@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
  320. package/Shaders/ShadersInclude/meshVertexDeclaration.js.map +1 -1
  321. package/Shaders/ShadersInclude/morphTargetsVertex.js +3 -1
  322. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  323. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
  324. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  325. package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
  326. package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  327. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -1
  328. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  329. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +3 -1
  330. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
  331. package/Shaders/ShadersInclude/oitDeclaration.js +3 -1
  332. package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -1
  333. package/Shaders/ShadersInclude/oitFragment.js +3 -1
  334. package/Shaders/ShadersInclude/oitFragment.js.map +1 -1
  335. package/Shaders/ShadersInclude/packingFunctions.js +3 -1
  336. package/Shaders/ShadersInclude/packingFunctions.js.map +1 -1
  337. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +3 -1
  338. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  339. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +3 -1
  340. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  341. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js +3 -1
  342. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  343. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +3 -1
  344. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  345. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js +3 -1
  346. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  347. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +3 -1
  348. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  349. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +3 -1
  350. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  351. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js +3 -1
  352. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  353. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js +5 -2
  354. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  355. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -1
  356. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  357. package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js +3 -1
  358. package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
  359. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +3 -1
  360. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  361. package/Shaders/ShadersInclude/pbrBlockIridescence.js +3 -1
  362. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  363. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js +3 -1
  364. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  365. package/Shaders/ShadersInclude/pbrBlockNormalFinal.js +3 -1
  366. package/Shaders/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
  367. package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js +3 -1
  368. package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -1
  369. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
  370. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  371. package/Shaders/ShadersInclude/pbrBlockReflectance.js +3 -1
  372. package/Shaders/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  373. package/Shaders/ShadersInclude/pbrBlockReflectance0.js +3 -1
  374. package/Shaders/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  375. package/Shaders/ShadersInclude/pbrBlockReflection.js +4 -2
  376. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  377. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +3 -1
  378. package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  379. package/Shaders/ShadersInclude/pbrBlockSheen.js +3 -1
  380. package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
  381. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -1
  382. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  383. package/Shaders/ShadersInclude/pbrDebug.js +3 -1
  384. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  385. package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js +3 -1
  386. package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
  387. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  388. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  389. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +3 -1
  390. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  391. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +3 -1
  392. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  393. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -1
  394. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  395. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -1
  396. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  397. package/Shaders/ShadersInclude/pbrHelperFunctions.js +3 -1
  398. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  399. package/Shaders/ShadersInclude/pbrIBLFunctions.js +3 -1
  400. package/Shaders/ShadersInclude/pbrIBLFunctions.js.map +1 -1
  401. package/Shaders/ShadersInclude/pbrUboDeclaration.js +3 -1
  402. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  403. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +3 -1
  404. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  405. package/Shaders/ShadersInclude/pointCloudVertex.js +3 -1
  406. package/Shaders/ShadersInclude/pointCloudVertex.js.map +1 -1
  407. package/Shaders/ShadersInclude/pointCloudVertexDeclaration.js +3 -1
  408. package/Shaders/ShadersInclude/pointCloudVertexDeclaration.js.map +1 -1
  409. package/Shaders/ShadersInclude/prePassDeclaration.js +3 -1
  410. package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
  411. package/Shaders/ShadersInclude/prePassVertex.js +3 -1
  412. package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
  413. package/Shaders/ShadersInclude/prePassVertexDeclaration.js +3 -1
  414. package/Shaders/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  415. package/Shaders/ShadersInclude/reflectionFunction.js +3 -1
  416. package/Shaders/ShadersInclude/reflectionFunction.js.map +1 -1
  417. package/Shaders/ShadersInclude/samplerFragmentAlternateDeclaration.js +3 -1
  418. package/Shaders/ShadersInclude/samplerFragmentAlternateDeclaration.js.map +1 -1
  419. package/Shaders/ShadersInclude/samplerFragmentDeclaration.js +3 -1
  420. package/Shaders/ShadersInclude/samplerFragmentDeclaration.js.map +1 -1
  421. package/Shaders/ShadersInclude/samplerVertexDeclaration.js +3 -1
  422. package/Shaders/ShadersInclude/samplerVertexDeclaration.js.map +1 -1
  423. package/Shaders/ShadersInclude/samplerVertexImplementation.js +3 -1
  424. package/Shaders/ShadersInclude/samplerVertexImplementation.js.map +1 -1
  425. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +3 -1
  426. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
  427. package/Shaders/ShadersInclude/sceneUboDeclaration.js +3 -1
  428. package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  429. package/Shaders/ShadersInclude/sceneVertexDeclaration.js +3 -1
  430. package/Shaders/ShadersInclude/sceneVertexDeclaration.js.map +1 -1
  431. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -1
  432. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  433. package/Shaders/ShadersInclude/shadowMapFragment.js +3 -1
  434. package/Shaders/ShadersInclude/shadowMapFragment.js.map +1 -1
  435. package/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.js +3 -1
  436. package/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -1
  437. package/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +3 -1
  438. package/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -1
  439. package/Shaders/ShadersInclude/shadowMapUboDeclaration.js +3 -1
  440. package/Shaders/ShadersInclude/shadowMapUboDeclaration.js.map +1 -1
  441. package/Shaders/ShadersInclude/shadowMapVertexDeclaration.js +3 -1
  442. package/Shaders/ShadersInclude/shadowMapVertexDeclaration.js.map +1 -1
  443. package/Shaders/ShadersInclude/shadowMapVertexExtraDeclaration.js +3 -1
  444. package/Shaders/ShadersInclude/shadowMapVertexExtraDeclaration.js.map +1 -1
  445. package/Shaders/ShadersInclude/shadowMapVertexMetric.js +3 -1
  446. package/Shaders/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
  447. package/Shaders/ShadersInclude/shadowMapVertexNormalBias.js +3 -1
  448. package/Shaders/ShadersInclude/shadowMapVertexNormalBias.js.map +1 -1
  449. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -1
  450. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  451. package/Shaders/ShadersInclude/shadowsVertex.js +3 -1
  452. package/Shaders/ShadersInclude/shadowsVertex.js.map +1 -1
  453. package/Shaders/ShadersInclude/subSurfaceScatteringFunctions.js +3 -1
  454. package/Shaders/ShadersInclude/subSurfaceScatteringFunctions.js.map +1 -1
  455. package/Shaders/ShadersInclude/uvAttributeDeclaration.js +3 -1
  456. package/Shaders/ShadersInclude/uvAttributeDeclaration.js.map +1 -1
  457. package/Shaders/ShadersInclude/uvVariableDeclaration.js +3 -1
  458. package/Shaders/ShadersInclude/uvVariableDeclaration.js.map +1 -1
  459. package/Shaders/ShadersInclude/vertexColorMixing.js +3 -1
  460. package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
  461. package/Shaders/anaglyph.fragment.js +3 -1
  462. package/Shaders/anaglyph.fragment.js.map +1 -1
  463. package/Shaders/background.fragment.js +3 -1
  464. package/Shaders/background.fragment.js.map +1 -1
  465. package/Shaders/background.vertex.js +3 -1
  466. package/Shaders/background.vertex.js.map +1 -1
  467. package/Shaders/bilateralBlur.fragment.js +3 -1
  468. package/Shaders/bilateralBlur.fragment.js.map +1 -1
  469. package/Shaders/bilateralBlurQuality.fragment.js +3 -1
  470. package/Shaders/bilateralBlurQuality.fragment.js.map +1 -1
  471. package/Shaders/blackAndWhite.fragment.js +3 -1
  472. package/Shaders/blackAndWhite.fragment.js.map +1 -1
  473. package/Shaders/bloomMerge.fragment.js +3 -1
  474. package/Shaders/bloomMerge.fragment.js.map +1 -1
  475. package/Shaders/boundingBoxRenderer.fragment.js +3 -1
  476. package/Shaders/boundingBoxRenderer.fragment.js.map +1 -1
  477. package/Shaders/boundingBoxRenderer.vertex.js +3 -1
  478. package/Shaders/boundingBoxRenderer.vertex.js.map +1 -1
  479. package/Shaders/chromaticAberration.fragment.js +3 -1
  480. package/Shaders/chromaticAberration.fragment.js.map +1 -1
  481. package/Shaders/circleOfConfusion.fragment.js +3 -1
  482. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  483. package/Shaders/color.fragment.js +3 -1
  484. package/Shaders/color.fragment.js.map +1 -1
  485. package/Shaders/color.vertex.js +3 -1
  486. package/Shaders/color.vertex.js.map +1 -1
  487. package/Shaders/colorCorrection.fragment.js +3 -1
  488. package/Shaders/colorCorrection.fragment.js.map +1 -1
  489. package/Shaders/convolution.fragment.js +3 -1
  490. package/Shaders/convolution.fragment.js.map +1 -1
  491. package/Shaders/copyTexture3DLayerToTexture.fragment.js +3 -1
  492. package/Shaders/copyTexture3DLayerToTexture.fragment.js.map +1 -1
  493. package/Shaders/copyTextureToTexture.fragment.js +3 -1
