@babylonjs/core 8.14.0 → 8.14.2

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 (232) hide show
  1. package/AudioV2/abstractAudio/index.js +1 -1
  2. package/AudioV2/abstractAudio/index.js.map +1 -1
  3. package/AudioV2/audioUtils.js +12 -3
  4. package/AudioV2/audioUtils.js.map +1 -1
  5. package/AudioV2/index.js +1 -1
  6. package/AudioV2/index.js.map +1 -1
  7. package/Behaviors/index.js +1 -1
  8. package/Behaviors/index.js.map +1 -1
  9. package/Cameras/index.js +1 -1
  10. package/Cameras/index.js.map +1 -1
  11. package/Culling/index.js +1 -1
  12. package/Culling/index.js.map +1 -1
  13. package/Culling/ray.core.js +2 -2
  14. package/Culling/ray.core.js.map +1 -1
  15. package/Debug/skeletonViewer.d.ts +1 -1
  16. package/Debug/skeletonViewer.js.map +1 -1
  17. package/Engines/Processors/Expressions/index.js +1 -1
  18. package/Engines/Processors/Expressions/index.js.map +1 -1
  19. package/Engines/Processors/index.js +1 -1
  20. package/Engines/Processors/index.js.map +1 -1
  21. package/Engines/abstractEngine.js +2 -2
  22. package/Engines/abstractEngine.js.map +1 -1
  23. package/Engines/engine.d.ts +1 -1
  24. package/Engines/index.js +1 -1
  25. package/Engines/index.js.map +1 -1
  26. package/FlowGraph/Blocks/Data/index.js +3 -3
  27. package/FlowGraph/Blocks/Data/index.js.map +1 -1
  28. package/FlowGraph/Blocks/Execution/index.js +2 -2
  29. package/FlowGraph/Blocks/Execution/index.js.map +1 -1
  30. package/FlowGraph/Blocks/index.js +1 -1
  31. package/FlowGraph/Blocks/index.js.map +1 -1
  32. package/FlowGraph/index.js +2 -2
  33. package/FlowGraph/index.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  35. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  36. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  38. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  39. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  41. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  42. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
  44. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  45. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  47. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  48. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  50. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  51. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  53. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  54. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  55. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  56. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  57. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  59. package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  60. package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  62. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  63. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -1
  65. package/FrameGraph/Node/Blocks/elbowBlock.js.map +1 -1
  66. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  68. package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -1
  69. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  70. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  71. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  72. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  73. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  74. package/FrameGraph/Node/nodeRenderGraphBuildState.js.map +1 -1
  75. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js.map +1 -1
  76. package/FrameGraph/Passes/cullPass.js.map +1 -1
  77. package/FrameGraph/Passes/pass.js.map +1 -1
  78. package/FrameGraph/Passes/renderPass.js.map +1 -1
  79. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  80. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  81. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  82. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  83. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  84. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
  85. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  86. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  87. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
  89. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  90. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  91. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  92. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  93. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
  94. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
  95. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
  96. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
  97. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  98. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  99. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  100. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
  101. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  102. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  103. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  104. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  105. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  106. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  107. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  108. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
  109. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  110. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  111. package/FrameGraph/frameGraph.js.map +1 -1
  112. package/FrameGraph/frameGraphContext.js.map +1 -1
  113. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  114. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  115. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  116. package/FrameGraph/frameGraphTask.js.map +1 -1
  117. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  118. package/FrameGraph/frameGraphTypes.js.map +1 -1
  119. package/FrameGraph/index.js +1 -1
  120. package/FrameGraph/index.js.map +1 -1
  121. package/Layers/thinHighlightLayer.js.map +1 -1
  122. package/Legacy/legacy.js +1 -1
  123. package/Legacy/legacy.js.map +1 -1
  124. package/Lights/index.js +1 -1
  125. package/Lights/index.js.map +1 -1
  126. package/Loading/index.js +1 -1
  127. package/Loading/index.js.map +1 -1
  128. package/Materials/Node/Blocks/index.js +1 -1
  129. package/Materials/Node/Blocks/index.js.map +1 -1
  130. package/Materials/Node/index.js +1 -1
  131. package/Materials/Node/index.js.map +1 -1
  132. package/Materials/Textures/Loaders/index.js +1 -1
  133. package/Materials/Textures/Loaders/index.js.map +1 -1
