@babylonjs/core 8.13.0 → 8.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/abstractAudio/abstractAudioBus.d.ts +4 -21
- package/AudioV2/abstractAudio/abstractAudioBus.js +2 -34
- package/AudioV2/abstractAudio/abstractAudioBus.js.map +1 -1
- package/AudioV2/abstractAudio/abstractAudioOutNode.d.ts +40 -0
- package/AudioV2/abstractAudio/abstractAudioOutNode.js +56 -0
- package/AudioV2/abstractAudio/abstractAudioOutNode.js.map +1 -0
- package/AudioV2/abstractAudio/abstractSoundSource.d.ts +5 -16
- package/AudioV2/abstractAudio/abstractSoundSource.js +2 -27
- package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +13 -0
- package/AudioV2/abstractAudio/audioEngineV2.js +4 -0
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/abstractAudio/index.d.ts +1 -0
- package/AudioV2/abstractAudio/index.js +1 -0
- package/AudioV2/abstractAudio/index.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.d.ts +3 -0
- package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
- package/AudioV2/audioParameter.d.ts +31 -0
- package/AudioV2/audioParameter.js +19 -0
- package/AudioV2/audioParameter.js.map +1 -0
- package/AudioV2/audioUtils.d.ts +3 -0
- package/AudioV2/audioUtils.js +61 -0
- package/AudioV2/audioUtils.js.map +1 -1
- package/AudioV2/index.d.ts +1 -0
- package/AudioV2/index.js +1 -0
- package/AudioV2/index.js.map +1 -1
- package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +37 -0
- package/AudioV2/webAudio/components/webAudioParameterComponent.js +89 -0
- package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -0
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +8 -0
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +24 -6
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +2 -0
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +9 -4
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +7 -1
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +14 -5
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +92 -30
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +4 -2
- package/AudioV2/webAudio/webAudioEngine.js +9 -4
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioMainOut.d.ts +6 -2
- package/AudioV2/webAudio/webAudioMainOut.js +15 -10
- package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -2
- package/AudioV2/webAudio/webAudioStaticSound.js +17 -14
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js +17 -20
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +5 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +7 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +6 -0
- package/Gizmos/boundingBoxGizmo.js +16 -1
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +5 -5
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +10 -3
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +16 -5
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +11 -4
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/linesMesh.d.ts +2 -11
- package/Meshes/linesMesh.js +10 -24
- package/Meshes/linesMesh.js.map +1 -1
- package/Particles/Node/Blocks/particleDebugBlock.d.ts +6 -0
- package/Particles/Node/Blocks/particleDebugBlock.js +10 -0
- package/Particles/Node/Blocks/particleDebugBlock.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +16 -2
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -3
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +17 -2
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +2 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js +3 -3
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/package.json +1 -1
package/Meshes/linesMesh.js
CHANGED
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@@ -13,6 +13,9 @@ Mesh._LinesMeshParser = (parsedMesh, scene) => {
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*/
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export class LinesMesh extends Mesh {
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_isShaderMaterial(shader) {
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if (!shader) {
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return false;
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}
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return shader.getClassName() === "ShaderMaterial";
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}
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/**
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@@ -101,12 +104,6 @@ export class LinesMesh extends Mesh {
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this.material.doNotSerialize = true;
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}
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}
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isReady() {
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if (!this._lineMaterial.isReady(this, !!this._userInstancedBuffersStorage || this.hasThinInstances)) {
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return false;
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}
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return super.isReady();
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}
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/**
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* @returns the string "LineMesh"
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*/
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@@ -117,14 +114,16 @@ export class LinesMesh extends Mesh {
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* @internal
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*/
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get material() {
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return this.
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return this._internalAbstractMeshDataInfo._material;
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}
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/**
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* @internal
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*/
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set material(value) {
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this.
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this.
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this._setMaterial(value);
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if (this.material) {
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this.material.fillMode = Material.LineListDrawMode;
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}
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}
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/**
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* @internal
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@@ -151,10 +150,10 @@ export class LinesMesh extends Mesh {
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this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);
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}
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// Color
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if (!this.useVertexColor && this._isShaderMaterial(this.
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if (!this.useVertexColor && this._isShaderMaterial(this.material)) {
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const { r, g, b } = this.color;
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this._color4.set(r, g, b, this.alpha);
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this.