  494. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  495. package/Shaders/default.fragment.js +3 -1
  496. package/Shaders/default.fragment.js.map +1 -1
  497. package/Shaders/default.vertex.js +3 -1
  498. package/Shaders/default.vertex.js.map +1 -1
  499. package/Shaders/depth.fragment.js +3 -1
  500. package/Shaders/depth.fragment.js.map +1 -1
  501. package/Shaders/depth.vertex.js +3 -1
  502. package/Shaders/depth.vertex.js.map +1 -1
  503. package/Shaders/depthBoxBlur.fragment.js +3 -1
  504. package/Shaders/depthBoxBlur.fragment.js.map +1 -1
  505. package/Shaders/depthOfField.fragment.js +3 -1
  506. package/Shaders/depthOfField.fragment.js.map +1 -1
  507. package/Shaders/depthOfFieldMerge.fragment.js +3 -1
  508. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  509. package/Shaders/displayPass.fragment.js +3 -1
  510. package/Shaders/displayPass.fragment.js.map +1 -1
  511. package/Shaders/equirectangularPanorama.fragment.js +3 -1
  512. package/Shaders/equirectangularPanorama.fragment.js.map +1 -1
  513. package/Shaders/extractHighlights.fragment.js +3 -1
  514. package/Shaders/extractHighlights.fragment.js.map +1 -1
  515. package/Shaders/filter.fragment.js +3 -1
  516. package/Shaders/filter.fragment.js.map +1 -1
  517. package/Shaders/fluidRenderingBilateralBlur.fragment.js +3 -1
  518. package/Shaders/fluidRenderingBilateralBlur.fragment.js.map +1 -1
  519. package/Shaders/fluidRenderingParticleDepth.fragment.js +3 -1
  520. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -1
  521. package/Shaders/fluidRenderingParticleDepth.vertex.js +3 -1
  522. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
  523. package/Shaders/fluidRenderingParticleDiffuse.fragment.js +3 -1
  524. package/Shaders/fluidRenderingParticleDiffuse.fragment.js.map +1 -1
  525. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +3 -1
  526. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  527. package/Shaders/fluidRenderingParticleThickness.fragment.js +3 -1
  528. package/Shaders/fluidRenderingParticleThickness.fragment.js.map +1 -1
  529. package/Shaders/fluidRenderingParticleThickness.vertex.js +3 -1
  530. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
  531. package/Shaders/fluidRenderingRender.fragment.js +3 -1
  532. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  533. package/Shaders/fluidRenderingStandardBlur.fragment.js +3 -1
  534. package/Shaders/fluidRenderingStandardBlur.fragment.js.map +1 -1
  535. package/Shaders/fxaa.fragment.js +3 -1
  536. package/Shaders/fxaa.fragment.js.map +1 -1
  537. package/Shaders/fxaa.vertex.js +3 -1
  538. package/Shaders/fxaa.vertex.js.map +1 -1
  539. package/Shaders/gaussianSplatting.fragment.js +3 -1
  540. package/Shaders/gaussianSplatting.fragment.js.map +1 -1
  541. package/Shaders/gaussianSplatting.vertex.js +3 -1
  542. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  543. package/Shaders/geometry.fragment.js +3 -1
  544. package/Shaders/geometry.fragment.js.map +1 -1
  545. package/Shaders/geometry.vertex.js +3 -1
  546. package/Shaders/geometry.vertex.js.map +1 -1
  547. package/Shaders/glowBlurPostProcess.fragment.js +3 -1
  548. package/Shaders/glowBlurPostProcess.fragment.js.map +1 -1
  549. package/Shaders/glowMapGeneration.fragment.js +3 -1
  550. package/Shaders/glowMapGeneration.fragment.js.map +1 -1
  551. package/Shaders/glowMapGeneration.vertex.js +3 -1
  552. package/Shaders/glowMapGeneration.vertex.js.map +1 -1
  553. package/Shaders/glowMapMerge.fragment.js +3 -1
  554. package/Shaders/glowMapMerge.fragment.js.map +1 -1
  555. package/Shaders/glowMapMerge.vertex.js +3 -1
  556. package/Shaders/glowMapMerge.vertex.js.map +1 -1
  557. package/Shaders/gpuRenderParticles.fragment.js +3 -1
  558. package/Shaders/gpuRenderParticles.fragment.js.map +1 -1
  559. package/Shaders/gpuRenderParticles.vertex.js +3 -1
  560. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  561. package/Shaders/gpuTransform.fragment.js +3 -1
  562. package/Shaders/gpuTransform.fragment.js.map +1 -1
  563. package/Shaders/gpuTransform.vertex.js +3 -1
  564. package/Shaders/gpuTransform.vertex.js.map +1 -1
  565. package/Shaders/gpuUpdateParticles.fragment.js +3 -1
  566. package/Shaders/gpuUpdateParticles.fragment.js.map +1 -1
  567. package/Shaders/gpuUpdateParticles.vertex.js +3 -1
  568. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  569. package/Shaders/grain.fragment.js +3 -1
  570. package/Shaders/grain.fragment.js.map +1 -1
  571. package/Shaders/greasedLine.fragment.js +3 -1
  572. package/Shaders/greasedLine.fragment.js.map +1 -1
  573. package/Shaders/greasedLine.vertex.js +3 -1
  574. package/Shaders/greasedLine.vertex.js.map +1 -1
  575. package/Shaders/hdrFiltering.fragment.js +3 -1
  576. package/Shaders/hdrFiltering.fragment.js.map +1 -1
  577. package/Shaders/hdrFiltering.vertex.js +3 -1
  578. package/Shaders/hdrFiltering.vertex.js.map +1 -1
  579. package/Shaders/hdrIrradianceFiltering.fragment.js +3 -1
  580. package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -1
  581. package/Shaders/hdrIrradianceFiltering.vertex.js +3 -1
  582. package/Shaders/hdrIrradianceFiltering.vertex.js.map +1 -1
  583. package/Shaders/highlights.fragment.js +3 -1
  584. package/Shaders/highlights.fragment.js.map +1 -1
  585. package/Shaders/iblCdfDebug.fragment.js +3 -1
  586. package/Shaders/iblCdfDebug.fragment.js.map +1 -1
  587. package/Shaders/iblCdfx.fragment.js +3 -1
  588. package/Shaders/iblCdfx.fragment.js.map +1 -1
  589. package/Shaders/iblCdfy.fragment.js +3 -1
  590. package/Shaders/iblCdfy.fragment.js.map +1 -1
  591. package/Shaders/iblCombineVoxelGrids.fragment.js +3 -1
  592. package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -1
  593. package/Shaders/iblGenerateVoxelMip.fragment.js +3 -1
  594. package/Shaders/iblGenerateVoxelMip.fragment.js.map +1 -1
  595. package/Shaders/iblIcdf.fragment.js +3 -1
  596. package/Shaders/iblIcdf.fragment.js.map +1 -1
  597. package/Shaders/iblScaledLuminance.fragment.js +3 -1
  598. package/Shaders/iblScaledLuminance.fragment.js.map +1 -1
  599. package/Shaders/iblShadowAccumulation.fragment.js +3 -1
  600. package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
  601. package/Shaders/iblShadowDebug.fragment.js +3 -1
  602. package/Shaders/iblShadowDebug.fragment.js.map +1 -1
  603. package/Shaders/iblShadowGBufferDebug.fragment.js +3 -1
  604. package/Shaders/iblShadowGBufferDebug.fragment.js.map +1 -1
  605. package/Shaders/iblShadowSpatialBlur.fragment.js +3 -1
  606. package/Shaders/iblShadowSpatialBlur.fragment.js.map +1 -1
  607. package/Shaders/iblShadowVoxelTracing.fragment.js +3 -1
  608. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  609. package/Shaders/iblShadowsCombine.fragment.js +3 -1
  610. package/Shaders/iblShadowsCombine.fragment.js.map +1 -1
  611. package/Shaders/iblVoxelGrid.fragment.js +3 -1
  612. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  613. package/Shaders/iblVoxelGrid.vertex.js +3 -1
  614. package/Shaders/iblVoxelGrid.vertex.js.map +1 -1
  615. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
  616. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
  617. package/Shaders/iblVoxelGrid3dDebug.fragment.js +3 -1
  618. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +1 -1
  619. package/Shaders/iblVoxelSlabDebug.fragment.js +3 -1
  620. package/Shaders/iblVoxelSlabDebug.fragment.js.map +1 -1
  621. package/Shaders/iblVoxelSlabDebug.vertex.js +3 -1
  622. package/Shaders/iblVoxelSlabDebug.vertex.js.map +1 -1
  623. package/Shaders/imageProcessing.fragment.js +4 -2
  624. package/Shaders/imageProcessing.fragment.js.map +1 -1
  625. package/Shaders/kernelBlur.fragment.js +3 -1
  626. package/Shaders/kernelBlur.fragment.js.map +1 -1
  627. package/Shaders/kernelBlur.vertex.js +3 -1
  628. package/Shaders/kernelBlur.vertex.js.map +1 -1
  629. package/Shaders/layer.fragment.js +3 -1
  630. package/Shaders/layer.fragment.js.map +1 -1
  631. package/Shaders/layer.vertex.js +3 -1
  632. package/Shaders/layer.vertex.js.map +1 -1
  633. package/Shaders/lensFlare.fragment.js +3 -1
  634. package/Shaders/lensFlare.fragment.js.map +1 -1
  635. package/Shaders/lensFlare.vertex.js +3 -1
  636. package/Shaders/lensFlare.vertex.js.map +1 -1
  637. package/Shaders/lensHighlights.fragment.js +3 -1
  638. package/Shaders/lensHighlights.fragment.js.map +1 -1
  639. package/Shaders/line.fragment.js +3 -1
  640. package/Shaders/line.fragment.js.map +1 -1
  641. package/Shaders/line.vertex.js +3 -1
  642. package/Shaders/line.vertex.js.map +1 -1
  643. package/Shaders/lod.fragment.js +3 -1
  644. package/Shaders/lod.fragment.js.map +1 -1
  645. package/Shaders/lodCube.fragment.js +3 -1
  646. package/Shaders/lodCube.fragment.js.map +1 -1
  647. package/Shaders/meshUVSpaceRenderer.fragment.js +3 -1
  648. package/Shaders/meshUVSpaceRenderer.fragment.js.map +1 -1
  649. package/Shaders/meshUVSpaceRenderer.vertex.js +3 -1
  650. package/Shaders/meshUVSpaceRenderer.vertex.js.map +1 -1
  651. package/Shaders/meshUVSpaceRendererFinaliser.fragment.js +3 -1
  652. package/Shaders/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
  653. package/Shaders/meshUVSpaceRendererFinaliser.vertex.js +3 -1
  654. package/Shaders/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  655. package/Shaders/meshUVSpaceRendererMasker.fragment.js +3 -1
  656. package/Shaders/meshUVSpaceRendererMasker.fragment.js.map +1 -1
  657. package/Shaders/meshUVSpaceRendererMasker.vertex.js +3 -1
  658. package/Shaders/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  659. package/Shaders/minmaxRedux.fragment.js +3 -1
  660. package/Shaders/minmaxRedux.fragment.js.map +1 -1
  661. package/Shaders/motionBlur.fragment.js +4 -2
  662. package/Shaders/motionBlur.fragment.js.map +1 -1
  663. package/Shaders/noise.fragment.js +3 -1
  664. package/Shaders/noise.fragment.js.map +1 -1
  665. package/Shaders/oitBackBlend.fragment.js +3 -1
  666. package/Shaders/oitBackBlend.fragment.js.map +1 -1
  667. package/Shaders/oitFinal.fragment.js +3 -1
  668. package/Shaders/oitFinal.fragment.js.map +1 -1
  669. package/Shaders/outline.fragment.js +3 -1
  670. package/Shaders/outline.fragment.js.map +1 -1
  671. package/Shaders/outline.vertex.js +3 -1
  672. package/Shaders/outline.vertex.js.map +1 -1
  673. package/Shaders/particles.fragment.js +3 -1
  674. package/Shaders/particles.fragment.js.map +1 -1
  675. package/Shaders/particles.vertex.js +3 -1
  676. package/Shaders/particles.vertex.js.map +1 -1
  677. package/Shaders/pass.fragment.js +3 -1
  678. package/Shaders/pass.fragment.js.map +1 -1
  679. package/Shaders/passCube.fragment.js +3 -1
  680. package/Shaders/passCube.fragment.js.map +1 -1
  681. package/Shaders/pbr.fragment.js +6 -1
  682. package/Shaders/pbr.fragment.js.map +1 -1
  683. package/Shaders/pbr.vertex.js +3 -1
  684. package/Shaders/pbr.vertex.js.map +1 -1
  685. package/Shaders/picking.fragment.js +3 -1
  686. package/Shaders/picking.fragment.js.map +1 -1
  687. package/Shaders/picking.vertex.js +3 -1
  688. package/Shaders/picking.vertex.js.map +1 -1
  689. package/Shaders/postprocess.vertex.js +3 -1
  690. package/Shaders/postprocess.vertex.js.map +1 -1
  691. package/Shaders/procedural.vertex.js +3 -1
  692. package/Shaders/procedural.vertex.js.map +1 -1
  693. package/Shaders/refraction.fragment.js +3 -1
  694. package/Shaders/refraction.fragment.js.map +1 -1