  134. package/Materials/Textures/index.js +1 -1
  135. package/Materials/Textures/index.js.map +1 -1
  136. package/Materials/index.js +1 -1
  137. package/Materials/index.js.map +1 -1
  138. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  139. package/Maths/index.js +1 -1
  140. package/Maths/index.js.map +1 -1
  141. package/Maths/math.vector.d.ts +0 -4
  142. package/Maths/math.vector.js +1 -13
  143. package/Maths/math.vector.js.map +1 -1
  144. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  145. package/Meshes/index.js +1 -1
  146. package/Meshes/index.js.map +1 -1
  147. package/Meshes/linesMesh.d.ts +7 -0
  148. package/Meshes/linesMesh.js +13 -0
  149. package/Meshes/linesMesh.js.map +1 -1
  150. package/Meshes/transformNode.d.ts +1 -0
  151. package/Meshes/transformNode.js +10 -2
  152. package/Meshes/transformNode.js.map +1 -1
  153. package/Misc/index.js +1 -1
  154. package/Misc/index.js.map +1 -1
  155. package/Misc/pressureObserverWrapper.js +4 -1
  156. package/Misc/pressureObserverWrapper.js.map +1 -1
  157. package/Misc/snapshotRenderingHelper.js.map +1 -1
  158. package/Misc/thinMinMaxReducer.js.map +1 -1
  159. package/Navigation/index.js +1 -1
  160. package/Navigation/index.js.map +1 -1
  161. package/Particles/IParticleSystem.js.map +1 -1
  162. package/Particles/Node/Blocks/index.d.ts +0 -1
  163. package/Particles/Node/Blocks/index.js +1 -2
  164. package/Particles/Node/Blocks/index.js.map +1 -1
  165. package/Particles/Node/Blocks/particleGradientBlock.d.ts +3 -0
  166. package/Particles/Node/Blocks/particleGradientBlock.js +20 -4
  167. package/Particles/Node/Blocks/particleGradientBlock.js.map +1 -1
  168. package/Particles/Node/Blocks/particleRandomBlock.js +1 -1
  169. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  170. package/Particles/Node/index.js +1 -1
  171. package/Particles/Node/index.js.map +1 -1
  172. package/Particles/Node/nodeParticleSystemSet.d.ts +2 -2
  173. package/Particles/Node/nodeParticleSystemSet.js +2 -2
  174. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  175. package/Particles/baseParticleSystem.js.map +1 -1
  176. package/Particles/gpuParticleSystem.js +5 -0
  177. package/Particles/gpuParticleSystem.js.map +1 -1
  178. package/Particles/index.js +1 -1
  179. package/Particles/index.js.map +1 -1
  180. package/Particles/thinParticleSystem.js.map +1 -1
  181. package/Physics/index.js +1 -1
  182. package/Physics/index.js.map +1 -1
  183. package/Physics/v1/index.js +1 -1
  184. package/Physics/v1/index.js.map +1 -1
  185. package/Physics/v2/index.js +2 -2
  186. package/Physics/v2/index.js.map +1 -1
  187. package/Physics/v2/physicsBody.d.ts +0 -1
  188. package/Physics/v2/physicsBody.js +1 -2
  189. package/Physics/v2/physicsBody.js.map +1 -1
  190. package/PostProcesses/RenderPipeline/Pipelines/thinSSRRenderingPipeline.js.map +1 -1
  191. package/PostProcesses/RenderPipeline/index.js +1 -1
  192. package/PostProcesses/RenderPipeline/index.js.map +1 -1
  193. package/PostProcesses/index.js +1 -1
  194. package/PostProcesses/index.js.map +1 -1
  195. package/PostProcesses/thinAnaglyphPostProcess.js.map +1 -1
  196. package/PostProcesses/thinBlackAndWhitePostProcess.js.map +1 -1
  197. package/PostProcesses/thinBloomEffect.js.map +1 -1
  198. package/PostProcesses/thinBloomMergePostProcess.js.map +1 -1
  199. package/PostProcesses/thinBlurPostProcess.js.map +1 -1
  200. package/PostProcesses/thinChromaticAberrationPostProcess.js.map +1 -1
  201. package/PostProcesses/thinCircleOfConfusionPostProcess.js.map +1 -1
  202. package/PostProcesses/thinDepthOfFieldBlurPostProcess.js.map +1 -1
  203. package/PostProcesses/thinDepthOfFieldMergePostProcess.js.map +1 -1
  204. package/PostProcesses/thinExtractHighlightsPostProcess.js.map +1 -1
  205. package/PostProcesses/thinFXAAPostProcess.js.map +1 -1
  206. package/PostProcesses/thinGrainPostProcess.js.map +1 -1
  207. package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
  208. package/PostProcesses/thinMotionBlurPostProcess.js.map +1 -1
  209. package/PostProcesses/thinPassPostProcess.js.map +1 -1
  210. package/PostProcesses/thinSSRBlurCombinerPostProcess.js.map +1 -1
  211. package/PostProcesses/thinSSRBlurPostProcess.js.map +1 -1
  212. package/PostProcesses/thinSSRPostProcess.js.map +1 -1
  213. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  214. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +1 -4
  215. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  216. package/Rendering/index.js +1 -1
  217. package/Rendering/index.js.map +1 -1
  218. package/Rendering/objectRenderer.js.map +1 -1
  219. package/Sprites/spriteManager.d.ts +6 -1
  220. package/Sprites/spriteManager.js +2 -0
  221. package/Sprites/spriteManager.js.map +1 -1
  222. package/Sprites/spriteSceneComponent.d.ts +14 -0
  223. package/Sprites/spriteSceneComponent.js +23 -0
  224. package/Sprites/spriteSceneComponent.js.map +1 -1
  225. package/XR/index.js +1 -1
  226. package/XR/index.js.map +1 -1
  227. package/index.js +1 -1
  228. package/index.js.map +1 -1
  229. package/package.json +1 -1
  230. package/Particles/Node/Blocks/randomRangeBlock.d.ts +0 -45
  231. package/Particles/Node/Blocks/randomRangeBlock.js +0 -151
  232. package/Particles/Node/Blocks/randomRangeBlock.js.map +0 -1
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1
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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Vector2, Effect } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Post process used to apply a blur effect\r\n */\r\nexport class ThinBlurPostProcess extends EffectWrapper {\r\n /**\r\n * The vertex shader url\r\n */\r\n public static readonly VertexUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"delta\", \"direction\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"circleOfConfusionSampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../ShadersWGSL/kernelBlur.fragment\"), import(\"../ShadersWGSL/kernelBlur.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/kernelBlur.fragment\"), import(\"../Shaders/kernelBlur.vertex\")]));\r\n }\r\n }\r\n\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /**\r\n * Constructs a new blur post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param direction Direction in which to apply the blur\r\n * @param kernel Kernel size of the blur\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, direction?: Vector2, kernel?: number, options?: EffectWrapperCreationOptions) {\r\n const blockCompilationFinal = !!options?.blockCompilation;\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinBlurPostProcess.FragmentUrl,\r\n uniforms: ThinBlurPostProcess.Uniforms,\r\n samplers: ThinBlurPostProcess.Samplers,\r\n vertexUrl: ThinBlurPostProcess.VertexUrl,\r\n blockCompilation: true,\r\n });\r\n\r\n this._staticDefines = options ? (Array.isArray(options.defines) ? options.defines.join(\"\\n\") : options.defines || \"\") : \"\";\r\n\r\n this.options.blockCompilation = blockCompilationFinal;\r\n\r\n if (direction !