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this.material.setColor4("color", this._color4);
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}
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return this;
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}
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@@ -175,19 +174,6 @@ export class LinesMesh extends Mesh {
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}
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return this;
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}
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/**
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* Disposes of the line mesh
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* @param doNotRecurse If children should be disposed
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* @param disposeMaterialAndTextures This parameter is not used by the LineMesh class
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* @param doNotDisposeMaterial If the material should not be disposed (default: false, meaning the material is disposed)
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*/
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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dispose(doNotRecurse, disposeMaterialAndTextures = false, doNotDisposeMaterial) {
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if (!doNotDisposeMaterial) {
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this._lineMaterial.dispose(false, false, true);
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}
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super.dispose(doNotRecurse);
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}
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/**
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* Returns a new LineMesh object cloned from the current one.
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* @param name defines the cloned mesh name
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package/Meshes/linesMesh.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { IShaderMaterialOptions } from \"../Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { MeshCreationOptions } from \"./mesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Force all the LineMeshes to compile their default color material to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _lineMaterial: Material;\r\n\r\n private _isShaderMaterial(shader: Material): shader is ShaderMaterial {\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: ShaderLanguage.GLSL,\r\n };\r\n\r\n if (!this.useVertexAlpha) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines!.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!this.useVertexColor) {\r\n options.uniforms!.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines!.push(\"#define VERTEXCOLOR\");\r\n options.attributes!.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n } else {\r\n const engine = this.getScene().getEngine();\r\n\r\n if (engine.isWebGPU && !LinesMesh.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n options.shaderLanguage = this._shaderLanguage;\r\n options.extraInitializationsAsync = async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/color.vertex\"), import(\"../ShadersWGSL/color.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/color.vertex\"), import(\"../Shaders/color.fragment\")]);\r\n }\r\n };\r\n\r\n this.material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n this.material.doNotSerialize = true;\r\n }\r\n }\r\n\r\n public override isReady() {\r\n if (!this._lineMaterial.isReady(this, !!this._userInstancedBuffersStorage || this.hasThinInstances)) {\r\n return false;\r\n }\r\n\r\n return super.isReady();\r\n }\r\n\r\n /**\r\n * @returns the string \"LineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get material(): Material {\r\n return this._lineMaterial;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override set material(value: Material) {\r\n this._lineMaterial = value;\r\n this._lineMaterial.fillMode = Material.LineListDrawMode;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public override set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bind(_subMesh: SubMesh, colorEffect: Effect): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this._lineMaterial)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this._lineMaterial.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n * @param disposeMaterialAndTextures This parameter is not used by the LineMesh class\r\n * @param doNotDisposeMaterial If the material should not be disposed (default: false, meaning the material is disposed)\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false, doNotDisposeMaterial?: boolean): void {\r\n if (!doNotDisposeMaterial) {\r\n this._lineMaterial.dispose(false, false, true);\r\n }\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name defines the cloned mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren if set to true, none of the mesh children are cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> | MeshCreationOptions = null, doNotCloneChildren?: boolean): LinesMesh {\r\n if (newParent && (newParent as Node)._addToSceneRootNodes === undefined) {\r\n const createOptions = newParent as MeshCreationOptions;\r\n createOptions.source = this;\r\n\r\n return new LinesMesh(name, this.getScene(), createOptions.parent, createOptions.source as Nullable<LinesMesh>, createOptions.doNotCloneChildren);\r\n }\r\n\r\n return new LinesMesh(name, this.getScene(), newParent as Nullable<Node>, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public override createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedLinesMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
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1
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { IShaderMaterialOptions } from \"../Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { MeshCreationOptions } from \"./mesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Force all the LineMeshes to compile their default color material to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _isShaderMaterial(shader: Nullable<Material>): shader is ShaderMaterial {\r\n if (!shader) {\r\n return false;\r\n }\r\n\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: ShaderLanguage.GLSL,\r\n };\r\n\r\n if (!this.useVertexAlpha) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines!.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!this.useVertexColor) {\r\n options.uniforms!.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines!.push(\"#define VERTEXCOLOR\");\r\n options.attributes!.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n } else {\r\n const engine = this.getScene().getEngine();\r\n\r\n if (engine.isWebGPU && !LinesMesh.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n options.shaderLanguage = this._shaderLanguage;\r\n options.extraInitializationsAsync = async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/color.vertex\"), import(\"../ShadersWGSL/color.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/color.vertex\"), import(\"../Shaders/color.fragment\")]);\r\n }\r\n };\r\n\r\n this.material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n this.material.doNotSerialize = true;\r\n }\r\n }\r\n\r\n /**\r\n * @returns the string \"LineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get material(): Nullable<Material> {\r\n return this._internalAbstractMeshDataInfo._material as Material;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override set material(value: Nullable<Material>) {\r\n this._setMaterial(value);\r\n if (this.material) {\r\n this.material.fillMode = Material.LineListDrawMode;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public override set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bind(_subMesh: SubMesh, colorEffect: Effect): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this.material)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this.material.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name defines the cloned mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren if set to true, none of the mesh children are cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> | MeshCreationOptions = null, doNotCloneChildren?: boolean): LinesMesh {\r\n if (newParent && (newParent as Node)._addToSceneRootNodes === undefined) {\r\n const createOptions = newParent as MeshCreationOptions;\r\n createOptions.source = this;\r\n\r\n return new LinesMesh(name, this.getScene(), createOptions.parent, createOptions.source as Nullable<LinesMesh>, createOptions.doNotCloneChildren);\r\n }\r\n\r\n return new LinesMesh(name, this.getScene(), newParent as Nullable<Node>, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public override createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedLinesMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
