@babylonjs/core 8.15.0 → 8.15.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
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type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Halton2DSequence } from \"core/Maths/halton2DSequence\";\r\nimport { Engine } from \"core/Engines/engine\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer\";\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class ThinTAAPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"taa\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"factor\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"historySampler\"];\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/taa.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/taa.fragment\"));\r\n }\r\n }\r\n\r\n private _samples = 8;\r\n /**\r\n * Number of accumulated samples (default: 8)\r\n */\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._hs.regenerate(samples);\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n public factor = 0.05;\r\n\r\n /**\r\n * The camera to use for the post process\r\n */\r\n public camera: Nullable<Camera>;\r\n\r\n private _disabled = false;\r\n /**\r\n * Whether the TAA is disabled\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._disabled === value) {\r\n return;\r\n }\r\n this._disabled = value;\r\n this._reset();\r\n }\r\n\r\n private _textureWidth = 0;\r\n /**\r\n * The width of the texture in which to render\r\n */\r\n public get textureWidth() {\r\n return this._textureWidth;\r\n }\r\n\r\n public set textureWidth(width: number) {\r\n if (this._textureWidth === width) {\r\n return;\r\n }\r\n this._textureWidth = width;\r\n this._reset();\r\n }\r\n\r\n private _textureHeight = 0;\r\n /**\r\n * The height of the texture in which to render\r\n */\r\n public get textureHeight() {\r\n return this._textureHeight;\r\n }\r\n\r\n public set textureHeight(height: number) {\r\n if (this._textureHeight === height) {\r\n return;\r\n }\r\n this._textureHeight = height;\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n public disableOnCameraMove = true;\r\n\r\n private _hs: Halton2DSequence;\r\n private _firstUpdate = true;\r\n\r\n /**\r\n * Constructs a new TAA 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?: 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: ThinTAAPostProcess.FragmentUrl,\r\n uniforms: ThinTAAPostProcess.Uniforms,\r\n samplers: ThinTAAPostProcess.Samplers,\r\n });\r\n\r\n this._hs = new Halton2DSequence(this.samples);\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._hs.setDimensions(this._textureWidth / 2, this._textureHeight / 2);\r\n this._hs.next();\r\n this._firstUpdate = true;\r\n }\r\n\r\n public updateProjectionMatrix(): void {\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n if (this.camera && !this.camera.hasMoved) {\r\n if (this.camera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n const projMat = this.camera.getProjectionMatrix();\r\n projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);\r\n } else {\r\n // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame\r\n const projMat = this.camera.getProjectionMatrix(true);\r\n projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);\r\n }\r\n }\r\n\r\n this._hs.next();\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"factor\", (this.camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);\r\n\r\n this._firstUpdate = false;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Halton2DSequence } from \"core/Maths/halton2DSequence\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { Engine } from \"core/Engines/engine\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer\";\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class ThinTAAPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"taa\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"factor\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"historySampler\"];\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/taa.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/taa.fragment\"));\r\n }\r\n }\r\n\r\n private _samples = 8;\r\n /**\r\n * Number of accumulated samples (default: 8)\r\n */\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._hs.regenerate(samples);\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n public factor = 0.05;\r\n\r\n /**\r\n * The camera to use for the post process\r\n */\r\n public camera: Nullable<Camera>;\r\n\r\n private _disabled = false;\r\n /**\r\n * Whether the TAA is disabled\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._disabled === value) {\r\n return;\r\n }\r\n this._disabled = value;\r\n this._reset();\r\n }\r\n\r\n private _textureWidth = 0;\r\n /**\r\n * The width of the texture in which to render\r\n */\r\n public get textureWidth() {\r\n return