== undefined) {\r\n this.direction = direction;\r\n }\r\n if (kernel !== undefined) {\r\n this.kernel = kernel;\r\n }\r\n }\r\n\r\n /**\r\n * Width of the texture to apply the blur on\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * Height of the texture to apply the blur on\r\n */\r\n public textureHeight: number = 0;\r\n\r\n /** The direction in which to blur the image. */\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat2(\"delta\", (1 / this.textureWidth) * this.direction.x, (1 / this.textureHeight) * this.direction.y);\r\n }\r\n\r\n /** @internal */\r\n public _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const n = this._kernel;\r\n const centerIndex = (n - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < n; i++) {\r\n const u = i / (n - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.options.engine.getCaps().maxVaryingVectors - (this.options.shaderLanguage === ShaderLanguage.WGSL ? 1 : 0); // Because of the additional builtins\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this.options.blockCompilation = false;\r\n\r\n this.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n}\r\n"]}
1
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type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Vector2, Effect } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Post process used to apply a blur effect\r\n */\r\nexport class ThinBlurPostProcess extends EffectWrapper {\r\n /**\r\n * The vertex shader url\r\n */\r\n public static readonly VertexUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"delta\", \"direction\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"circleOfConfusionSampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../ShadersWGSL/kernelBlur.fragment\"), import(\"../ShadersWGSL/kernelBlur.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/kernelBlur.fragment\"), import(\"../Shaders/kernelBlur.vertex\")]));\r\n }\r\n }\r\n\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /**\r\n * Constructs a new blur post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param direction Direction in which to apply the blur\r\n * @param kernel Kernel size of the blur\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, direction?: Vector2, kernel?: number, options?: EffectWrapperCreationOptions) {\r\n const blockCompilationFinal = !!options?.blockCompilation;\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinBlurPostProcess.FragmentUrl,\r\n uniforms: ThinBlurPostProcess.Uniforms,\r\n samplers: ThinBlurPostProcess.Samplers,\r\n vertexUrl: ThinBlurPostProcess.VertexUrl,\r\n blockCompilation: true,\r\n });\r\n\r\n this._staticDefines = options ? (Array.isArray(options.defines) ? options.defines.join(\"\\n\") : options.defines || \"\") : \"\";\r\n\r\n this.options.blockCompilation = blockCompilationFinal;\r\n\r\n if (direction !== undefined) {\r\n this.direction = direction;\r\n }\r\n if (kernel !== undefined) {\r\n this.kernel = kernel;\r\n }\r\n }\r\n\r\n /**\r\n * Width of the texture to apply the blur on\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * Height of the texture to apply the blur on\r\n */\r\n public textureHeight: number = 0;\r\n\r\n /** The direction in which to blur the image. */\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat2(\"delta\", (1 / this.textureWidth) * this.direction.x, (1 / this.textureHeight) * this.direction.y);\r\n }\r\n\r\n /** @internal */\r\n public _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const n = this._kernel;\r\n const centerIndex = (n - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < n; i++) {\r\n const u = i / (n - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.options.engine.getCaps().maxVaryingVectors - (this.options.shaderLanguage === ShaderLanguage.WGSL ? 1 : 0); // Because of the additional builtins\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this.options.blockCompilation = false;\r\n\r\n this.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
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If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinChromaticAberrationPostProcess.FragmentUrl,\r\n uniforms: ThinChromaticAberrationPostProcess.Uniforms,\r\n });\r\n }\r\n\r\n /**\r\n * The amount of separation of rgb channels (default: 30)\r\n */\r\n public aberrationAmount = 30;\r\n\r\n /**\r\n * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)\r\n */\r\n public radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n public direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n public centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the source texture to which the effect is applied */\r\n public screenWidth: number;\r\n\r\n /** The height of the source texture to which the effect is applied */\r\n public screenHeight: number;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", this.screenWidth);\r\n effect.setFloat(\"screen_height\", this.screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n }\r\n}\r\n"]}
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If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinChromaticAberrationPostProcess.FragmentUrl,\r\n uniforms: ThinChromaticAberrationPostProcess.Uniforms,\r\n });\r\n }\r\n\r\n /**\r\n * The amount of separation of rgb channels (default: 30)\r\n */\r\n public aberrationAmount = 30;\r\n\r\n /**\r\n * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)\r\n */\r\n public radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n public direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n public centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the source texture to which the effect is applied */\r\n public screenWidth: number;\r\n\r\n /** The height of the source texture to which the effect is applied */\r\n public screenHeight: number;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", this.screenWidth);\r\n effect.setFloat(\"screen_height\", this.screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: ThinCircleOfConfusionPostProcessOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinCircleOfConfusionPostProcess.FragmentUrl,\r\n uniforms: ThinCircleOfConfusionPostProcess.Uniforms,\r\n samplers: ThinCircleOfConfusionPostProcess.Samplers,\r\n defines: options?.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,\r\n });\r\n }\r\n\r\n /**\r\n * The camera to use to calculate the circle of confusion\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public lensSize = 50;\r\n\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public fStop = 1.4;\r\n\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public focusDistance = 2000;\r\n\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n public focalLength = 50;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const options = this.options as ThinCircleOfConfusionPostProcessOptions;\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n if (!options.depthNotNormalized) {\r\n effect.setFloat2(\"cameraMinMaxZ\", this.camera.minZ, this.camera.maxZ - this.camera.minZ);\r\n }\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n }\r\n}\r\n"]}