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@@ -1,6 +1,7 @@
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import { NodeParticleBlock } from "../nodeParticleBlock.js";
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import type { NodeParticleConnectionPoint } from "../nodeParticleBlockConnectionPoint.js";
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import type { NodeParticleBuildState } from "../nodeParticleBuildState.js";
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import { Observable } from "../../../Misc/observable.js";
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/**
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* Defines a block used to debug values going through it
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*/
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@@ -31,7 +32,12 @@ export declare class ParticleDebugBlock extends NodeParticleBlock {
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* Gets the output component
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*/
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get output(): NodeParticleConnectionPoint;
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/**
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* Observable raised when data is collected
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*/
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onDataCollectedObservable: Observable<ParticleDebugBlock>;
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_build(state: NodeParticleBuildState): void;
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serialize(): any;
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_deserialize(serializationObject: any): void;
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dispose(): void;
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}
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@@ -4,6 +4,7 @@ import { Vector2ToFixed, Vector3ToFixed } from "../../../Maths/math.vector.funct
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4
4
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import { RegisterClass } from "../../../Misc/typeStore.js";
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5
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import { NodeParticleBlockConnectionPointTypes } from "../Enums/nodeParticleBlockConnectionPointTypes.js";
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6
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import { NodeParticleBlock } from "../nodeParticleBlock.js";
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7
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+
import { Observable } from "../../../Misc/observable.js";
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/**
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8
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* Defines a block used to debug values going through it
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*/
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@@ -22,6 +23,10 @@ export class ParticleDebugBlock extends NodeParticleBlock {
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* Gets or sets the number of logs to keep
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*/
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this.stackSize = 10;
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/**
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* Observable raised when data is collected
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*/
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this.onDataCollectedObservable = new Observable(undefined, true);
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this._isDebug = true;
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this.registerInput("input", NodeParticleBlockConnectionPointTypes.AutoDetect);
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this.registerOutput("output", NodeParticleBlockConnectionPointTypes.BasedOnInput);
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@@ -83,6 +88,7 @@ export class ParticleDebugBlock extends NodeParticleBlock {
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this.log.push([input.toString(), input.toString()]);
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break;
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}
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this.onDataCollectedObservable.notifyObservers(this);
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};
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if (this.output.isConnected) {
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@@ -101,6 +107,10 @@ export class ParticleDebugBlock extends NodeParticleBlock {
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super._deserialize(serializationObject);
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}
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dispose() {
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}
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__decorate([
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editableInPropertyPage("Reference", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { embedded: false, notifiers: { rebuild: true }, min: 1, max: 100 })
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-
{"version":3,"file":"particleDebugBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Particles/Node/Blocks/particleDebugBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,sBAAsB,EAA0B,6CAAsC;AAC/F,OAAO,EAAE,cAAc,EAAE,cAAc,EAAE,MAAM,sCAAsC,CAAC;AACtF,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AACvG,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;
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1
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+