this._textureWidth;\r\n }\r\n\r\n public set textureWidth(width: number) {\r\n if (this._textureWidth === width) {\r\n return;\r\n }\r\n this._textureWidth = width;\r\n this._reset();\r\n }\r\n\r\n private _textureHeight = 0;\r\n /**\r\n * The height of the texture in which to render\r\n */\r\n public get textureHeight() {\r\n return this._textureHeight;\r\n }\r\n\r\n public set textureHeight(height: number) {\r\n if (this._textureHeight === height) {\r\n return;\r\n }\r\n this._textureHeight = height;\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n public disableOnCameraMove = true;\r\n\r\n private _reprojectHistory = false;\r\n /**\r\n * Enables reprojecting the history texture with a per-pixel velocity.\r\n * If set the \"velocitySampler\" has to be provided.\r\n */\r\n public get reprojectHistory(): boolean {\r\n return this._reprojectHistory;\r\n }\r\n\r\n public set reprojectHistory(reproject: boolean) {\r\n if (this._reprojectHistory === reproject) {\r\n return;\r\n }\r\n this._reprojectHistory = reproject;\r\n this._updateEffect();\r\n }\r\n\r\n private _clampHistory = false;\r\n /**\r\n * Clamps the history pixel to the min and max of the 3x3 pixels surrounding the target pixel.\r\n * This can help further reduce ghosting and artifacts.\r\n */\r\n public get clampHistory(): boolean {\r\n return this._clampHistory;\r\n }\r\n\r\n public set clampHistory(clamp: boolean) {\r\n if (this._clampHistory === clamp) {\r\n return;\r\n }\r\n this._clampHistory = clamp;\r\n this._updateEffect();\r\n }\r\n\r\n private _hs: Halton2DSequence;\r\n private _firstUpdate = true;\r\n\r\n /**\r\n * Constructs a new TAA 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?: 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: ThinTAAPostProcess.FragmentUrl,\r\n uniforms: ThinTAAPostProcess.Uniforms,\r\n samplers: ThinTAAPostProcess.Samplers,\r\n });\r\n\r\n this._hs = new Halton2DSequence(this.samples);\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._hs.setDimensions(this._textureWidth / 2, this._textureHeight / 2);\r\n this._hs.next();\r\n this._firstUpdate = true;\r\n }\r\n\r\n public nextJitterOffset(output = new Vector2()): Vector2 {\r\n if (!this.camera || !this.camera.hasMoved) {\r\n this._hs.next();\r\n }\r\n output.set(this._hs.x, this._hs.y);\r\n return output;\r\n }\r\n\r\n public updateProjectionMatrix(): void {\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n if (this.camera && !this.camera.hasMoved) {\r\n if (this.camera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n const projMat = this.camera.getProjectionMatrix();\r\n projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);\r\n } else {\r\n // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame\r\n const projMat = this.camera.getProjectionMatrix(true);\r\n projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);\r\n }\r\n }\r\n\r\n this._hs.next();\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"factor\", (this.camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);\r\n\r\n this._firstUpdate = false;\r\n }\r\n\r\n private _updateEffect(): void {\r\n const defines: string[] = [];\r\n // There seems to be an issue where `updateEffect` sometimes doesn't include the initial samplers\r\n const samplers = [\"textureSampler\", \"historySampler\"];\r\n if (this._reprojectHistory) {\r\n defines.push(\"#define TAA_REPROJECT_HISTORY\");\r\n samplers.push(\"velocitySampler\");\r\n }\r\n if (this._clampHistory) {\r\n defines.push(\"#define TAA_CLAMP_HISTORY\");\r\n }\r\n this.updateEffect(defines.join(\"\\n\"), null, samplers);\r\n }\r\n}\r\n"]}
@@ -1,7 +1,21 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "taaPixelShader";
4
- const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D historySampler;uniform float factor;void main() {vec4 c=texelFetch(textureSampler,ivec2(gl_FragCoord.xy),0);vec4 h=texelFetch(historySampler,ivec2(gl_FragCoord.xy),0);gl_FragColor=mix(h,c,factor);}
4
+ const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D historySampler;
5
+ #ifdef TAA_REPROJECT_HISTORY
6
+ uniform sampler2D velocitySampler;
7
+ #endif
8
+ uniform float factor;void main() {ivec2 pos=ivec2(gl_FragCoord.xy);vec4 c=texelFetch(textureSampler,pos,0);
9
+ #ifdef TAA_REPROJECT_HISTORY
10
+ vec4 v=texelFetch(velocitySampler,pos,0);vec4 h=texture2D(historySampler,vUV+v.xy);
11
+ #else
12
+ vec4 h=texelFetch(historySampler,pos,0);
13
+ #endif
14
+ #ifdef TAA_CLAMP_HISTORY
15
+ vec4 cmin=vec4(1);vec4 cmax=vec4(0);for (int x=-1; x<=1; x+=1) {for (int y=-1; y<=1; y+=1) {vec4 c=texelFetch(textureSampler,pos+ivec2(x,y),0);cmin=min(cmin,c);cmax=max(cmax,c);}}
16
+ h=clamp(h,cmin,cmax);
17
+ #endif
18
+ gl_FragColor=mix(h,c,factor);}
5
19
  `;
6
20
  // Sideeffect
7
21