1
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If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: ThinCircleOfConfusionPostProcessOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinCircleOfConfusionPostProcess.FragmentUrl,\r\n uniforms: ThinCircleOfConfusionPostProcess.Uniforms,\r\n samplers: ThinCircleOfConfusionPostProcess.Samplers,\r\n defines: options?.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,\r\n });\r\n }\r\n\r\n /**\r\n * The camera to use to calculate the circle of confusion\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public lensSize = 50;\r\n\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public fStop = 1.4;\r\n\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public focusDistance = 2000;\r\n\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n public focalLength = 50;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const options = this.options as ThinCircleOfConfusionPostProcessOptions;\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n if (!options.depthNotNormalized) {\r\n effect.setFloat2(\"cameraMinMaxZ\", this.camera.minZ, this.camera.maxZ - this.camera.minZ);\r\n }\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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@@ -1 +1 @@
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1
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@@ -1 +1 @@
1
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1
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@@ -1 +1 @@
1
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1
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@@ -1 +1 @@
1
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1
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@@ -1 +1 @@
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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Observer, NonNullableFields, Scene, ColorCurves, BaseTexture, Color4 } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration.defines\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\n\r\n/**\r\n * Options used to create a ThinImageProcessingPostProcessOptions.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface ThinImageProcessingPostProcessOptions extends EffectWrapperCreationOptions {\r\n /**\r\n * An existing image processing configuration to use. If not provided, the scene one will be used.\r\n */\r\n imageProcessingConfiguration?: ImageProcessingConfiguration;\r\n\r\n /**\r\n * The scene to retrieve the image processing configuration from if not provided in the options.\r\n * If not provided, the last created scene will be used.\r\n */\r\n scene?: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * Post process used to apply image processing to a scene\r\n */\r\nexport class ThinImageProcessingPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"imageProcessing\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/imageProcessing.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/imageProcessing.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = this.options.scene;\r\n\r\n if (!scene) {\r\n const engine = this.options.engine;\r\n if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n /**\r\n * Sets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n /**\r\n * Sets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n public get vignetteCenterY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n public set vignetteCenterY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n public get vignetteCenterX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n public set vignetteCenterX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets intensity of the dithering effect.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this.imageProcessingConfiguration.ditheringIntensity;\r\n }\r\n /**\r\n * Sets intensity of the dithering effect.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n this.imageProcessingConfiguration.ditheringIntensity = value;\r\n }\r\n\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this.imageProcessingConfiguration.ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.ditheringEnabled = value;\r\n }\r\n\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * * Gets the width of the output texture used to store the result of the post process.\r\n */\r\n public get outputTextureWidth() {\r\n return this.imageProcessingConfiguration.outputTextureWidth;\r\n }\r\n\r\n /**\r\n * * Sets the width of the output texture used to store the result of the post process.\r\n */\r\n public set outputTextureWidth(value: number) {\r\n this.imageProcessingConfiguration.outputTextureWidth = value;\r\n }\r\n\r\n /**\r\n * * Gets the height of the output texture used to store the result of the post process.\r\n */\r\n public get outputTextureHeight() {\r\n return this.imageProcessingConfiguration.outputTextureHeight;\r\n }\r\n\r\n /**\r\n * * Sets the height of the output texture used to store the result of the post process.\r\n */\r\n public set outputTextureHeight(value: number) {\r\n this.imageProcessingConfiguration.outputTextureHeight = value;\r\n }\r\n\r\n /**\r\n * Gets/sets the aspect ratio used to override the default one.\r\n */\r\n public overrideAspectRatio?: number;\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: 0,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n DITHER: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\r\n };\r\n\r\n public override readonly options: Required<NonNullableFields<ThinImageProcessingPostProcessOptions>>;\r\n\r\n /**\r\n * Constructs a new image processing post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: ThinImageProcessingPostProcessOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinImageProcessingPostProcess.FragmentUrl,\r\n });\r\n\r\n const imageProcessingConfiguration = options?.imageProcessingConfiguration;\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const prop in this._defines) {\r\n const value = (<any>this._defines)[prop];\r\n const type = typeof value;\r\n\r\n switch (type) {\r\n case \"number\":\r\n case \"string\":\r\n defines += `#define ${prop} ${value};\\n`;\r\n break;\r\n default:\r\n if (value) {\r\n defines += `#define ${prop};\\n`;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this.imageProcessingConfiguration.bind(this.effect, this.overrideAspectRatio);\r\n }\r\n\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}