{"version":3,"file":"particleDebugBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Particles/Node/Blocks/particleDebugBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,sBAAsB,EAA0B,6CAAsC;AAC/F,OAAO,EAAE,cAAc,EAAE,cAAc,EAAE,MAAM,sCAAsC,CAAC;AACtF,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AACvG,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAGzD,OAAO,EAAE,UAAU,EAAE,oCAA6B;AAElD;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,iBAAiB;IAYrD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAhBhB;;WAEG;QACI,QAAG,GAAe,EAAE,CAAC;QAE5B;;WAEG;QAEI,cAAS,GAAG,EAAE,CAAC;QA8CtB;;WAEG;QACI,8BAAyB,GAAG,IAAI,UAAU,CAAqB,SAAS,EAAE,IAAI,CAAC,CAAC;QAxCnF,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACzD,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,aAAa,CAAC,CAAC;QACvG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,eAAe,CAAC,CAAC;QACzG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,eAAe,CAAC,CAAC;QACzG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,cAAc,CAAC,CAAC;QACxG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,MAAM,CAAC,CAAC;QAChG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,QAAQ,CAAC,CAAC;QAClG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,OAAO,CAAC,CAAC;IACrG,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAOe,MAAM,CAAC,KAA6B;QAChD,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,CAAC;YAC1B,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,IAAI,CAAC;YACnC,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC;YAChC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;QACd,MAAM,IAAI,GAAG,CAAC,KAA6B,EAAE,EAAE;YAC3C,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YAElD,IAAI,IAAI,CAAC,GAAG,CAAC,MAAM,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACpC,OAAO,KAAK,CAAC;YACjB,CAAC;YAED,IAAI,KAAK,KAAK,IAAI,IAAI,KAAK,KAAK,SAAS,EAAE,CAAC;gBACxC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC,CAAC;gBAC5B,OAAO,KAAK,CAAC;YACjB,CAAC;YAED,QAAQ,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;gBACtB,KAAK,qCAAqC,CAAC,OAAO;oBAC9C,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,cAAc,CAAC,KAAK,EAAE,CAAC,CAAC,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;oBAC5D,MAAM;gBACV,KAAK,qCAAqC,CAAC,OAAO;oBAC9C,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,cAAc,CAAC,KAAK,EAAE,CAAC,CAAC,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;oBAC5D,MAAM;gBACV,KAAK,qCAAqC,CAAC,MAAM;oBAC7C,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,OAAO,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,OAAO,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,OAAO,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,OAAO,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;oBAC3I,MAAM;gBACV;oBACI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;oBACpD,MAAM;YACd,CAAC;YAED,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YAErD,OAAO,KAAK,CAAC;QACjB,CAAC,CAAC;QAEF,IAAI,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;YAC1B,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,IAAI,CAAC;QACvC,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;QAC3C,CAAC;IACL,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QAE/C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB;QACjD,KAAK,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;QAExC,IAAI,CAAC,SAAS,GAAG,mBAAmB,CAAC,SAAS,CAAC;IACnD,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE,CAAC;QACvC,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;CACJ;AApHU;IADN,sBAAsB,CAAC,WAAW,sCAA8B,UAAU,EAAE,EAAE,QAAQ,EAAE,KAAK,EAAE,SAAS,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;qDAC3H;AAsH1B,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC","sourcesContent":["import { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport { Vector2ToFixed, Vector3ToFixed } from \"../../../Maths/math.vector.functions\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../nodeParticleBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../nodeParticleBuildState\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Defines a block used to debug values going through it\r\n */\r\nexport class ParticleDebugBlock extends NodeParticleBlock {\r\n /**\r\n * Gets the log entries\r\n */\r\n public log: string[][] = [];\r\n\r\n /**\r\n * Gets or sets the number of logs to keep\r\n */\r\n @editableInPropertyPage(\"Reference\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: false, notifiers: { rebuild: true }, min: 1, max: 100 })\r\n public stackSize = 10;\r\n\r\n /**\r\n * Create a new ParticleDebugBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this._isDebug = true;\r\n\r\n this.registerInput(\"input\", NodeParticleBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.FloatGradient);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Vector2Gradient);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Vector3Gradient);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Color4Gradient);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.System);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Particle);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ParticleDebugBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Observable raised when data is collected\r\n */\r\n public onDataCollectedObservable = new Observable<ParticleDebugBlock>(undefined, true);\r\n\r\n public override _build(state: NodeParticleBuildState) {\r\n if (!this.input.isConnected) {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n this.log = [];\r\n const func = (state: NodeParticleBuildState) => {\r\n const input = this.input.getConnectedValue(state);\r\n\r\n if (this.log.length >= this.stackSize) {\r\n return input;\r\n }\r\n\r\n if (input === null || input === undefined) {\r\n this.log.push([\"null\", \"\"]);\r\n return input;\r\n }\r\n\r\n switch (this.input.type) {\r\n case NodeParticleBlockConnectionPointTypes.Vector2:\r\n this.log.push([Vector2ToFixed(input, 4), input.toString()]);\r\n break;\r\n case NodeParticleBlockConnectionPointTypes.Vector3:\r\n this.log.push([Vector3ToFixed(input, 4), input.toString()]);\r\n break;\r\n case NodeParticleBlockConnectionPointTypes.Color4:\r\n this.log.push([`{R: ${input.r.toFixed(4)} G: ${input.g.toFixed(4)} B: ${input.b.toFixed(4)} A: ${input.a.toFixed(4)}}`, input.toString()]);\r\n break;\r\n default:\r\n this.log.push([input.toString(), input.toString()]);\r\n break;\r\n }\r\n\r\n this.onDataCollectedObservable.notifyObservers(this);\r\n\r\n return input;\r\n };\r\n\r\n if (this.output.isConnected) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.stackSize = this.stackSize;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.stackSize = serializationObject.stackSize;\r\n }\r\n\r\n public override dispose(): void {\r\n this.onDataCollectedObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ParticleDebugBlock\", ParticleDebugBlock);\r\n"]}
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@@ -21,7 +21,16 @@ float log4(float x) {return log2(x)/2.;}
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21
21
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vec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}
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22
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const float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;
|
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23
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#define inline
|
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24
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-
vec3 irradiance(
|
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24
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+
vec3 irradiance(
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25
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+
#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT
|
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26
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+
CUSTOM_IRRADIANCE_FILTERING_INPUT
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#else
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samplerCube inputTexture,
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#endif
|
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30
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vec3 inputN,vec2 filteringInfo,
|
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31
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+
float diffuseRoughness,
|
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32
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vec3 surfaceAlbedo,
|
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33