  695. package/Shaders/rgbdDecode.fragment.js +3 -1
  696. package/Shaders/rgbdDecode.fragment.js.map +1 -1
  697. package/Shaders/rgbdEncode.fragment.js +3 -1
  698. package/Shaders/rgbdEncode.fragment.js.map +1 -1
  699. package/Shaders/rsmFullGlobalIllumination.fragment.js +3 -1
  700. package/Shaders/rsmFullGlobalIllumination.fragment.js.map +1 -1
  701. package/Shaders/rsmGlobalIllumination.fragment.js +3 -1
  702. package/Shaders/rsmGlobalIllumination.fragment.js.map +1 -1
  703. package/Shaders/screenSpaceCurvature.fragment.js +3 -1
  704. package/Shaders/screenSpaceCurvature.fragment.js.map +1 -1
  705. package/Shaders/screenSpaceReflection.fragment.js +3 -1
  706. package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
  707. package/Shaders/screenSpaceReflection2.fragment.js +4 -2
  708. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  709. package/Shaders/screenSpaceReflection2Blur.fragment.js +3 -1
  710. package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
  711. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
  712. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  713. package/Shaders/shadowMap.fragment.js +3 -1
  714. package/Shaders/shadowMap.fragment.js.map +1 -1
  715. package/Shaders/shadowMap.vertex.js +3 -1
  716. package/Shaders/shadowMap.vertex.js.map +1 -1
  717. package/Shaders/sharpen.fragment.js +3 -1
  718. package/Shaders/sharpen.fragment.js.map +1 -1
  719. package/Shaders/spriteMap.fragment.js +3 -1
  720. package/Shaders/spriteMap.fragment.js.map +1 -1
  721. package/Shaders/spriteMap.vertex.js +3 -1
  722. package/Shaders/spriteMap.vertex.js.map +1 -1
  723. package/Shaders/sprites.fragment.js +3 -1
  724. package/Shaders/sprites.fragment.js.map +1 -1
  725. package/Shaders/sprites.vertex.js +3 -1
  726. package/Shaders/sprites.vertex.js.map +1 -1
  727. package/Shaders/ssao.fragment.js +3 -1
  728. package/Shaders/ssao.fragment.js.map +1 -1
  729. package/Shaders/ssao2.fragment.js +3 -1
  730. package/Shaders/ssao2.fragment.js.map +1 -1
  731. package/Shaders/ssaoCombine.fragment.js +3 -1
  732. package/Shaders/ssaoCombine.fragment.js.map +1 -1
  733. package/Shaders/standard.fragment.js +3 -1
  734. package/Shaders/standard.fragment.js.map +1 -1
  735. package/Shaders/stereoscopicInterlace.fragment.js +3 -1
  736. package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
  737. package/Shaders/subSurfaceScattering.fragment.d.ts +1 -1
  738. package/Shaders/subSurfaceScattering.fragment.js +8 -6
  739. package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
  740. package/Shaders/taa.fragment.js +3 -1
  741. package/Shaders/taa.fragment.js.map +1 -1
  742. package/Shaders/tonemap.fragment.js +3 -1
  743. package/Shaders/tonemap.fragment.js.map +1 -1
  744. package/Shaders/velocity.fragment.js +3 -1
  745. package/Shaders/velocity.fragment.js.map +1 -1
  746. package/Shaders/velocity.vertex.js +3 -1
  747. package/Shaders/velocity.vertex.js.map +1 -1
  748. package/Shaders/volumetricLightScattering.fragment.js +3 -1
  749. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  750. package/Shaders/volumetricLightScatteringPass.fragment.js +3 -1
  751. package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
  752. package/Shaders/volumetricLightScatteringPass.vertex.js +3 -1
  753. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  754. package/Shaders/vrDistortionCorrection.fragment.js +3 -1
  755. package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
  756. package/Shaders/vrMultiviewToSingleview.fragment.js +3 -1
  757. package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
  758. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +3 -1
  759. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  760. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +3 -1
  761. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  762. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  763. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  764. package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js +3 -1
  765. package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  766. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +3 -1
  767. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  768. package/ShadersWGSL/ShadersInclude/bonesVertex.js +3 -1
  769. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  770. package/ShadersWGSL/ShadersInclude/bumpFragment.js +3 -1
  771. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
  772. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +3 -1
  773. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  774. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  775. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  776. package/ShadersWGSL/ShadersInclude/bumpVertex.js +3 -1
  777. package/ShadersWGSL/ShadersInclude/bumpVertex.js.map +1 -1
  778. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js +3 -1
  779. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  780. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +3 -1
  781. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  782. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  783. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  784. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +3 -1
  785. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  786. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  787. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  788. package/ShadersWGSL/ShadersInclude/decalFragment.js +3 -1
  789. package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -1
  790. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js +3 -1
  791. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  792. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js +3 -1
  793. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  794. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +3 -1
  795. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  796. package/ShadersWGSL/ShadersInclude/depthPrePass.js +3 -1
  797. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  798. package/ShadersWGSL/ShadersInclude/diffusionProfile.d.ts +5 -0
  799. package/ShadersWGSL/ShadersInclude/diffusionProfile.js +12 -0
  800. package/ShadersWGSL/ShadersInclude/diffusionProfile.js.map +1 -0
  801. package/ShadersWGSL/ShadersInclude/fibonacci.d.ts +5 -0
  802. package/ShadersWGSL/ShadersInclude/fibonacci.js +17 -0
  803. package/ShadersWGSL/ShadersInclude/fibonacci.js.map +1 -0
  804. package/ShadersWGSL/ShadersInclude/fogFragment.js +3 -1
  805. package/ShadersWGSL/ShadersInclude/fogFragment.js.map +1 -1
  806. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +3 -1
  807. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  808. package/ShadersWGSL/ShadersInclude/fogVertex.js +3 -1
  809. package/ShadersWGSL/ShadersInclude/fogVertex.js.map +1 -1
  810. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js +3 -1
  811. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  812. package/ShadersWGSL/ShadersInclude/fresnelFunction.js +3 -1
  813. package/ShadersWGSL/ShadersInclude/fresnelFunction.js.map +1 -1
  814. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +3 -1
  815. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  816. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  817. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  818. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  819. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  820. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  821. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  822. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +3 -1
  823. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -1
  824. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +3 -1
  825. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  826. package/ShadersWGSL/ShadersInclude/helperFunctions.js +3 -1
  827. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  828. package/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js +3 -1
  829. package/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  830. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -1
  831. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  832. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +3 -1
  833. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  834. package/ShadersWGSL/ShadersInclude/importanceSampling.js +3 -1
  835. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  836. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +3 -1
  837. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  838. package/ShadersWGSL/ShadersInclude/instancesVertex.js +3 -1
  839. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  840. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js +3 -1
  841. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js.map +1 -1
  842. package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js +3 -1
  843. package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js.map +1 -1
  844. package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js +3 -1
  845. package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  846. package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  847. package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  848. package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js +3 -1
  849. package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js.map +1 -1
  850. package/ShadersWGSL/ShadersInclude/lightFragment.js +3 -1
  851. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  852. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +3 -1
  853. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  854. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  855. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  856. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +3 -1
  857. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  858. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +3 -1
  859. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  860. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js +3 -1
  861. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js.map +1 -1
  862. package/ShadersWGSL/ShadersInclude/logDepthFragment.js +3 -1
  863. package/ShadersWGSL/ShadersInclude/logDepthFragment.js.map +1 -1
  864. package/ShadersWGSL/ShadersInclude/logDepthVertex.js +3 -1
  865. package/ShadersWGSL/ShadersInclude/logDepthVertex.js.map +1 -1
  866. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js +3 -1
  867. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  868. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
  869. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
  870. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +3 -1
  871. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  872. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +3 -1
  873. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  874. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
  875. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  876. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
  877. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  878. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -1