  if (!ShaderStore.ShadersStore[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"taa.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/taa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"taaPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D historySampler;uniform float factor;void main() {vec4 c=texelFetch(textureSampler,ivec2(gl_FragCoord.xy),0);vec4 h=texelFetch(historySampler,ivec2(gl_FragCoord.xy),0);gl_FragColor=mix(h,c,factor);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const taaPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"taa.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/taa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"taaPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D historySampler;\n#ifdef TAA_REPROJECT_HISTORY\nuniform sampler2D velocitySampler;\n#endif\nuniform float factor;void main() {ivec2 pos=ivec2(gl_FragCoord.xy);vec4 c=texelFetch(textureSampler,pos,0);\n#ifdef TAA_REPROJECT_HISTORY\nvec4 v=texelFetch(velocitySampler,pos,0);vec4 h=texture2D(historySampler,vUV+v.xy);\n#else\nvec4 h=texelFetch(historySampler,pos,0);\n#endif\n#ifdef TAA_CLAMP_HISTORY\nvec4 cmin=vec4(1);vec4 cmax=vec4(0);for (int x=-1; x<=1; x+=1) {for (int y=-1; y<=1; y+=1) {vec4 c=texelFetch(textureSampler,pos+ivec2(x,y),0);cmin=min(cmin,c);cmax=max(cmax,c);}}\nh=clamp(h,cmin,cmax);\n#endif\ngl_FragColor=mix(h,c,factor);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const taaPixelShader = { name, shader };\n"]}
@@ -1,8 +1,22 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "taaPixelShader";
4
- const shader = `var textureSampler: texture_2d<f32>;var historySampler: texture_2d<f32>;uniform factor: f32;@fragment
5
- fn main(input: FragmentInputs)->FragmentOutputs {let c=textureLoad(textureSampler,vec2<i32>(fragmentInputs.position.xy),0);let h=textureLoad(historySampler,vec2<i32>(fragmentInputs.position.xy),0);fragmentOutputs.color= mix(h,c,uniforms.factor);}
4
+ const shader = `varying vUV: vec2f;var textureSampler: texture_2d<f32>;var historySampler: texture_2d<f32>;
5
+ #ifdef TAA_REPROJECT_HISTORY
6
+ var historySamplerSampler: sampler;var velocitySampler: texture_2d<f32>;
7
+ #endif
8
+ uniform factor: f32;@fragment
9
+ fn main(input: FragmentInputs)->FragmentOutputs {let pos=vec2i(fragmentInputs.position.xy);let c=textureLoad(textureSampler,pos,0);
10
+ #ifdef TAA_REPROJECT_HISTORY
11
+ let v=textureLoad(velocitySampler,pos,0);var h=textureSample(historySampler,historySamplerSampler,input.vUV+v.xy);
12
+ #else
13
+ var h=textureLoad(historySampler,pos,0);
14
+ #endif
15
+ #ifdef TAA_CLAMP_HISTORY
16
+ var cmin=vec4f(1);var cmax=vec4f(0);for (var x=-1; x<=1; x+=1) {for (var y=-1; y<=1; y+=1) {let c=textureLoad(textureSampler,pos+vec2i(x,y),0);cmin=min(cmin,c);cmax=max(cmax,c);}}
17
+ h=clamp(h,cmin,cmax);
18
+ #endif
19
+ fragmentOutputs.color= mix(h,c,uniforms.factor);}
6
20
  `;
7
21
  // Sideeffect
8
22
  if (!ShaderStore.ShadersStoreWGSL[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"taa.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/taa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"taaPixelShader\";\nconst shader = `var textureSampler: texture_2d<f32>;var historySampler: texture_2d<f32>;uniform factor: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let c=textureLoad(textureSampler,vec2<i32>(fragmentInputs.position.xy),0);let h=textureLoad(historySampler,vec2<i32>(fragmentInputs.position.xy),0);fragmentOutputs.color= mix(h,c,uniforms.factor);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const taaPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"taa.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/taa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"taaPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSampler: texture_2d<f32>;var historySampler: texture_2d<f32>;\n#ifdef TAA_REPROJECT_HISTORY\nvar historySamplerSampler: sampler;var velocitySampler: texture_2d<f32>;\n#endif\nuniform factor: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let pos=vec2i(fragmentInputs.position.xy);let c=textureLoad(textureSampler,pos,0);\n#ifdef TAA_REPROJECT_HISTORY\nlet v=textureLoad(velocitySampler,pos,0);var h=textureSample(historySampler,historySamplerSampler,input.vUV+v.xy);\n#else\nvar h=textureLoad(historySampler,pos,0);\n#endif\n#ifdef TAA_CLAMP_HISTORY\nvar cmin=vec4f(1);var cmax=vec4f(0);for (var x=-1; x<=1; x+=1) {for (var y=-1; y<=1; y+=1) {let c=textureLoad(textureSampler,pos+vec2i(x,y),0);cmin=min(cmin,c);cmax=max(cmax,c);}}\nh=clamp(h,cmin,cmax);\n#endif\nfragmentOutputs.color= mix(h,c,uniforms.factor);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const taaPixelShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "8.15.0",
3
+ "version": "8.15.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",