@babylonjs/core 8.2.2 → 8.3.1
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.
- package/AudioV2/webAudio/webAudioEngine.d.ts +1 -0
- package/AudioV2/webAudio/webAudioEngine.js +12 -3
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +14 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +6 -6
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nativeEngine.js +13 -15
- package/Engines/nativeEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +25 -0
- package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +35 -0
- package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +34 -0
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +74 -0
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +2 -0
- package/FrameGraph/Node/Blocks/index.js +2 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.d.ts +17 -0
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.js +23 -0
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/grainTask.d.ts +16 -0
- package/FrameGraph/Tasks/PostProcesses/grainTask.js +17 -0
- package/FrameGraph/Tasks/PostProcesses/grainTask.js.map +1 -0
- package/FrameGraph/index.d.ts +2 -0
- package/FrameGraph/index.js +2 -0
- package/FrameGraph/index.js.map +1 -1
- package/Meshes/meshUtils.d.ts +11 -1
- package/Meshes/meshUtils.js +22 -0
- package/Meshes/meshUtils.js.map +1 -1
- package/PostProcesses/fxaaPostProcess.d.ts +2 -2
- package/PostProcesses/fxaaPostProcess.js +17 -27
- package/PostProcesses/fxaaPostProcess.js.map +1 -1
- package/PostProcesses/grainPostProcess.d.ts +6 -3
- package/PostProcesses/grainPostProcess.js +35 -24
- package/PostProcesses/grainPostProcess.js.map +1 -1
- package/PostProcesses/index.d.ts +2 -0
- package/PostProcesses/index.js +2 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/thinFXAAPostProcess.d.ts +34 -0
- package/PostProcesses/thinFXAAPostProcess.js +70 -0
- package/PostProcesses/thinFXAAPostProcess.js.map +1 -0
- package/PostProcesses/thinGrainPostProcess.d.ts +32 -0
- package/PostProcesses/thinGrainPostProcess.js +55 -0
- package/PostProcesses/thinGrainPostProcess.js.map +1 -0
- package/package.json +1 -1
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{"version":3,"file":"fxaaPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/fxaaPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;
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{"version":3,"file":"fxaaPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/fxaaPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAG5D;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,WAAW;IAC5C;;;OAGG;IACa,YAAY;QACxB,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAID,YACI,IAAY,EACZ,OAAoC,EACpC,SAA2B,IAAI,EAC/B,YAAqB,EACrB,MAAuB,EACvB,QAAkB,EAClB,cAAsB,SAAS,CAAC,yBAAyB;QAEzD,MAAM,YAAY,GAAG;YACjB,QAAQ,EAAE,mBAAmB,CAAC,QAAQ;YACtC,IAAI,EAAE,OAAO,OAAO,KAAK,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS;YACvD,MAAM;YACN,YAAY,EAAE,YAAY,IAAI,OAAO,CAAC,qBAAqB;YAC3D,MAAM;YACN,QAAQ;YACR,WAAW;YACX,GAAI,OAA8B;SACrC,CAAC;QAEF,KAAK,CAAC,IAAI,EAAE,mBAAmB,CAAC,WAAW,EAAE;YACzC,aAAa,EAAE,OAAO,OAAO,KAAK,QAAQ,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,IAAI,mBAAmB,CAAC,IAAI,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS;YACtI,GAAG,YAAY;SAClB,CAAC,CAAC;QAEH,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,OAAe,EAAE,EAAE;YAC3C,IAAI,CAAC,cAAc,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QACnD,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,MAAM,CAAU,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QACrG,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,eAAe,CACtB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,yBAAyB,EAAE,eAAe,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { ThinFXAAPostProcess } from \"./thinFXAAPostProcess\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n/**\r\n * Fxaa post process\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#fxaa\r\n */\r\nexport class FxaaPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"FxaaPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"FxaaPostProcess\";\r\n }\r\n\r\n protected override _effectWrapper: ThinFXAAPostProcess;\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinFXAAPostProcess.Uniforms,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode: samplingMode || Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n reusable,\r\n textureType,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinFXAAPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinFXAAPostProcess(name, engine, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this.onApplyObservable.add((_effect: Effect) => {\r\n this._effectWrapper.texelSize = this.texelSize;\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new FxaaPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FxaaPostProcess\", FxaaPostProcess);\r\n"]}
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import { PostProcess } from "./postProcess.js";
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import type { AbstractEngine } from "../Engines/abstractEngine.js";
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import type { Scene } from "../scene.js";
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import { ThinGrainPostProcess } from "./thinGrainPostProcess.js";
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/**
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* The GrainPostProcess adds noise to the image at mid luminance levels
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* The intensity of the grain added (default: 30)
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intensity: number;
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get intensity(): number;
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set intensity(value: number);
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* If the grain should be randomized on every frame
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animated: boolean;
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get animated(): boolean;
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set animated(value: boolean);
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/**
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* Gets a string identifying the name of the class
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* @returns "GrainPostProcess" string
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getClassName(): string;
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protected _effectWrapper: ThinGrainPostProcess;
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* Creates a new instance of @see GrainPostProcess
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* @param name The name of the effect.