  879. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  880. package/ShadersWGSL/ShadersInclude/oitDeclaration.js +3 -1
  881. package/ShadersWGSL/ShadersInclude/oitDeclaration.js.map +1 -1
  882. package/ShadersWGSL/ShadersInclude/oitFragment.js +3 -1
  883. package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -1
  884. package/ShadersWGSL/ShadersInclude/packingFunctions.js +3 -1
  885. package/ShadersWGSL/ShadersInclude/packingFunctions.js.map +1 -1
  886. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +3 -1
  887. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  888. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +3 -1
  889. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  890. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +3 -1
  891. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  892. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +3 -1
  893. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  894. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +3 -1
  895. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  896. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +3 -1
  897. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  898. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +3 -1
  899. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  900. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +3 -1
  901. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  902. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +5 -2
  903. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  904. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -1
  905. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  906. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +3 -1
  907. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
  908. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +3 -1
  909. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  910. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +3 -1
  911. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  912. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +3 -1
  913. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  914. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +3 -1
  915. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
  916. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js +3 -1
  917. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -1
  918. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
  919. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  920. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +3 -1
  921. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  922. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +3 -1
  923. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  924. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +3 -1
  925. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  926. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +3 -1
  927. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  928. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js +3 -1
  929. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js.map +1 -1
  930. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +3 -1
  931. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  932. package/ShadersWGSL/ShadersInclude/pbrDebug.js +3 -1
  933. package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
  934. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +3 -1
  935. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
  936. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  937. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  938. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +3 -1
  939. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  940. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -1
  941. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  942. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -1
  943. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  944. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +3 -1
  945. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  946. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js +3 -1
  947. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js.map +1 -1
  948. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +3 -1
  949. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  950. package/ShadersWGSL/ShadersInclude/pointCloudVertex.js +3 -1
  951. package/ShadersWGSL/ShadersInclude/pointCloudVertex.js.map +1 -1
  952. package/ShadersWGSL/ShadersInclude/pointCloudVertexDeclaration.js +3 -1
  953. package/ShadersWGSL/ShadersInclude/pointCloudVertexDeclaration.js.map +1 -1
  954. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +3 -1
  955. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
  956. package/ShadersWGSL/ShadersInclude/prePassVertex.js +3 -1
  957. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
  958. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js +3 -1
  959. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  960. package/ShadersWGSL/ShadersInclude/reflectionFunction.js +3 -1
  961. package/ShadersWGSL/ShadersInclude/reflectionFunction.js.map +1 -1
  962. package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js +3 -1
  963. package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js.map +1 -1
  964. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js +3 -1
  965. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js.map +1 -1
  966. package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js +3 -1
  967. package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js.map +1 -1
  968. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js +3 -1
  969. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js.map +1 -1
  970. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +3 -1
  971. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  972. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +3 -1
  973. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  974. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +3 -1
  975. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -1
  976. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js +3 -1
  977. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -1
  978. package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +3 -1
  979. package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -1
  980. package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js +3 -1
  981. package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js.map +1 -1
  982. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +3 -1
  983. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
  984. package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js +3 -1
  985. package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js.map +1 -1
  986. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +3 -1
  987. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  988. package/ShadersWGSL/ShadersInclude/shadowsVertex.js +3 -1
  989. package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -1
  990. package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js +3 -1
  991. package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js.map +1 -1
  992. package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js +3 -1
  993. package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js.map +1 -1
  994. package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js +3 -1
  995. package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js.map +1 -1
  996. package/ShadersWGSL/ShadersInclude/vertexColorMixing.js +3 -1
  997. package/ShadersWGSL/ShadersInclude/vertexColorMixing.js.map +1 -1
  998. package/ShadersWGSL/anaglyph.fragment.js +3 -1
  999. package/ShadersWGSL/anaglyph.fragment.js.map +1 -1
  1000. package/ShadersWGSL/background.fragment.js +3 -1
  1001. package/ShadersWGSL/background.fragment.js.map +1 -1
  1002. package/ShadersWGSL/background.vertex.js +3 -1
  1003. package/ShadersWGSL/background.vertex.js.map +1 -1
  1004. package/ShadersWGSL/bilateralBlur.fragment.js +3 -1
  1005. package/ShadersWGSL/bilateralBlur.fragment.js.map +1 -1
  1006. package/ShadersWGSL/bilateralBlurQuality.fragment.js +3 -1
  1007. package/ShadersWGSL/bilateralBlurQuality.fragment.js.map +1 -1
  1008. package/ShadersWGSL/blackAndWhite.fragment.js +3 -1
  1009. package/ShadersWGSL/blackAndWhite.fragment.js.map +1 -1
  1010. package/ShadersWGSL/bloomMerge.fragment.js +3 -1
  1011. package/ShadersWGSL/bloomMerge.fragment.js.map +1 -1
  1012. package/ShadersWGSL/boundingBoxRenderer.fragment.js +3 -1
  1013. package/ShadersWGSL/boundingBoxRenderer.fragment.js.map +1 -1
  1014. package/ShadersWGSL/boundingBoxRenderer.vertex.js +3 -1
  1015. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
  1016. package/ShadersWGSL/boundingInfo.compute.js +3 -1
  1017. package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
  1018. package/ShadersWGSL/chromaticAberration.fragment.js +3 -1
  1019. package/ShadersWGSL/chromaticAberration.fragment.js.map +1 -1
  1020. package/ShadersWGSL/circleOfConfusion.fragment.js +3 -1
  1021. package/ShadersWGSL/circleOfConfusion.fragment.js.map +1 -1
  1022. package/ShadersWGSL/clearQuad.fragment.js +3 -1
  1023. package/ShadersWGSL/clearQuad.fragment.js.map +1 -1
  1024. package/ShadersWGSL/clearQuad.vertex.js +3 -1
  1025. package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
  1026. package/ShadersWGSL/color.fragment.js +3 -1
  1027. package/ShadersWGSL/color.fragment.js.map +1 -1
  1028. package/ShadersWGSL/color.vertex.js +3 -1
  1029. package/ShadersWGSL/color.vertex.js.map +1 -1
  1030. package/ShadersWGSL/colorCorrection.fragment.js +3 -1
  1031. package/ShadersWGSL/colorCorrection.fragment.js.map +1 -1
  1032. package/ShadersWGSL/convolution.fragment.js +3 -1
  1033. package/ShadersWGSL/convolution.fragment.js.map +1 -1
  1034. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js +3 -1
  1035. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js.map +1 -1
  1036. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -1
  1037. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  1038. package/ShadersWGSL/default.fragment.js +3 -1
  1039. package/ShadersWGSL/default.fragment.js.map +1 -1
  1040. package/ShadersWGSL/default.vertex.js +3 -1
  1041. package/ShadersWGSL/default.vertex.js.map +1 -1
  1042. package/ShadersWGSL/depth.fragment.js +3 -1
  1043. package/ShadersWGSL/depth.fragment.js.map +1 -1
  1044. package/ShadersWGSL/depth.vertex.js +3 -1
  1045. package/ShadersWGSL/depth.vertex.js.map +1 -1
  1046. package/ShadersWGSL/depthBoxBlur.fragment.js +3 -1
  1047. package/ShadersWGSL/depthBoxBlur.fragment.js.map +1 -1
  1048. package/ShadersWGSL/depthOfFieldMerge.fragment.js +3 -1
  1049. package/ShadersWGSL/depthOfFieldMerge.fragment.js.map +1 -1
  1050. package/ShadersWGSL/displayPass.fragment.js +3 -1
  1051. package/ShadersWGSL/displayPass.fragment.js.map +1 -1
  1052. package/ShadersWGSL/extractHighlights.fragment.js +3 -1
  1053. package/ShadersWGSL/extractHighlights.fragment.js.map +1 -1
  1054. package/ShadersWGSL/filter.fragment.js +3 -1
  1055. package/ShadersWGSL/filter.fragment.js.map +1 -1
  1056. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +3 -1
  1057. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -1