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vec3 inputV
|
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25
34
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#if IBL_CDF_FILTERING
|
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26
35
|
,sampler2D icdfSampler
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27
36
|
#endif
|
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@@ -57,7 +66,12 @@ if (NoL>0.) {
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66
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#if IBL_CDF_FILTERING
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67
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float pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;
|
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68
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#else
|
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60
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-
float pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);
|
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69
|
+
float pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);
|
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70
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+
#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION
|
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71
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+
CUSTOM_IRRADIANCE_FILTERING_FUNCTION
|
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72
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+
#else
|
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73
|
+
vec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;
|
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74
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+
#endif
|
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61
75
|
#endif
|
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62
76
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#if GAMMA_INPUT
|
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63
77
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c=toLinearSpace(c);
|
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
|
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1
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+
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#if NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\nsamplerCube inputTexture,\n#endif\nvec3 inputN,vec2 filteringInfo,\nfloat diffuseRoughness,\nvec3 surfaceAlbedo,\nvec3 inputV\n#if IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#if IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z; \nvec3 V=tbnInverse*inputV;float NoV=V.z; \n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#if IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#if IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=textureCube(inputTexture,n).rgb; \nif (alphaG==0.) {\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
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@@ -19,7 +19,7 @@ const shader = `#include<__decl__gaussianSplattingVertex>
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#include<fogVertexDeclaration>
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#include<logDepthDeclaration>
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#include<helperFunctions>
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-
attribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform vec3 eyePosition;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;
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attribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform vec3 eyePosition;uniform vec3 viewDirectionFactor;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;
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#if SH_DEGREE>0
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uniform highp usampler2D shTexture0;
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#endif
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@@ -33,8 +33,7 @@ varying vec4 vColor;varying vec2 vPosition;
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#include<gaussianSplatting>
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void main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;
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#if SH_DEGREE>0
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mat3 worldRot=mat3(world);mat3 normWorldRot=inverseMat3(worldRot);vec3 dir=normalize(normWorldRot*(worldPos.xyz-eyePosition));dir*=
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vColor.xyz=splat.color.xyz+computeSH(splat,dir);
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mat3 worldRot=mat3(world);mat3 normWorldRot=inverseMat3(worldRot);vec3 dir=normalize(normWorldRot*(worldPos.xyz-eyePosition));dir*=viewDirectionFactor;vColor.xyz=splat.color.xyz+computeSH(splat,dir);
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#endif
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gl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);
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#include<clipPlaneVertex>
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{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG
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{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\nattribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform vec3 eyePosition;uniform vec3 viewDirectionFactor;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplatting>\nvoid main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;\n#if SH_DEGREE>0\nmat3 worldRot=mat3(world);mat3 normWorldRot=inverseMat3(worldRot);vec3 dir=normalize(normWorldRot*(worldPos.xyz-eyePosition));dir*=viewDirectionFactor;vColor.xyz=splat.color.xyz+computeSH(splat,dir);\n#endif\ngl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
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@@ -9,7 +9,17 @@ fn hammersley(i: u32,N: u32)->vec2f
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{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}
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fn log4(x: f32)->f32 {return log2(x)/2.;}
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fn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}
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const NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(
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const NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(
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#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT
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CUSTOM_IRRADIANCE_FILTERING_INPUT
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#else
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inputTexture: texture_cube<f32>,inputSampler: sampler,
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#endif
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inputN: vec3f,
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filteringInfo: vec2f,
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diffuseRoughness: f32,
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surfaceAlbedo: vec3f,
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inputV: vec3f
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#ifdef IBL_CDF_FILTERING
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,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler
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#endif
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@@ -39,7 +49,12 @@ if (NoL>0.) {
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#ifdef IBL_CDF_FILTERING
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var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;