1
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type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Observer, NonNullableFields, Scene, ColorCurves, BaseTexture, Color4 } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration.defines\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\n\r\n/**\r\n * Options used to create a ThinImageProcessingPostProcessOptions.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface ThinImageProcessingPostProcessOptions extends EffectWrapperCreationOptions {\r\n /**\r\n * An existing image processing configuration to use. If not provided, the scene one will be used.\r\n */\r\n imageProcessingConfiguration?: ImageProcessingConfiguration;\r\n\r\n /**\r\n * The scene to retrieve the image processing configuration from if not provided in the options.\r\n * If not provided, the last created scene will be used.\r\n */\r\n scene?: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * Post process used to apply image processing to a scene\r\n */\r\nexport class ThinImageProcessingPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"imageProcessing\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/imageProcessing.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/imageProcessing.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = this.options.scene;\r\n\r\n if (!scene) {\r\n const engine = this.options.engine;\r\n if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n /**\r\n * Sets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n /**\r\n * Sets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n public get vignetteCenterY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n public set vignetteCenterY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n public get vignetteCenterX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n public set vignetteCenterX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets intensity of the dithering effect.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this.imageProcessingConfiguration.ditheringIntensity;\r\n }\r\n /**\r\n * Sets intensity of the dithering effect.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n this.imageProcessingConfiguration.ditheringIntensity = value;\r\n }\r\n\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this.imageProcessingConfiguration.ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.ditheringEnabled = value;\r\n }\r\n\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * * Gets the width of the output texture used to store the result of the post process.\r\n */\r\n public get outputTextureWidth() {\r\n return this.imageProcessingConfiguration.outputTextureWidth;\r\n }\r\n\r\n /**\r\n * * Sets the width of the output texture used to store the result of the post process.\r\n */\r\n public set outputTextureWidth(value: number) {\r\n this.imageProcessingConfiguration.outputTextureWidth = value;\r\n }\r\n\r\n /**\r\n * * Gets the height of the output texture used to store the result of the post process.\r\n */\r\n public get outputTextureHeight() {\r\n return this.imageProcessingConfiguration.outputTextureHeight;\r\n }\r\n\r\n /**\r\n * * Sets the height of the output texture used to store the result of the post process.\r\n */\r\n public set outputTextureHeight(value: number) {\r\n this.imageProcessingConfiguration.outputTextureHeight = value;\r\n }\r\n\r\n /**\r\n * Gets/sets the aspect ratio used to override the default one.\r\n */\r\n public overrideAspectRatio?: number;\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: 0,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n DITHER: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\r\n };\r\n\r\n public override readonly options: Required<NonNullableFields<ThinImageProcessingPostProcessOptions>>;\r\n\r\n /**\r\n * Constructs a new image processing post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: ThinImageProcessingPostProcessOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinImageProcessingPostProcess.FragmentUrl,\r\n });\r\n\r\n const imageProcessingConfiguration = options?.imageProcessingConfiguration;\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const prop in this._defines) {\r\n const value = (<any>this._defines)[prop];\r\n const type = typeof value;\r\n\r\n switch (type) {\r\n case \"number\":\r\n case \"string\":\r\n defines += `#define ${prop} ${value};\\n`;\r\n break;\r\n default:\r\n if (value) {\r\n defines += `#define ${prop};\\n`;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this.imageProcessingConfiguration.bind(this.effect, this.overrideAspectRatio);\r\n }\r\n\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { EffectWrapperCreationOptions, Scene } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Matrix, TmpVectors } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Post process used to apply a motion blur post process\r\n */\r\nexport class ThinMotionBlurPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"motionBlur\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"motionStrength\", \"motionScale\", \"screenSize\", \"inverseViewProjection\", \"prevViewProjection\", \"projection\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"velocitySampler\", \"depthSampler\"];\r\n\r\n /**\r\n * The default defines used by the effect\r\n */\r\n public static readonly Defines = \"#define GEOMETRY_SUPPORTED\\n#define SAMPLES 64.0\\n#define OBJECT_BASED\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/motionBlur.