  1058. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +3 -1
  1059. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -1
  1060. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +3 -1
  1061. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  1062. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +3 -1
  1063. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -1
  1064. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +3 -1
  1065. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  1066. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +3 -1
  1067. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -1
  1068. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +3 -1
  1069. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  1070. package/ShadersWGSL/fluidRenderingRender.fragment.js +3 -1
  1071. package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -1
  1072. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +3 -1
  1073. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -1
  1074. package/ShadersWGSL/fxaa.fragment.js +3 -1
  1075. package/ShadersWGSL/fxaa.fragment.js.map +1 -1
  1076. package/ShadersWGSL/fxaa.vertex.js +3 -1
  1077. package/ShadersWGSL/fxaa.vertex.js.map +1 -1
  1078. package/ShadersWGSL/gaussianSplatting.fragment.js +3 -1
  1079. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
  1080. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -1
  1081. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  1082. package/ShadersWGSL/geometry.fragment.js +3 -1
  1083. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  1084. package/ShadersWGSL/geometry.vertex.js +3 -1
  1085. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  1086. package/ShadersWGSL/glowBlurPostProcess.fragment.js +3 -1
  1087. package/ShadersWGSL/glowBlurPostProcess.fragment.js.map +1 -1
  1088. package/ShadersWGSL/glowMapGeneration.fragment.js +3 -1
  1089. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
  1090. package/ShadersWGSL/glowMapGeneration.vertex.js +3 -1
  1091. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  1092. package/ShadersWGSL/glowMapMerge.fragment.js +3 -1
  1093. package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -1
  1094. package/ShadersWGSL/glowMapMerge.vertex.js +3 -1
  1095. package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
  1096. package/ShadersWGSL/gpuUpdateParticles.compute.js +3 -1
  1097. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1098. package/ShadersWGSL/grain.fragment.js +3 -1
  1099. package/ShadersWGSL/grain.fragment.js.map +1 -1
  1100. package/ShadersWGSL/greasedLine.fragment.js +3 -1
  1101. package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
  1102. package/ShadersWGSL/greasedLine.vertex.js +3 -1
  1103. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  1104. package/ShadersWGSL/hdrFiltering.fragment.js +3 -1
  1105. package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -1
  1106. package/ShadersWGSL/hdrFiltering.vertex.js +3 -1
  1107. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
  1108. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +3 -1
  1109. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -1
  1110. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +3 -1
  1111. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
  1112. package/ShadersWGSL/highlights.fragment.js +3 -1
  1113. package/ShadersWGSL/highlights.fragment.js.map +1 -1
  1114. package/ShadersWGSL/iblCdfDebug.fragment.js +3 -1
  1115. package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -1
  1116. package/ShadersWGSL/iblCdfx.fragment.js +3 -1
  1117. package/ShadersWGSL/iblCdfx.fragment.js.map +1 -1
  1118. package/ShadersWGSL/iblCdfy.fragment.js +3 -1
  1119. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
  1120. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +3 -1
  1121. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
  1122. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +3 -1
  1123. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -1
  1124. package/ShadersWGSL/iblIcdf.fragment.js +3 -1
  1125. package/ShadersWGSL/iblIcdf.fragment.js.map +1 -1
  1126. package/ShadersWGSL/iblScaledLuminance.fragment.js +3 -1
  1127. package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -1
  1128. package/ShadersWGSL/iblShadowAccumulation.fragment.js +3 -1
  1129. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
  1130. package/ShadersWGSL/iblShadowDebug.fragment.js +3 -1
  1131. package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -1
  1132. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +3 -1
  1133. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
  1134. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +3 -1
  1135. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -1
  1136. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -1
  1137. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  1138. package/ShadersWGSL/iblShadowsCombine.fragment.js +3 -1
  1139. package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -1
  1140. package/ShadersWGSL/iblVoxelGrid.fragment.js +3 -1
  1141. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  1142. package/ShadersWGSL/iblVoxelGrid.vertex.js +3 -1
  1143. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  1144. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
  1145. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
  1146. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +3 -1
  1147. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -1
  1148. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +3 -1
  1149. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -1
  1150. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +3 -1
  1151. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
  1152. package/ShadersWGSL/imageProcessing.fragment.js +4 -2
  1153. package/ShadersWGSL/imageProcessing.fragment.js.map +1 -1
  1154. package/ShadersWGSL/kernelBlur.fragment.js +3 -1
  1155. package/ShadersWGSL/kernelBlur.fragment.js.map +1 -1
  1156. package/ShadersWGSL/kernelBlur.vertex.js +3 -1
  1157. package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
  1158. package/ShadersWGSL/layer.fragment.js +3 -1
  1159. package/ShadersWGSL/layer.fragment.js.map +1 -1
  1160. package/ShadersWGSL/layer.vertex.js +3 -1
  1161. package/ShadersWGSL/layer.vertex.js.map +1 -1
  1162. package/ShadersWGSL/lensFlare.fragment.js +3 -1
  1163. package/ShadersWGSL/lensFlare.fragment.js.map +1 -1
  1164. package/ShadersWGSL/lensFlare.vertex.js +3 -1
  1165. package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
  1166. package/ShadersWGSL/line.fragment.js +3 -1
  1167. package/ShadersWGSL/line.fragment.js.map +1 -1
  1168. package/ShadersWGSL/line.vertex.js +3 -1
  1169. package/ShadersWGSL/line.vertex.js.map +1 -1
  1170. package/ShadersWGSL/lod.fragment.js +3 -1
  1171. package/ShadersWGSL/lod.fragment.js.map +1 -1
  1172. package/ShadersWGSL/lodCube.fragment.js +3 -1
  1173. package/ShadersWGSL/lodCube.fragment.js.map +1 -1
  1174. package/ShadersWGSL/meshUVSpaceRenderer.fragment.js +3 -1
  1175. package/ShadersWGSL/meshUVSpaceRenderer.fragment.js.map +1 -1
  1176. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +3 -1
  1177. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
  1178. package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js +3 -1
  1179. package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
  1180. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +3 -1
  1181. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  1182. package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js +3 -1
  1183. package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js.map +1 -1
  1184. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +3 -1
  1185. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  1186. package/ShadersWGSL/motionBlur.fragment.js +4 -2
  1187. package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
  1188. package/ShadersWGSL/oitBackBlend.fragment.js +3 -1
  1189. package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -1
  1190. package/ShadersWGSL/oitFinal.fragment.js +3 -1
  1191. package/ShadersWGSL/oitFinal.fragment.js.map +1 -1
  1192. package/ShadersWGSL/outline.fragment.js +3 -1
  1193. package/ShadersWGSL/outline.fragment.js.map +1 -1
  1194. package/ShadersWGSL/outline.vertex.js +3 -1
  1195. package/ShadersWGSL/outline.vertex.js.map +1 -1
  1196. package/ShadersWGSL/particles.fragment.js +3 -1
  1197. package/ShadersWGSL/particles.fragment.js.map +1 -1
  1198. package/ShadersWGSL/particles.vertex.js +3 -1
  1199. package/ShadersWGSL/particles.vertex.js.map +1 -1
  1200. package/ShadersWGSL/pass.fragment.js +3 -1
  1201. package/ShadersWGSL/pass.fragment.js.map +1 -1
  1202. package/ShadersWGSL/passCube.fragment.js +3 -1
  1203. package/ShadersWGSL/passCube.fragment.js.map +1 -1
  1204. package/ShadersWGSL/pbr.fragment.js +6 -1
  1205. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  1206. package/ShadersWGSL/pbr.vertex.js +3 -1
  1207. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  1208. package/ShadersWGSL/picking.fragment.js +3 -1
  1209. package/ShadersWGSL/picking.fragment.js.map +1 -1
  1210. package/ShadersWGSL/picking.vertex.js +3 -1
  1211. package/ShadersWGSL/picking.vertex.js.map +1 -1
  1212. package/ShadersWGSL/postprocess.vertex.js +3 -1
  1213. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  1214. package/ShadersWGSL/procedural.vertex.js +3 -1
  1215. package/ShadersWGSL/procedural.vertex.js.map +1 -1
  1216. package/ShadersWGSL/rgbdDecode.fragment.js +3 -1
  1217. package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -1
  1218. package/ShadersWGSL/rgbdEncode.fragment.js +3 -1
  1219. package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -1
  1220. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +3 -1
  1221. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
  1222. package/ShadersWGSL/rsmGlobalIllumination.fragment.js +3 -1
  1223. package/ShadersWGSL/rsmGlobalIllumination.fragment.js.map +1 -1
  1224. package/ShadersWGSL/screenSpaceReflection2.fragment.js +4 -2
  1225. package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
  1226. package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js +3 -1
  1227. package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js.map +1 -1
  1228. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
  1229. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  1230. package/ShadersWGSL/shadowMap.fragment.js +3 -1
  1231. package/ShadersWGSL/shadowMap.fragment.js.map +1 -1
  1232. package/ShadersWGSL/shadowMap.vertex.js +3 -1
  1233. package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
  1234. package/ShadersWGSL/sharpen.fragment.js +3 -1
  1235. package/ShadersWGSL/sharpen.fragment.js.map +1 -1
  1236. package/ShadersWGSL/sprites.fragment.js +3 -1
  1237. package/ShadersWGSL/sprites.fragment.js.map +1 -1
  1238. package/ShadersWGSL/sprites.vertex.js +3 -1
  1239. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  1240. package/ShadersWGSL/ssao2.fragment.js +3 -1
  1241. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  1242. package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
  1243. package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