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#else
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var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);
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var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);
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#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION
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CUSTOM_IRRADIANCE_FILTERING_FUNCTION
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#else
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var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;
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#endif
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#endif
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#ifdef GAMMA_INPUT
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c=toLinearSpaceVec3(c);
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@@ -1 +1 @@
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-
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
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{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\ninputTexture: texture_cube<f32>,inputSampler: sampler,\n#endif\ninputN: vec3f,\nfilteringInfo: vec2f,\ndiffuseRoughness: f32,\nsurfaceAlbedo: vec3f,\ninputV: vec3f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var tbnInverse: mat3x3f=transpose(tbn);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1),vec3f(1.0));for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);var NoV: f32=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(inputV+Ls)*0.5;var VoH: f32=dot(inputV,H);\n#endif \n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);var V: vec3f=tbnInverse*inputV;var NoV: f32=dot(Ns,V);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(V+Ls)*0.5;var VoH: f32=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#ifdef IBL_CDF_FILTERING\nvar pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;\n#else\nvar pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvar c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nvar diffuseRoughnessTerm: vec3f=vec3f(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#ifdef IBL_CDF_FILTERING\nvar light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}\nresult+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
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@@ -17,7 +17,7 @@ const shader = `#include<sceneUboDeclaration>
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#include<clipPlaneVertexDeclaration>
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#include<fogVertexDeclaration>
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#include<logDepthDeclaration>
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20
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-
attribute splatIndex: f32;attribute position: vec2f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;
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20
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+
attribute splatIndex: f32;attribute position: vec2f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform viewDirectionFactor: vec3f;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;
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#if SH_DEGREE>0
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var shTexture0: texture_2d<u32>;
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#endif
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@@ -32,8 +32,7 @@ varying vColor: vec4f;varying vPosition: vec2f;
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {var splat: Splat=readSplat(input.splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position;
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#if SH_DEGREE>0
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-
let worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var dir: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));dir*=
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-
vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,dir),splat.color.w);
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35
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+
let worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var dir: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));dir*=viewDirectionFactor;vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,dir),splat.color.w);
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#else
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38
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vertexOutputs.vColor=splat.color;
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#endif
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex: f32;attribute position: vec2f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform viewDirectionFactor: vec3f;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#if SH_DEGREE>0\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2\nvar shTexture2: texture_2d<u32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var splat: Splat=readSplat(input.splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var dir: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));dir*=viewDirectionFactor;vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,dir),splat.color.w);\n#else\nvertexOutputs.vColor=splat.color;\n#endif\nvertexOutputs.position=gaussianSplatting(input.position,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
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@@ -223,13 +223,13 @@ export class WebXRControllerPointerSelection extends WebXRAbstractFeature {
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// only do this for the selected pointer
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const controllerData = this._controllers[id];
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if (this._options.lookAndPickMode && controllerData.xrController?.inputSource.targetRayMode !== "transient-pointer") {
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+
continue;
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}
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if ((!this._options.enablePointerSelectionOnAllControllers && id !== this._attachedController) || controllerData.disabledByNearInteraction) {
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controllerData.selectionMesh.isVisible = false;
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controllerData.laserPointer.isVisible = false;
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controllerData.pick = null;
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+
continue;
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}
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controllerData.laserPointer.isVisible = this.displayLaserPointer;
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let controllerGlobalPosition;
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@@ -246,7 +246,7 @@ export class WebXRControllerPointerSelection extends WebXRAbstractFeature {
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controllerData.webXRCamera.getForwardRayToRef(controllerData.tmpRay);
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}
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else {
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-
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+
continue;
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}
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if (this._options.maxPointerDistance) {
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controllerData.tmpRay.length = this._options.maxPointerDistance;
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