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/motionBlur.fragment\"));\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _invViewProjection = Matrix.Identity();\r\n private _previousViewProjection = Matrix.Identity();\r\n\r\n /**\r\n * Constructs a new motion blur post process\r\n * @param name Name of the effect\r\n * @param scene The scene the effect belongs to\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, scene: Scene, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: scene.getEngine(),\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinMotionBlurPostProcess.FragmentUrl,\r\n uniforms: ThinMotionBlurPostProcess.Uniforms,\r\n samplers: ThinMotionBlurPostProcess.Samplers,\r\n defines: ThinMotionBlurPostProcess.Defines,\r\n });\r\n\r\n this._scene = scene;\r\n\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * Defines how much the image is blurred by the movement. Default value is equal to 1\r\n */\r\n public motionStrength: number = 1;\r\n\r\n private _motionBlurSamples: number = 32;\r\n\r\n /**\r\n * Gets the number of iterations that are used for motion blur quality. Default value is equal to 32\r\n */\r\n public get motionBlurSamples(): number {\r\n return this._motionBlurSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of iterations to be used for motion blur quality\r\n */\r\n public set motionBlurSamples(samples: number) {\r\n this._motionBlurSamples = samples;\r\n this._updateEffect();\r\n }\r\n\r\n private _isObjectBased: boolean = true;\r\n\r\n /**\r\n * Gets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public get isObjectBased(): boolean {\r\n return this._isObjectBased;\r\n }\r\n\r\n /**\r\n * Sets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public set isObjectBased(value: boolean) {\r\n if (this._isObjectBased === value) {\r\n return;\r\n }\r\n\r\n this._isObjectBased = value;\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * The width of the source texture\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * The height of the source texture\r\n */\r\n public textureHeight: number = 0;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (!this.isObjectBased) {\r\n const viewProjection = TmpVectors.Matrix[0];\r\n viewProjection.copyFrom(this._scene.getTransformMatrix());\r\n\r\n viewProjection.invertToRef(this._invViewProjection);\r\n effect.setMatrix(\"inverseViewProjection\", this._invViewProjection);\r\n\r\n effect.setMatrix(\"prevViewProjection\", this._previousViewProjection);\r\n this._previousViewProjection.copyFrom(viewProjection);\r\n\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _updateEffect(): void {\r\n const defines: string[] = [\r\n \"#define GEOMETRY_SUPPORTED\",\r\n \"#define SAMPLES \" + this._motionBlurSamples.toFixed(1),\r\n this._isObjectBased ? \"#define OBJECT_BASED\" : \"#define SCREEN_BASED\",\r\n ];\r\n\r\n this.updateEffect(defines.join(\"\\n\"));\r\n }\r\n\r\n private _applyMode() {\r\n this._updateEffect();\r\n this._previousViewProjection.copyFrom(this._scene.getTransformMatrix());\r\n }\r\n}\r\n"]}
1
+ 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type { EffectWrapperCreationOptions, Scene } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Matrix, TmpVectors } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Post process used to apply a motion blur post process\r\n */\r\nexport class ThinMotionBlurPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"motionBlur\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"motionStrength\", \"motionScale\", \"screenSize\", \"inverseViewProjection\", \"prevViewProjection\", \"projection\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"velocitySampler\", \"depthSampler\"];\r\n\r\n /**\r\n * The default defines used by the effect\r\n */\r\n public static readonly Defines = \"#define GEOMETRY_SUPPORTED\\n#define SAMPLES 64.0\\n#define OBJECT_BASED\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/motionBlur.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/motionBlur.fragment\"));\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _invViewProjection = Matrix.Identity();\r\n private _previousViewProjection = Matrix.Identity();\r\n\r\n /**\r\n * Constructs a new motion blur post process\r\n * @param name Name of the effect\r\n * @param scene The scene the effect belongs to\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, scene: Scene, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: scene.getEngine(),\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinMotionBlurPostProcess.FragmentUrl,\r\n uniforms: ThinMotionBlurPostProcess.Uniforms,\r\n samplers: ThinMotionBlurPostProcess.Samplers,\r\n defines: ThinMotionBlurPostProcess.Defines,\r\n });\r\n\r\n this._scene = scene;\r\n\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * Defines how much the image is blurred by the movement. Default value is equal to 1\r\n */\r\n public motionStrength: number = 1;\r\n\r\n private _motionBlurSamples: number = 32;\r\n\r\n /**\r\n * Gets the number of iterations that are used for motion blur quality. Default value is equal to 32\r\n */\r\n public get motionBlurSamples(): number {\r\n return this._motionBlurSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of iterations to be used for motion blur quality\r\n */\r\n public set motionBlurSamples(samples: number) {\r\n this._motionBlurSamples = samples;\r\n this._updateEffect();\r\n }\r\n\r\n private _isObjectBased: boolean = true;\r\n\r\n /**\r\n * Gets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public get isObjectBased(): boolean {\r\n return this._isObjectBased;\r\n }\r\n\r\n /**\r\n * Sets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public set isObjectBased(value: boolean) {\r\n if (this._isObjectBased === value) {\r\n return;\r\n }\r\n\r\n this._isObjectBased = value;\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * The width of the source texture\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * The height of the source texture\r\n */\r\n public textureHeight: number = 0;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (!this.isObjectBased) {\r\n const viewProjection = TmpVectors.Matrix[0];\r\n viewProjection.copyFrom(this._scene.getTransformMatrix());\r\n\r\n viewProjection.invertToRef(this._invViewProjection);\r\n effect.setMatrix(\"inverseViewProjection\", this._invViewProjection);\r\n\r\n effect.setMatrix(\"prevViewProjection\", this._previousViewProjection);\r\n this._previousViewProjection.copyFrom(viewProjection);\r\n\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _updateEffect(): void {\r\n const defines: string[] = [\r\n \"#define GEOMETRY_SUPPORTED\",\r\n \"#define SAMPLES \" + this._motionBlurSamples.toFixed(1),\r\n this._isObjectBased ? \"#define OBJECT_BASED\" : \"#define SCREEN_BASED\",\r\n ];\r\n\r\n this.updateEffect(defines.join(\"\\n\"));\r\n }\r\n\r\n private _applyMode() {\r\n this._updateEffect();\r\n this._previousViewProjection.copyFrom(this._scene.getTransformMatrix());\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinPassPostProcess.FragmentUrl,\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)\r\n */\r\nexport class ThinPassCubePostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"passCube\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../ShadersWGSL/passCube.fragment\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/passCube.fragment\")]));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n\r\n /**\r\n * Creates the PassCubePostProcess\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. 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1