  1244. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
  1245. package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
  1246. package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
  1247. package/ShadersWGSL/taa.fragment.js +3 -1
  1248. package/ShadersWGSL/taa.fragment.js.map +1 -1
  1249. package/ShadersWGSL/tonemap.fragment.js +3 -1
  1250. package/ShadersWGSL/tonemap.fragment.js.map +1 -1
  1251. package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
  1252. package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
  1253. package/package.json +1 -1
  1254. package/scene.d.ts +9 -2
  1255. package/scene.js +9 -2
  1256. package/scene.js.map +1 -1
  1257. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
  1258. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
  1259. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
  1260. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
@@ -24,7 +24,9 @@ discard;}}
24
24
  #endif
25
25
  `;
26
26
  // Sideeffect
27
- ShaderStore.ShadersStore[name] = shader;
27
+ if (!ShaderStore.ShadersStore[name]) {
28
+ ShaderStore.ShadersStore[name] = shader;
29
+ }
28
30
  /** @internal */
29
31
  export const minmaxReduxPixelShader = { name, shader };
30
32
  //# sourceMappingURL=minmaxRedux.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"minmaxRedux.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/minmaxRedux.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,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 = \"minmaxReduxPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#if defined(INITIAL)\nuniform sampler2D sourceTexture;uniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));float f1=texelFetch(sourceTexture,coord,0).r;float f2=texelFetch(sourceTexture,coord+ivec2(1,0),0).r;float f3=texelFetch(sourceTexture,coord+ivec2(1,1),0).r;float f4=texelFetch(sourceTexture,coord+ivec2(0,1),0).r;float minz=min(min(min(f1,f2),f3),f4);\n#ifdef DEPTH_REDUX\nfloat maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);\n#else\nfloat maxz=max(max(max(f1,f2),f3),f4);\n#endif\nglFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(MAIN)\nuniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));vec2 f1=texelFetch(textureSampler,coord,0).rg;vec2 f2=texelFetch(textureSampler,coord+ivec2(1,0),0).rg;vec2 f3=texelFetch(textureSampler,coord+ivec2(1,1),0).rg;vec2 f4=texelFetch(textureSampler,coord+ivec2(0,1),0).rg;float minz=min(min(min(f1.x,f2.x),f3.x),f4.x);float maxz=max(max(max(f1.y,f2.y),f3.y),f4.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(ONEBEFORELAST)\nuniform ivec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*vec2(texSize-1));vec2 f1=texelFetch(textureSampler,coord % texSize,0).rg;vec2 f2=texelFetch(textureSampler,(coord+ivec2(1,0)) % texSize,0).rg;vec2 f3=texelFetch(textureSampler,(coord+ivec2(1,1)) % texSize,0).rg;vec2 f4=texelFetch(textureSampler,(coord+ivec2(0,1)) % texSize,0).rg;float minz=min(f1.x,f2.x);float maxz=max(f1.y,f2.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(LAST)\nvoid main(void)\n{glFragColor=vec4(0.);if (true) { \ndiscard;}}\n#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const minmaxReduxPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"minmaxRedux.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/minmaxRedux.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"minmaxReduxPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#if defined(INITIAL)\nuniform sampler2D sourceTexture;uniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));float f1=texelFetch(sourceTexture,coord,0).r;float f2=texelFetch(sourceTexture,coord+ivec2(1,0),0).r;float f3=texelFetch(sourceTexture,coord+ivec2(1,1),0).r;float f4=texelFetch(sourceTexture,coord+ivec2(0,1),0).r;float minz=min(min(min(f1,f2),f3),f4);\n#ifdef DEPTH_REDUX\nfloat maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);\n#else\nfloat maxz=max(max(max(f1,f2),f3),f4);\n#endif\nglFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(MAIN)\nuniform vec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*(texSize-1.0));vec2 f1=texelFetch(textureSampler,coord,0).rg;vec2 f2=texelFetch(textureSampler,coord+ivec2(1,0),0).rg;vec2 f3=texelFetch(textureSampler,coord+ivec2(1,1),0).rg;vec2 f4=texelFetch(textureSampler,coord+ivec2(0,1),0).rg;float minz=min(min(min(f1.x,f2.x),f3.x),f4.x);float maxz=max(max(max(f1.y,f2.y),f3.y),f4.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(ONEBEFORELAST)\nuniform ivec2 texSize;void main(void)\n{ivec2 coord=ivec2(vUV*vec2(texSize-1));vec2 f1=texelFetch(textureSampler,coord % texSize,0).rg;vec2 f2=texelFetch(textureSampler,(coord+ivec2(1,0)) % texSize,0).rg;vec2 f3=texelFetch(textureSampler,(coord+ivec2(1,1)) % texSize,0).rg;vec2 f4=texelFetch(textureSampler,(coord+ivec2(0,1)) % texSize,0).rg;float minz=min(f1.x,f2.x);float maxz=max(f1.y,f2.y);glFragColor=vec4(minz,maxz,0.,0.);}\n#elif defined(LAST)\nvoid main(void)\n{glFragColor=vec4(0.);if (true) { \ndiscard;}}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const minmaxReduxPixelShader = { name, shader };\n"]}
@@ -12,7 +12,7 @@ void main(void)
12
12
  {
13
13
  #ifdef GEOMETRY_SUPPORTED
14
14
  #ifdef OBJECT_BASED
15
- vec2 texelSize=1.0/screenSize;vec4 velocityColor=texture2D(velocitySampler,vUV);velocityColor.rg=velocityColor.rg*2.0-vec2(1.0);vec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;velocity*=motionScale*motionStrength;float speed=length(velocity/texelSize);int samplesCount=int(clamp(speed,1.0,SAMPLES));velocity=normalize(velocity)*texelSize;float hlim=float(-samplesCount)*0.5+0.5;vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i)
15
+ vec2 texelSize=1.0/screenSize;vec4 velocityColor=texture2D(velocitySampler,vUV);velocityColor.rg=velocityColor.rg*2.0-vec2(1.0);vec2 signs=sign(velocityColor.rg);vec2 velocity=pow(abs(velocityColor.rg),vec2(3.0))*signs*velocityColor.a;velocity*=motionScale*motionStrength;float speed=length(velocity/texelSize);int samplesCount=int(clamp(speed,1.0,SAMPLES));velocity=normalize(velocity)*texelSize;float hlim=float(-samplesCount)*0.5+0.5;vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i)
16
16
  {if (i>=samplesCount)
17
17
  break;vec2 offset=vUV+velocity*(hlim+float(i));
18
18
  #if defined(WEBGPU)
@@ -40,7 +40,9 @@ gl_FragColor=texture2D(textureSampler,vUV);
40
40
  }
41
41
  `;
42
42
  // Sideeffect
43
- ShaderStore.ShadersStore[name] = shader;
43
+ if (!ShaderStore.ShadersStore[name]) {
44
+ ShaderStore.ShadersStore[name] = shader;
45
+ }
44
46
  /** @internal */
45
47
  export const motionBlurPixelShader = { name, shader };
46
48
  //# sourceMappingURL=motionBlur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"motionBlurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float motionStrength;uniform float motionScale;uniform vec2 screenSize;\n#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\n#else\nuniform sampler2D depthSampler;uniform mat4 inverseViewProjection;uniform mat4 prevViewProjection;uniform mat4 projection;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;vec4 velocityColor=texture2D(velocitySampler,vUV);velocityColor.rg=velocityColor.rg*2.0-vec2(1.0);vec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;velocity*=motionScale*motionStrength;float speed=length(velocity/texelSize);int samplesCount=int(clamp(speed,1.0,SAMPLES));velocity=normalize(velocity)*texelSize;float hlim=float(-samplesCount)*0.5+0.5;vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i)\n{if (i>=samplesCount)\nbreak;vec2 offset=vUV+velocity*(hlim+float(i));\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset,0.0);\n#else\nresult+=texture2D(textureSampler,offset);\n#endif\n}\ngl_FragColor=result/float(samplesCount);gl_FragColor.a=1.0;\n#else\nvec2 texelSize=1.0/screenSize;float depth=texture2D(depthSampler,vUV).r;depth=projection[2].z+projection[3].z/depth; \nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);cpos=inverseViewProjection*cpos;cpos/=cpos.w;vec4 ppos=prevViewProjection*cpos;ppos/=ppos.w;ppos.xy=ppos.xy*0.5+0.5;vec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;float speed=length(velocity/texelSize);int nSamples=int(clamp(speed,1.0,SAMPLES));vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i) {if (i>=nSamples)\nbreak;vec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset1,0.0);\n#else\nresult+=texture2D(textureSampler,offset1);\n#endif\n}\ngl_FragColor=result/float(nSamples);\n#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const motionBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"motionBlurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float motionStrength;uniform float motionScale;uniform vec2 screenSize;\n#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\n#else\nuniform sampler2D depthSampler;uniform mat4 inverseViewProjection;uniform mat4 prevViewProjection;uniform mat4 projection;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;vec4 velocityColor=texture2D(velocitySampler,vUV);velocityColor.rg=velocityColor.rg*2.0-vec2(1.0);vec2 signs=sign(velocityColor.rg);vec2 velocity=pow(abs(velocityColor.rg),vec2(3.0))*signs*velocityColor.a;velocity*=motionScale*motionStrength;float speed=length(velocity/texelSize);int samplesCount=int(clamp(speed,1.0,SAMPLES));velocity=normalize(velocity)*texelSize;float hlim=float(-samplesCount)*0.5+0.5;vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i)\n{if (i>=samplesCount)\nbreak;vec2 offset=vUV+velocity*(hlim+float(i));\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset,0.0);\n#else\nresult+=texture2D(textureSampler,offset);\n#endif\n}\ngl_FragColor=result/float(samplesCount);gl_FragColor.a=1.0;\n#else\nvec2 texelSize=1.0/screenSize;float depth=texture2D(depthSampler,vUV).r;depth=projection[2].z+projection[3].z/depth; \nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);cpos=inverseViewProjection*cpos;cpos/=cpos.w;vec4 ppos=prevViewProjection*cpos;ppos/=ppos.w;ppos.xy=ppos.xy*0.5+0.5;vec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;float speed=length(velocity/texelSize);int nSamples=int(clamp(speed,1.0,SAMPLES));vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(SAMPLES); ++i) {if (i>=nSamples)\nbreak;vec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\n#if defined(WEBGPU)\nresult+=texture2DLodEXT(textureSampler,offset1,0.0);\n#else\nresult+=texture2D(textureSampler,offset1);\n#endif\n}\ngl_FragColor=result/float(nSamples);\n#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const motionBlurPixelShader = { name, shader };\n"]}
@@ -15,7 +15,9 @@ void main(void)
15
15
  {float x=abs(vUV.x);float y=abs(vUV.y);float noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);gl_FragColor=vec4(noise,noise,noise,1.0);}
16
16
  `;
17
17
  // Sideeffect
18
- ShaderStore.ShadersStore[name] = shader;
18
+ if (!ShaderStore.ShadersStore[name]) {
19
+ ShaderStore.ShadersStore[name] = shader;
20
+ }
19
21
  /** @internal */
20
22
  export const noisePixelShader = { name, shader };
21
23
