitted=textureLod(textureSampler,vec2(texCoord+refractionDir.xy*thickness*refractionStrength),0.0);\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nif (transmitted.a==0.) transmitted.a=thickness;\n#endif\nvec3 transmittance=exp(-density*thickness*(1.0-diffuseColor)); \nvec3 refractionColor=transmitted.rgb*transmittance;\n#ifdef FLUIDRENDERING_ENVIRONMENT\nvec3 reflectionDir=reflect(rayDir,normal);vec3 reflectionColor=(textureCube(reflectionSampler,reflectionDir).rgb);float fresnel=clamp(F0+(1.0-F0)*pow(1.0-dot(normal,-rayDir),5.0),0.,fresnelClamp);vec3 finalColor=mix(refractionColor,reflectionColor,fresnel)+specular;\n#else\nvec3 finalColor=refractionColor+specular;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nfloat velocity=depthVel.g;finalColor=mix(finalColor,vec3(1.0),smoothstep(0.3,1.0,velocity/6.0));\n#endif\nglFragColor=vec4(finalColor,transmitted.a);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingRenderPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingRender.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingRender.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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingRenderPixelShader\";\nconst shader = `#define DISABLE_UNIFORMITY_ANALYSIS\n#define IOR 1.333\n#define ETA 1.0/IOR\n#define F0 0.02\nuniform sampler2D textureSampler;uniform sampler2D depthSampler;\n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nuniform sampler2D diffuseSampler;\n#else\nuniform vec3 diffuseColor;\n#endif\n#ifdef FLUIDRENDERING_FIXED_THICKNESS\nuniform float thickness;uniform sampler2D bgDepthSampler;\n#else\nuniform float minimumThickness;uniform sampler2D thicknessSampler;\n#endif\n#ifdef FLUIDRENDERING_ENVIRONMENT\nuniform samplerCube reflectionSampler;\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nuniform sampler2D debugSampler;\n#endif\nuniform mat4 viewMatrix;uniform mat4 projectionMatrix;uniform mat4 invProjectionMatrix;uniform vec2 texelSize;uniform vec3 dirLight;uniform float cameraFar;uniform float density;uniform float refractionStrength;uniform float fresnelClamp;uniform float specularPower;varying vec2 vUV;vec3 computeViewPosFromUVDepth(vec2 texCoord,float depth) {vec4 ndc;ndc.xy=texCoord*2.0-1.0;\n#ifdef FLUIDRENDERING_RHS\nndc.z=-projectionMatrix[2].z+projectionMatrix[3].z/depth;\n#else\nndc.z=projectionMatrix[2].z+projectionMatrix[3].z/depth;\n#endif\nndc.w=1.0;vec4 eyePos=invProjectionMatrix*ndc;eyePos.xyz/=eyePos.w;return eyePos.xyz;}\nvec3 getViewPosFromTexCoord(vec2 texCoord) {float depth=textureLod(depthSampler,texCoord,0.).x;return computeViewPosFromUVDepth(texCoord,depth);}\nvoid main(void) {vec2 texCoord=vUV;\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nvec4 color=texture2D(debugSampler,texCoord);\n#ifdef FLUIDRENDERING_DEBUG_DEPTH\nglFragColor=vec4(color.rgb/vec3(2.0),1.);if (color.r>0.999 && color.g>0.999) {glFragColor=texture2D(textureSampler,texCoord);}\n#else\nglFragColor=vec4(color.rgb,1.);if (color.r<0.001 && color.g<0.001 && color.b<0.001) {glFragColor=texture2D(textureSampler,texCoord);}\n#endif\nreturn;\n#endif\nvec2 depthVel=textureLod(depthSampler,texCoord,0.).rg;float depth=depthVel.r;\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nfloat thickness=texture2D(thicknessSampler,texCoord).x;\n#else\nfloat bgDepth=texture2D(bgDepthSampler,texCoord).x;float depthNonLinear=projectionMatrix[2].z+projectionMatrix[3].z/depth;depthNonLinear=depthNonLinear*0.5+0.5;\n#endif\nvec4 backColor=texture2D(textureSampler,texCoord);\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nif (depth>=cameraFar || depth<=0. || thickness<=minimumThickness) {\n#else\nif (depth>=cameraFar || depth<=0. || bgDepth<=depthNonLinear) {\n#endif\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nglFragColor.rgb=backColor.rgb*backColor.a;glFragColor.a=backColor.a;\n#else\nglFragColor=backColor;\n#endif\nreturn;}\nvec3 viewPos=computeViewPosFromUVDepth(texCoord,depth);vec3 ddx=getViewPosFromTexCoord(texCoord+vec2(texelSize.x,0.))-viewPos;vec3 ddy=getViewPosFromTexCoord(texCoord+vec2(0.,texelSize.y))-viewPos;vec3 ddx2=viewPos-getViewPosFromTexCoord(texCoord+vec2(-texelSize.x,0.));if (abs(ddx.z)>abs(ddx2.z)) {ddx=ddx2;}\nvec3 ddy2=viewPos-getViewPosFromTexCoord(texCoord+vec2(0.,-texelSize.y));if (abs(ddy.z)>abs(ddy2.z)) {ddy=ddy2;}\nvec3 normal=normalize(cross(ddy,ddx));\n#ifdef FLUIDRENDERING_RHS\nnormal=-normal;\n#endif\n#ifndef WEBGPU\nif(isnan(normal.x) || isnan(normal.y) || isnan(normal.z) || isinf(normal.x) || isinf(normal.y) || isinf(normal.z)) {normal=vec3(0.,0.,-1.);}\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_SHOWNORMAL)\nglFragColor=vec4(normal*0.5+0.5,1.0);return;\n#endif\nvec3 rayDir=normalize(viewPos); \n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nvec3 diffuseColor=textureLod(diffuseSampler,texCoord,0.0).rgb;\n#endif\nvec3 lightDir=normalize(vec3(viewMatrix*vec4(-dirLight,0.)));vec3 H =normalize(lightDir-rayDir);float specular=pow(max(0.0,dot(H,normal)),specularPower);\n#ifdef FLUIDRENDERING_DEBUG_DIFFUSERENDERING\nfloat diffuse =max(0.0,dot(lightDir,normal))*1.0;glFragColor=vec4(vec3(0.1) /*ambient*/+vec3(0.42,0.50,1.00)*diffuse+vec3(0,0,0.2)+specular,1.);return;\n#endif\nvec3 refractionDir=refract(rayDir,normal,ETA);vec4 transmitted=textureLod(textureSampler,vec2(texCoord+refractionDir.xy*thickness*refractionStrength),0.0);\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nif (transmitted.a==0.) transmitted.a=thickness;\n#endif\nvec3 transmittance=exp(-density*thickness*(1.0-diffuseColor)); \nvec3 refractionColor=transmitted.rgb*transmittance;\n#ifdef FLUIDRENDERING_ENVIRONMENT\nvec3 reflectionDir=reflect(rayDir,normal);vec3 reflectionColor=(textureCube(reflectionSampler,reflectionDir).rgb);float fresnel=clamp(F0+(1.0-F0)*pow(1.0-dot(normal,-rayDir),5.0),0.,fresnelClamp);vec3 finalColor=mix(refractionColor,reflectionColor,fresnel)+specular;\n#else\nvec3 finalColor=refractionColor+specular;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nfloat velocity=depthVel.g;finalColor=mix(finalColor,vec3(1.0),smoothstep(0.3,1.0,velocity/6.0));\n#endif\nglFragColor=vec4(finalColor,transmitted.a);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingRenderPixelShader = { name, shader };\n"]}