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If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinPassPostProcess.FragmentUrl,\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)\r\n */\r\nexport class ThinPassCubePostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"passCube\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../ShadersWGSL/passCube.fragment\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/passCube.fragment\")]));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n\r\n /**\r\n * Creates the PassCubePostProcess\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinPassCubePostProcess.FragmentUrl,\r\n defines: \"#define POSITIVEX\",\r\n });\r\n }\r\n\r\n private _face = 0;\r\n\r\n /**\r\n * Gets or sets the cube face to display.\r\n * * 0 is +X\r\n * * 1 is -X\r\n * * 2 is +Y\r\n * * 3 is -Y\r\n * * 4 is +Z\r\n * * 5 is -Z\r\n */\r\n public get face(): number {\r\n return this._face;\r\n }\r\n\r\n public set face(value: number) {\r\n if (value < 0 || value > 5) {\r\n return;\r\n }\r\n\r\n this._face = value;\r\n switch (this._face) {\r\n case 0:\r\n this.updateEffect(\"#define POSITIVEX\");\r\n break;\r\n case 1:\r\n this.updateEffect(\"#define NEGATIVEX\");\r\n break;\r\n case 2:\r\n this.updateEffect(\"#define POSITIVEY\");\r\n break;\r\n case 3:\r\n this.updateEffect(\"#define NEGATIVEY\");\r\n break;\r\n case 4:\r\n this.updateEffect(\"#define POSITIVEZ\");\r\n break;\r\n case 5:\r\n this.updateEffect(\"#define NEGATIVEZ\");\r\n break;\r\n }\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Camera } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { TmpVectors } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinSSRBlurCombinerPostProcess extends EffectWrapper {\r\n public static readonly FragmentUrl = \"screenSpaceReflection2BlurCombiner\";\r\n\r\n public static readonly Uniforms = [\r\n \"strength\",\r\n \"reflectionSpecularFalloffExponent\",\r\n \"reflectivityThreshold\",\r\n \"projection\",\r\n \"invProjectionMatrix\",\r\n \"nearPlaneZ\",\r\n \"farPlaneZ\",\r\n \"view\",\r\n ];\r\n\r\n public static readonly Samplers = [\"textureSampler\", \"depthSampler\", \"normalSampler\", \"mainSampler\", \"reflectivitySampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/screenSpaceReflection2BlurCombiner.fragment\"));\r\n }\r\n }\r\n\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinSSRBlurCombinerPostProcess.FragmentUrl,\r\n uniforms: ThinSSRBlurCombinerPostProcess.Uniforms,\r\n samplers: ThinSSRBlurCombinerPostProcess.Samplers,\r\n });\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n public strength = 1;\r\n\r\n public reflectionSpecularFalloffExponent = 1;\r\n\r\n public camera: Nullable<Camera> = null;\r\n\r\n private _useFresnel = false;\r\n\r\n public get useFresnel() {\r\n return this._useFresnel;\r\n }\r\n\r\n public set useFresnel(fresnel: boolean) {\r\n if (this._useFresnel === fresnel) {\r\n return;\r\n }\r\n\r\n this._useFresnel = fresnel;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _useScreenspaceDepth = false;\r\n\r\n public get useScreenspaceDepth() {\r\n return this._useScreenspaceDepth;\r\n }\r\n\r\n public set useScreenspaceDepth(value: boolean) {\r\n if (this._useScreenspaceDepth === value) {\r\n return;\r\n }\r\n\r\n this._useScreenspaceDepth = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _inputTextureColorIsInGammaSpace = true;\r\n\r\n public get inputTextureColorIsInGammaSpace(): boolean {\r\n return this._inputTextureColorIsInGammaSpace;\r\n }\r\n\r\n public set inputTextureColorIsInGammaSpace(gammaSpace: boolean) {\r\n if (this._inputTextureColorIsInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._inputTextureColorIsInGammaSpace = gammaSpace;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _generateOutputInGammaSpace = true;\r\n\r\n public get generateOutputInGammaSpace(): boolean {\r\n return this._generateOutputInGammaSpace;\r\n }\r\n\r\n public set generateOutputInGammaSpace(gammaSpace: boolean) {\r\n if (this._generateOutputInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._generateOutputInGammaSpace = gammaSpace;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _debug = false;\r\n\r\n public get debug(): boolean {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (this._debug === value) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _reflectivityThreshold = 0.04;\r\n\r\n public get reflectivityThreshold() {\r\n return this._reflectivityThreshold;\r\n }\r\n\r\n public set reflectivityThreshold(threshold: number) {\r\n if (threshold === this._reflectivityThreshold) {\r\n return;\r\n }\r\n\r\n if ((threshold === 0 && this._reflectivityThreshold !== 0) || (threshold !== 0 && this._reflectivityThreshold === 0)) {\r\n this._reflectivityThreshold = threshold;\r\n this._updateEffectDefines();\r\n } else {\r\n this._reflectivityThreshold = threshold;\r\n }\r\n }\r\n\r\n private _normalsAreInWorldSpace = false;\r\n\r\n public get normalsAreInWorldSpace() {\r\n return this._normalsAreInWorldSpace;\r\n }\r\n\r\n public set normalsAreInWorldSpace(value: boolean) {\r\n if (this._normalsAreInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreInWorldSpace = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _normalsAreUnsigned = false;\r\n\r\n public get normalsAreUnsigned() {\r\n return this._normalsAreUnsigned;\r\n }\r\n\r\n public set normalsAreUnsigned(value: boolean) {\r\n if (this._normalsAreUnsigned === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreUnsigned = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"strength\", this.strength);\r\n effect.setFloat(\"reflectionSpecularFalloffExponent\", this.reflectionSpecularFalloffExponent);\r\n effect.setFloat(\"reflectivityThreshold\", this.reflectivityThreshold);\r\n\r\n if (this.useFresnel && this.camera) {\r\n const projectionMatrix = this.camera.getProjectionMatrix();\r\n\r\n projectionMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"invProjectionMatrix\", TmpVectors.Matrix[0]);\r\n effect.setMatrix(\"view\", this.camera.getViewMatrix());\r\n\r\n if (this.useScreenspaceDepth) {\r\n effect.setFloat(\"nearPlaneZ\", this.camera.minZ);\r\n effect.setFloat(\"farPlaneZ\", this.camera.maxZ);\r\n }\r\n }\r\n }\r\n\r\n