  //# sourceMappingURL=noise.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"noise.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/noise.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,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\";\n\nconst name = \"noisePixelShader\";\nconst shader = `uniform float brightness;uniform float persistence;uniform float timeScale;varying vec2 vUV;vec2 hash22(vec2 p)\n{p=p*mat2(127.1,311.7,269.5,183.3);p=-1.0+2.0*fract(sin(p)*43758.5453123);return sin(p*6.283+timeScale);}\nfloat interpolationNoise(vec2 p)\n{vec2 pi=floor(p);vec2 pf=p-pi;vec2 w=pf*pf*(3.-2.*pf);float f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));float f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));float f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));float f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));float xm1=mix(f00,f10,w.x);float xm2=mix(f01,f11,w.x);float ym=mix(xm1,xm2,w.y); \nreturn ym;}\nfloat perlinNoise2D(float x,float y)\n{float sum=0.0;float frequency=0.0;float amplitude=0.0;for(int i=0; i<OCTAVES; i++)\n{frequency=pow(2.0,float(i));amplitude=pow(persistence,float(i));sum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;}\nreturn sum;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float x=abs(vUV.x);float y=abs(vUV.y);float noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);gl_FragColor=vec4(noise,noise,noise,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const noisePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"noise.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/noise.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"noisePixelShader\";\nconst shader = `uniform float brightness;uniform float persistence;uniform float timeScale;varying vec2 vUV;vec2 hash22(vec2 p)\n{p=p*mat2(127.1,311.7,269.5,183.3);p=-1.0+2.0*fract(sin(p)*43758.5453123);return sin(p*6.283+timeScale);}\nfloat interpolationNoise(vec2 p)\n{vec2 pi=floor(p);vec2 pf=p-pi;vec2 w=pf*pf*(3.-2.*pf);float f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));float f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));float f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));float f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));float xm1=mix(f00,f10,w.x);float xm2=mix(f01,f11,w.x);float ym=mix(xm1,xm2,w.y); \nreturn ym;}\nfloat perlinNoise2D(float x,float y)\n{float sum=0.0;float frequency=0.0;float amplitude=0.0;for(int i=0; i<OCTAVES; i++)\n{frequency=pow(2.0,float(i));amplitude=pow(persistence,float(i));sum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;}\nreturn sum;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float x=abs(vUV.x);float y=abs(vUV.y);float noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);gl_FragColor=vec4(noise,noise,noise,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const noisePixelShader = { name, shader };\n"]}
@@ -4,7 +4,9 @@ const name = "oitBackBlendPixelShader";
4
4
  const shader = `precision highp float;uniform sampler2D uBackColor;void main() {glFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);if (glFragColor.a==0.0) {
5
5
  discard;}}`;
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 oitBackBlendPixelShader = { name, shader };
10
12
  //# sourceMappingURL=oitBackBlend.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"oitBackBlend.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitBackBlend.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;WACJ,CAAC;AACZ,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 = \"oitBackBlendPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uBackColor;void main() {glFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);if (glFragColor.a==0.0) { \ndiscard;}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const oitBackBlendPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"oitBackBlend.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitBackBlend.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;WACJ,CAAC;AACZ,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 = \"oitBackBlendPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uBackColor;void main() {glFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);if (glFragColor.a==0.0) { \ndiscard;}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const oitBackBlendPixelShader = { name, shader };\n"]}
@@ -6,7 +6,9 @@ frontColor.rgb+alphaMultiplier*backColor.rgb,
6
6
  frontColor.a+backColor.a
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 oitFinalPixelShader = { name, shader };
12
14
  //# sourceMappingURL=oitFinal.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"oitFinal.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitFinal.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;IAGX,CAAC;AACL,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"oitFinalPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uFrontColor;uniform sampler2D uBackColor;void main() {ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec4 frontColor=texelFetch(uFrontColor,fragCoord,0);vec4 backColor=texelFetch(uBackColor,fragCoord,0);float alphaMultiplier=1.0-frontColor.a;glFragColor=vec4(\nfrontColor.rgb+alphaMultiplier*backColor.rgb,\nfrontColor.a+backColor.a\n);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const oitFinalPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"oitFinal.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitFinal.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;IAGX,CAAC;AACL,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\";\n\nconst name = \"oitFinalPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uFrontColor;uniform sampler2D uBackColor;void main() {ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec4 frontColor=texelFetch(uFrontColor,fragCoord,0);vec4 backColor=texelFetch(uBackColor,fragCoord,0);float alphaMultiplier=1.0-frontColor.a;glFragColor=vec4(\nfrontColor.rgb+alphaMultiplier*backColor.rgb,\nfrontColor.a+backColor.a\n);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const oitFinalPixelShader = { name, shader };\n"]}
@@ -27,7 +27,9 @@ gl_FragColor=color;
27
27
  #define CUSTOM_FRAGMENT_MAIN_END
28
28
  }`;
29
29
  // Sideeffect
30
- ShaderStore.ShadersStore[name] = shader;
30
+ if (!ShaderStore.ShadersStore[name]) {
31
+ ShaderStore.ShadersStore[name] = shader;
32
+ }
31
33
  /** @internal */
32
34
  export const outlinePixelShader = { name, shader };
33
35
  //# sourceMappingURL=outline.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"outline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;EAoBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"outlinePixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const outlinePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"outline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;EAoBb,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,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"outlinePixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const outlinePixelShader = { name, shader };\n"]}
@@ -63,7 +63,9 @@ vUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
63
63
  }
64
64
  `;
65
65
  // Sideeffect
66
- ShaderStore.ShadersStore[name] = shader;
66
+ if (!ShaderStore.ShadersStore[name]) {
67
+ ShaderStore.ShadersStore[name] = shader;
68
+ }
67
69
  /** @internal */
68
70
  export const outlineVertexShader = { name, shader };
69
71
  //# sourceMappingURL=outline.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"outline.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.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,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,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,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/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"outlineVertexShader\";\nconst shader = `attribute vec3 position;attribute vec3 normal;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\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#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nvec3 offsetPosition=positionUpdated+(normalUpdated*offset);\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(offsetPosition,1.0);gl_Position=viewProjection*worldPos;\n#ifdef ALPHATEST\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<clipPlaneVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const outlineVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"outline.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/outline.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,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,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,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/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"outlineVertexShader\";\nconst shader = `attribute vec3 position;attribute vec3 normal;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\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#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nvec3 offsetPosition=positionUpdated+(normalUpdated*offset);\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(offsetPosition,1.0);gl_Position=viewProjection*worldPos;\n#ifdef ALPHATEST\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<clipPlaneVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const outlineVertexShader = { name, shader };\n"]}
@@ -47,7 +47,9 @@ gl_FragColor=baseColor;
47
47
  #define CUSTOM_FRAGMENT_MAIN_END
48
48
  }`;
49
49
  // Sideeffect
50
- ShaderStore.ShadersStore[name] = shader;
50
+ if (!ShaderStore.ShadersStore[name]) {
51
+ ShaderStore.ShadersStore[name] = shader;
52
+ }
51
53
  /** @internal */
52
54
  export const particlesPixelShader = { name, shader };
53
55
  //# sourceMappingURL=particles.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"particles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"particlesPixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec2 vUV;varying vec4 vColor;uniform vec4 textureMask;uniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;uniform sampler2D rampSampler;\n#endif\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);vec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;float remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);vec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));baseColor.rgb*=rampColor.rgb;float finalAlpha=baseColor.a;baseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;baseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>(color,baseColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);baseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCb,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"particlesPixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec2 vUV;varying vec4 vColor;uniform vec4 textureMask;uniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;uniform sampler2D rampSampler;\n#endif\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);vec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;float remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);vec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));baseColor.rgb*=rampColor.rgb;float finalAlpha=baseColor.a;baseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;baseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>(color,baseColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);baseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const particlesPixelShader = { name, shader };\n"]}
@@ -82,7 +82,9 @@ vec4 worldPos=vec4(vPositionW,1.0);
82
82
  #define CUSTOM_VERTEX_MAIN_END
83
83
  }`;
84
84
  // Sideeffect
85
- ShaderStore.ShadersStore[name] = shader;
85
+ if (!ShaderStore.ShadersStore[name]) {
86
+ ShaderStore.ShadersStore[name] = shader;
87
+ }
86
88
  /** @internal */
87
89
  export const particlesVertexShader = { name, shader };
88
90
  //# sourceMappingURL=particles.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=direction;\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=direction;\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
@@ -6,7 +6,9 @@ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;
6
6
  void main(void)
7
7
  {gl_FragColor=texture2D(textureSampler,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 passPixelShader = { name, shader };
12
14
  //# sourceMappingURL=pass.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;8CAG+B,CAAC;AAC/C,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=texture2D(textureSampler,vUV);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pass.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pass.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;8CAG+B,CAAC;AAC/C,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,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=texture2D(textureSampler,vUV);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const passPixelShader = { name, shader };\n"]}
@@ -25,7 +25,9 @@ gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));
25
25
  #endif
26
26
  }`;
27
27
  // Sideeffect
28
- ShaderStore.ShadersStore[name] = shader;
28
+ if (!ShaderStore.ShadersStore[name]) {
29
+ ShaderStore.ShadersStore[name] = shader;
30
+ }
29
31
  /** @internal */
30
32
  export const passCubePixelShader = { name, shader };
31
33
  //# sourceMappingURL=passCube.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passCubePixelShader\";\nconst shader = `varying vec2 vUV;uniform samplerCube textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const passCubePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passCubePixelShader\";\nconst shader = `varying vec2 vUV;uniform samplerCube textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const passCubePixelShader = { name, shader };\n"]}
@@ -476,6 +476,9 @@ vec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucen
476
476
  #endif
477
477
  #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE
478
478
  vec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);
479
+ #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA
480
+ translucencyColorMap=toLinearSpace(translucencyColorMap);
481
+ #endif
479
482
  #endif
480
483
  subSurfaceOut=subSurfaceBlock(
481
484
  vSubSurfaceIntensity
@@ -595,7 +598,9 @@ if (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaM
595
598
  }
596
599
  `;
597
600
  // Sideeffect
598
- ShaderStore.ShadersStore[name] = shader;
601
+ if (!ShaderStore.ShadersStore[name]) {
602
+ ShaderStore.ShadersStore[name] = shader;
603
+ }
599
604
  /** @internal */
600
605
  export const pbrPixelShader = { name, shader };
601
606
  //# sourceMappingURL=pbr.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AACvC,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+BAA+B,CAAC;AACvC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAshBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef BASEWEIGHT\nvec4 baseWeightTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n,baseWeight\n#ifdef BASEWEIGHT\n,baseWeightTexture\n,vBaseWeightInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else \nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW\n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AACvC,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+BAA+B,CAAC;AACvC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyhBd,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,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef BASEWEIGHT\nvec4 baseWeightTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n,baseWeight\n#ifdef BASEWEIGHT\n,baseWeightTexture\n,vBaseWeightInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else \nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW\n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA\ntranslucencyColorMap=toLinearSpace(translucencyColorMap);\n#endif\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
@@ -248,7 +248,9 @@ gl_PointSize=pointSize;
248
248
  #define CUSTOM_VERTEX_MAIN_END
249
249
  }`;
250
250
  // Sideeffect
251
- ShaderStore.ShadersStore[name] = shader;
251
+ if (!ShaderStore.ShadersStore[name]) {
252
+ ShaderStore.ShadersStore[name] = shader;
253
+ }
252
254
  /** @internal */
253
255
  export const pbrVertexShader = { name, shader };
254
256
  //# sourceMappingURL=pbr.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,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,qCAAqC,CAAC;AAC7C,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,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoNb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\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/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__pbrVertex>\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#include<mainUVVaryingDeclaration>[1..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<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASEWEIGHT,_VARYINGNAME_,BaseWeight)\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#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\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);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\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#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\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\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\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_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASEWEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.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#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\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#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,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,qCAAqC,CAAC;AAC7C,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,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoNb,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,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\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/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__pbrVertex>\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#include<mainUVVaryingDeclaration>[1..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<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASEWEIGHT,_VARYINGNAME_,BaseWeight)\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#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\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);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\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#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\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\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\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_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASEWEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.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#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\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#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n"]}
@@ -14,7 +14,9 @@ gl_FragColor=meshID;
14
14
  #endif
15
15
  }`;
16
16
  // Sideeffect
17
- ShaderStore.ShadersStore[name] = shader;
17
+ if (!ShaderStore.ShadersStore[name]) {
18
+ ShaderStore.ShadersStore[name] = shader;
19
+ }
18
20
  /** @internal */
19
21
  export const pickingPixelShader = { name, shader };
20
22
  //# sourceMappingURL=picking.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nvarying vec4 vMeshID;\n#else\nuniform vec4 meshID;\n#endif\nvoid main(void) {\n#if defined(INSTANCES)\ngl_FragColor=vMeshID;\n#else\ngl_FragColor=meshID;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pickingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,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,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nvarying vec4 vMeshID;\n#else\nuniform vec4 meshID;\n#endif\nvoid main(void) {\n#if defined(INSTANCES)\ngl_FragColor=vMeshID;\n#else\ngl_FragColor=meshID;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShader = { name, shader };\n"]}
@@ -36,7 +36,9 @@ vMeshID=instanceMeshID;
36
36
  #endif
37
37
  }`;
38
38
  // Sideeffect
39
- ShaderStore.ShadersStore[name] = shader;
39
+ if (!ShaderStore.ShadersStore[name]) {
40
+ ShaderStore.ShadersStore[name] = shader;
41
+ }
40
42
  /** @internal */
41
43
  export const pickingVertexShader = { name, shader };
42
44
  //# sourceMappingURL=picking.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.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,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,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/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute vec3 position;\n#if defined(INSTANCES)\nattribute vec4 instanceMeshID;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#if defined(INSTANCES)\nvarying vec4 vMeshID;\n#endif\nvoid main(void) {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;\n#if defined(INSTANCES)\nvMeshID=instanceMeshID;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pickingVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.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,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,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,mBAAmB,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/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute vec3 position;\n#if defined(INSTANCES)\nattribute vec4 instanceMeshID;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#if defined(INSTANCES)\nvarying vec4 vMeshID;\n#endif\nvoid main(void) {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;\n#if defined(INSTANCES)\nvMeshID=instanceMeshID;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShader = { name, shader };\n"]}
@@ -9,7 +9,9 @@ vUV=(position*madd+madd)*scale;gl_Position=vec4(position,0.0,1.0);
9
9
  #define CUSTOM_VERTEX_MAIN_END
10
10
  }`;
11
11
  // Sideeffect
12
- ShaderStore.ShadersStore[name] = shader;
12
+ if (!ShaderStore.ShadersStore[name]) {
13
+ ShaderStore.ShadersStore[name] = shader;
14
+ }
13
15
  /** @internal */
14
16
  export const postprocessVertexShader = { name, shader };
15
17
  //# sourceMappingURL=postprocess.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"postprocess.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/postprocess.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,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 = \"postprocessVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 scale;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd)*scale;gl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const postprocessVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"postprocess.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/postprocess.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,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 = \"postprocessVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 scale;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd)*scale;gl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const postprocessVertexShader = { name, shader };\n"]}