private _updateEffectDefines() {\r\n let defines = \"\";\r\n\r\n if (this._debug) {\r\n defines += \"#define SSRAYTRACE_DEBUG\\n\";\r\n }\r\n if (this._inputTextureColorIsInGammaSpace) {\r\n defines += \"#define SSR_INPUT_IS_GAMMA_SPACE\\n\";\r\n }\r\n if (this._generateOutputInGammaSpace) {\r\n defines += \"#define SSR_OUTPUT_IS_GAMMA_SPACE\\n\";\r\n }\r\n if (this._useFresnel) {\r\n defines += \"#define SSR_BLEND_WITH_FRESNEL\\n\";\r\n }\r\n if (this._useScreenspaceDepth) {\r\n defines += \"#define SSRAYTRACE_SCREENSPACE_DEPTH\\n\";\r\n }\r\n if (this._reflectivityThreshold === 0) {\r\n defines += \"#define SSR_DISABLE_REFLECTIVITY_TEST\\n\";\r\n }\r\n if (this._normalsAreInWorldSpace) {\r\n defines += \"#define SSR_NORMAL_IS_IN_WORLDSPACE\\n\";\r\n }\r\n if (this._normalsAreUnsigned) {\r\n defines += \"#define SSR_DECODE_NORMAL\\n\";\r\n }\r\n\r\n this.updateEffect(defines);\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Camera } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { TmpVectors } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinSSRBlurCombinerPostProcess extends EffectWrapper {\r\n public static readonly FragmentUrl = \"screenSpaceReflection2BlurCombiner\";\r\n\r\n public static readonly Uniforms = [\r\n \"strength\",\r\n \"reflectionSpecularFalloffExponent\",\r\n \"reflectivityThreshold\",\r\n \"projection\",\r\n \"invProjectionMatrix\",\r\n \"nearPlaneZ\",\r\n \"farPlaneZ\",\r\n \"view\",\r\n ];\r\n\r\n public static readonly Samplers = [\"textureSampler\", \"depthSampler\", \"normalSampler\", \"mainSampler\", \"reflectivitySampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/screenSpaceReflection2BlurCombiner.fragment\"));\r\n }\r\n }\r\n\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinSSRBlurCombinerPostProcess.FragmentUrl,\r\n uniforms: ThinSSRBlurCombinerPostProcess.Uniforms,\r\n samplers: ThinSSRBlurCombinerPostProcess.Samplers,\r\n });\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n public strength = 1;\r\n\r\n public reflectionSpecularFalloffExponent = 1;\r\n\r\n public camera: Nullable<Camera> = null;\r\n\r\n private _useFresnel = false;\r\n\r\n public get useFresnel() {\r\n return this._useFresnel;\r\n }\r\n\r\n public set useFresnel(fresnel: boolean) {\r\n if (this._useFresnel === fresnel) {\r\n return;\r\n }\r\n\r\n this._useFresnel = fresnel;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _useScreenspaceDepth = false;\r\n\r\n public get useScreenspaceDepth() {\r\n return this._useScreenspaceDepth;\r\n }\r\n\r\n public set useScreenspaceDepth(value: boolean) {\r\n if (this._useScreenspaceDepth === value) {\r\n return;\r\n }\r\n\r\n this._useScreenspaceDepth = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _inputTextureColorIsInGammaSpace = true;\r\n\r\n public get inputTextureColorIsInGammaSpace(): boolean {\r\n return this._inputTextureColorIsInGammaSpace;\r\n }\r\n\r\n public set inputTextureColorIsInGammaSpace(gammaSpace: boolean) {\r\n if (this._inputTextureColorIsInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._inputTextureColorIsInGammaSpace = gammaSpace;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _generateOutputInGammaSpace = true;\r\n\r\n public get generateOutputInGammaSpace(): boolean {\r\n return this._generateOutputInGammaSpace;\r\n }\r\n\r\n public set generateOutputInGammaSpace(gammaSpace: boolean) {\r\n if (this._generateOutputInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._generateOutputInGammaSpace = gammaSpace;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _debug = false;\r\n\r\n public get debug(): boolean {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (this._debug === value) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _reflectivityThreshold = 0.04;\r\n\r\n public get reflectivityThreshold() {\r\n return this._reflectivityThreshold;\r\n }\r\n\r\n public set reflectivityThreshold(threshold: number) {\r\n if (threshold === this._reflectivityThreshold) {\r\n return;\r\n }\r\n\r\n if ((threshold === 0 && this._reflectivityThreshold !== 0) || (threshold !== 0 && this._reflectivityThreshold === 0)) {\r\n this._reflectivityThreshold = threshold;\r\n this._updateEffectDefines();\r\n } else {\r\n this._reflectivityThreshold = threshold;\r\n }\r\n }\r\n\r\n private _normalsAreInWorldSpace = false;\r\n\r\n public get normalsAreInWorldSpace() {\r\n return this._normalsAreInWorldSpace;\r\n }\r\n\r\n public set normalsAreInWorldSpace(value: boolean) {\r\n if (this._normalsAreInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreInWorldSpace = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _normalsAreUnsigned = false;\r\n\r\n public get normalsAreUnsigned() {\r\n return this._normalsAreUnsigned;\r\n }\r\n\r\n public set normalsAreUnsigned(value: boolean) {\r\n if (this._normalsAreUnsigned === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreUnsigned = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"strength\", this.strength);\r\n effect.setFloat(\"reflectionSpecularFalloffExponent\", this.reflectionSpecularFalloffExponent);\r\n effect.setFloat(\"reflectivityThreshold\", this.reflectivityThreshold);\r\n\r\n if (this.useFresnel && this.camera) {\r\n const projectionMatrix = this.camera.getProjectionMatrix();\r\n\r\n projectionMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"invProjectionMatrix\", TmpVectors.Matrix[0]);\r\n effect.setMatrix(\"view\", this.camera.getViewMatrix());\r\n\r\n if (this.useScreenspaceDepth) {\r\n effect.setFloat(\"nearPlaneZ\", this.camera.minZ);\r\n effect.setFloat(\"farPlaneZ\", this.camera.maxZ);\r\n }\r\n }\r\n }\r\n\r\n private _updateEffectDefines() {\r\n let defines = \"\";\r\n\r\n if (this._debug) {\r\n defines += \"#define SSRAYTRACE_DEBUG\\n\";\r\n }\r\n if (this._inputTextureColorIsInGammaSpace) {\r\n defines += \"#define SSR_INPUT_IS_GAMMA_SPACE\\n\";\r\n }\r\n if (this._generateOutputInGammaSpace) {\r\n defines += \"#define SSR_OUTPUT_IS_GAMMA_SPACE\\n\";\r\n }\r\n if (this._useFresnel) {\r\n defines += \"#define SSR_BLEND_WITH_FRESNEL\\n\";\r\n }\r\n if (this._useScreenspaceDepth) {\r\n defines += \"#define SSRAYTRACE_SCREENSPACE_DEPTH\\n\";\r\n }\r\n if (this._reflectivityThreshold === 0) {\r\n defines += \"#define SSR_DISABLE_REFLECTIVITY_TEST\\n\";\r\n }\r\n if (this._normalsAreInWorldSpace) {\r\n defines += \"#define SSR_NORMAL_IS_IN_WORLDSPACE\\n\";\r\n }\r\n if (this._normalsAreUnsigned) {\r\n defines += \"#define SSR_DECODE_NORMAL\\n\";\r\n }\r\n\r\n this.updateEffect(defines);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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1
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