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* @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
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constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
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protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
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import { RegisterClass } from "../Misc/typeStore.js";
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import { serialize } from "../Misc/decorators.js";
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import { SerializationHelper } from "../Misc/decorators.serialization.js";
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import { ThinGrainPostProcess } from "./thinGrainPostProcess.js";
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/**
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* The GrainPostProcess adds noise to the image at mid luminance levels
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export class GrainPostProcess extends PostProcess {
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* The intensity of the grain added (default: 30)
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get intensity() {
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return this._effectWrapper.intensity;
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}
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set intensity(value) {
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this._effectWrapper.intensity = value;
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}
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get animated() {
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return this._effectWrapper.animated;
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}
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set animated(value) {
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this._effectWrapper.animated = value;
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}
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* @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
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constructor(name, options, camera, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) {
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const localOptions = {
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...options,
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};
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super(name, ThinGrainPostProcess.FragmentUrl, {
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...localOptions,
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_gatherImports(useWebGPU, list) {
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list.push(Promise.all([import("../ShadersWGSL/grain.fragment.js")]));
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}
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else {
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}
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}
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serialize()
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], GrainPostProcess.prototype, "intensity",
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//# sourceMappingURL=grainPostProcess.js.map
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{"version":3,"file":"grainPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/grainPostProcess.ts"],"names":[],"mappings":";
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{"version":3,"file":"grainPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/grainPostProcess.ts"],"names":[],"mappings":";AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAGvE,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAE9D;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,WAAW;IAC7C;;OAEG;IAEH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC;IACzC,CAAC;IAED,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,cAAc,CAAC,SAAS,GAAG,KAAK,CAAC;IAC1C,CAAC;IAED;;OAEG;IAEH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC;IACxC,CAAC;IAED,IAAW,QAAQ,CAAC,KAAc;QAC9B,IAAI,CAAC,cAAc,CAAC,QAAQ,GAAG,KAAK,CAAC;IACzC,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAID;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACZ,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAuB,EACvB,QAAkB,EAClB,cAAsB,SAAS,CAAC,yBAAyB,EACzD,gBAAgB,GAAG,KAAK;QAExB,MAAM,YAAY,GAAG;YACjB,QAAQ,EAAE,oBAAoB,CAAC,QAAQ;YACvC,IAAI,EAAE,OAAO,OAAO,KAAK,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS;YACvD,MAAM;YACN,YAAY;YACZ,MAAM;YACN,QAAQ;YACR,WAAW;YACX,gBAAgB;YAChB,GAAI,OAA8B;SACrC,CAAC;QAEF,KAAK,CAAC,IAAI,EAAE,oBAAoB,CAAC,WAAW,EAAE;YAC1C,aAAa,EAAE,OAAO,OAAO,KAAK,QAAQ,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,IAAI,oBAAoB,CAAC,IAAI,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS;YACvI,GAAG,YAAY;SAClB,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,MAAM,CAAU,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QACrG,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,gBAAgB,CACvB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAzFG;IADC,SAAS,EAAE;iDAGX;AAUD;IADC,SAAS,EAAE;gDAGX;AA6EL,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinGrainPostProcess } from \"./thinGrainPostProcess\";\r\n\r\n/**\r\n * The GrainPostProcess adds noise to the image at mid luminance levels\r\n */\r\nexport class GrainPostProcess extends PostProcess {\r\n /**\r\n * The intensity of the grain added (default: 30)\r\n */\r\n @serialize()\r\n public get intensity() {\r\n return this._effectWrapper.intensity;\r\n }\r\n\r\n public set intensity(value: number) {\r\n this._effectWrapper.intensity = value;\r\n }\r\n\r\n /**\r\n * If the grain should be randomized on every frame\r\n */\r\n @serialize()\r\n public get animated() {\r\n return this._effectWrapper.animated;\r\n }\r\n\r\n public set animated(value: boolean) {\r\n this._effectWrapper.animated = value;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"GrainPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"GrainPostProcess\";\r\n }\r\n\r\n protected override _effectWrapper: ThinGrainPostProcess;\r\n\r\n /**\r\n * Creates a new instance of @see GrainPostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n blockCompilation = false\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinGrainPostProcess.Uniforms,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n blockCompilation,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinGrainPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinGrainPostProcess(name, engine, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new GrainPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GrainPostProcess\", GrainPostProcess);\r\n"]}
|
package/PostProcesses/index.d.ts
CHANGED
|
@@ -39,6 +39,8 @@ export * from "./thinChromaticAberrationPostProcess.js";
|
|
|
39
39
|
export * from "./thinCircleOfConfusionPostProcess.js";
|
|
40
40
|
export * from "./thinDepthOfFieldEffect.js";
|
|
41
41
|
export * from "./thinExtractHighlightsPostProcess.js";
|
|
42
|
+
export * from "./thinFXAAPostProcess.js";
|
|
43
|
+
export * from "./thinGrainPostProcess.js";
|
|
42
44
|
export * from "./thinImageProcessingPostProcess.js";
|
|
43
45
|
export * from "./thinPassPostProcess.js";
|
|
44
46
|
export * from "../Shaders/postprocess.vertex.js";
|
package/PostProcesses/index.js
CHANGED
|
@@ -40,6 +40,8 @@ export * from "./thinChromaticAberrationPostProcess.js";
|
|
|
40
40
|
export * from "./thinCircleOfConfusionPostProcess.js";
|
|
41
41
|
export * from "./thinDepthOfFieldEffect.js";
|
|
42
42
|
export * from "./thinExtractHighlightsPostProcess.js";
|
|
43
|
+
export * from "./thinFXAAPostProcess.js";
|
|
44
|
+
export * from "./thinGrainPostProcess.js";
|
|
43
45
|
export * from "./thinImageProcessingPostProcess.js";
|
|
44
46
|
export * from "./thinPassPostProcess.js";
|
|
45
47
|
// Postprocess
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable import/no-internal-modules */\r\nexport * from \"./anaglyphPostProcess\";\r\nexport * from \"./blackAndWhitePostProcess\";\r\nexport * from \"./bloomEffect\";\r\nexport * from \"./bloomMergePostProcess\";\r\nexport * from \"./blurPostProcess\";\r\nexport * from \"./chromaticAberrationPostProcess\";\r\nexport * from \"./circleOfConfusionPostProcess\";\r\nexport * from \"./colorCorrectionPostProcess\";\r\nexport * from \"./convolutionPostProcess\";\r\nexport * from \"./depthOfFieldBlurPostProcess\";\r\nexport * from \"./depthOfFieldEffect\";\r\nexport * from \"./depthOfFieldMergePostProcess\";\r\nexport * from \"./displayPassPostProcess\";\r\nexport * from \"./extractHighlightsPostProcess\";\r\nexport * from \"./filterPostProcess\";\r\nexport * from \"./fxaaPostProcess\";\r\nexport * from \"./grainPostProcess\";\r\nexport * from \"./highlightsPostProcess\";\r\nexport * from \"./imageProcessingPostProcess\";\r\nexport * from \"./motionBlurPostProcess\";\r\nexport * from \"./passPostProcess\";\r\nexport * from \"./postProcess\";\r\nexport * from \"./postProcessManager\";\r\nexport * from \"./refractionPostProcess\";\r\nexport * from \"./RenderPipeline/index\";\r\nexport * from \"./sharpenPostProcess\";\r\nexport * from \"./stereoscopicInterlacePostProcess\";\r\nexport * from \"./tonemapPostProcess\";\r\nexport * from \"./volumetricLightScatteringPostProcess\";\r\nexport * from \"./vrDistortionCorrectionPostProcess\";\r\nexport * from \"./vrMultiviewToSingleviewPostProcess\";\r\nexport * from \"./screenSpaceReflectionPostProcess\";\r\nexport * from \"./screenSpaceCurvaturePostProcess\";\r\n\r\nexport * from \"./thinAnaglyphPostProcess\";\r\nexport * from \"./thinBlackAndWhitePostProcess\";\r\nexport * from \"./thinBloomEffect\";\r\nexport * from \"./thinBlurPostProcess\";\r\nexport * from \"./thinChromaticAberrationPostProcess\";\r\nexport * from \"./thinCircleOfConfusionPostProcess\";\r\nexport * from \"./thinDepthOfFieldEffect\";\r\nexport * from \"./thinExtractHighlightsPostProcess\";\r\nexport * from \"./thinImageProcessingPostProcess\";\r\nexport * from \"./thinPassPostProcess\";\r\n\r\n// Postprocess\r\nexport * from \"../Shaders/postprocess.vertex\";\r\nexport * from \"../ShadersWGSL/postprocess.vertex\";\r\n\r\n// Blur postprocess\r\nexport * from \"../Shaders/kernelBlur.fragment\";\r\nexport * from \"../Shaders/kernelBlur.vertex\";\r\nexport * from \"../ShadersWGSL/kernelBlur.fragment\";\r\nexport * from \"../ShadersWGSL/kernelBlur.vertex\";\r\n\r\n// Pass postprocess\r\nexport * from \"../Shaders/pass.fragment\";\r\nexport * from \"../Shaders/passCube.fragment\";\r\nexport * from \"../ShadersWGSL/pass.fragment\";\r\nexport * from \"../ShadersWGSL/passCube.fragment\";\r\n\r\n// vrDFistortionCorrection postprocess\r\nexport * from \"../Shaders/vrDistortionCorrection.fragment\";\r\nexport * from \"../ShadersWGSL/vrDistortionCorrection.fragment\";\r\n\r\n// Image processing postprocess\r\nexport * from \"../ShadersWGSL/imageProcessing.fragment\";\r\nexport * from \"../Shaders/imageProcessing.fragment\";\r\n\r\n// Sharpen\r\nexport * from \"../Shaders/sharpen.fragment\";\r\nexport * from \"../ShadersWGSL/sharpen.fragment\";\r\n\r\n// Grain\r\nexport * from \"../Shaders/grain.fragment\";\r\nexport * from \"../ShadersWGSL/grain.fragment\";\r\n\r\n// Chromatic Aberration\r\nexport * from \"../Shaders/chromaticAberration.fragment\";\r\nexport * from \"../ShadersWGSL/chromaticAberration.fragment\";\r\n\r\n// Depth of field merge\r\nexport * from \"../Shaders/depthOfFieldMerge.fragment\";\r\nexport * from \"../ShadersWGSL/depthOfFieldMerge.fragment\";\r\n\r\n// Circle of confusion\r\nexport * from \"../Shaders/circleOfConfusion.fragment\";\r\nexport * from \"../ShadersWGSL/circleOfConfusion.fragment\";\r\n\r\n// Bloom\r\nexport * from \"../Shaders/bloomMerge.fragment\";\r\nexport * from \"../ShadersWGSL/bloomMerge.fragment\";\r\n\r\n// Extract highlights\r\nexport * from \"../Shaders/extractHighlights.fragment\";\r\nexport * from \"../ShadersWGSL/extractHighlights.fragment\";\r\n\r\n// FXAA\r\nexport * from \"../Shaders/fxaa.fragment\";\r\nexport * from \"../Shaders/fxaa.vertex\";\r\nexport * from \"../ShadersWGSL/fxaa.fragment\";\r\nexport * from \"../ShadersWGSL/fxaa.vertex\";\r\n\r\n// B&W\r\nexport * from \"../Shaders/blackAndWhite.fragment\";\r\nexport * from \"../ShadersWGSL/blackAndWhite.fragment\";\r\n\r\n// Anaglyph\r\nexport * from \"../Shaders/anaglyph.fragment\";\r\nexport * from \"../ShadersWGSL/anaglyph.fragment\";\r\n\r\n// Convolution\r\nexport * from \"../Shaders/convolution.fragment\";\r\nexport * from \"../ShadersWGSL/convolution.fragment\";\r\n\r\n// Color correction\r\nexport * from \"../Shaders/colorCorrection.fragment\";\r\nexport * from \"../ShadersWGSL/colorCorrection.fragment\";\r\n\r\n// Motion blur\r\nexport * from \"../Shaders/motionBlur.fragment\";\r\nexport * from \"../ShadersWGSL/motionBlur.fragment\";\r\n\r\n// Filter\r\nexport * from \"../Shaders/filter.fragment\";\r\nexport * from \"../ShadersWGSL/filter.fragment\";\r\n\r\n// Highlights\r\nexport * from \"../Shaders/highlights.fragment\";\r\nexport * from \"../ShadersWGSL/highlights.fragment\";\r\n\r\n// Display\r\nexport * from \"../Shaders/displayPass.fragment\";\r\nexport * from \"../ShadersWGSL/displayPass.fragment\";\r\n\r\n// Tonemap\r\nexport * from \"../Shaders/tonemap.fragment\";\r\nexport * from \"../ShadersWGSL/tonemap.fragment\";\r\n"]}
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,uBAAuB,CAAC;AACtC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,eAAe,CAAC;AAC9B,cAAc,yBAAyB,CAAC;AACxC,cAAc,mBAAmB,CAAC;AAClC,cAAc,kCAAkC,CAAC;AACjD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AACzC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,sBAAsB,CAAC;AACrC,cAAc,gCAAgC,CAAC;AAC/C,cAAc,0BAA0B,CAAC;AACzC,cAAc,gCAAgC,CAAC;AAC/C,cAAc,qBAAqB,CAAC;AACpC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,yBAAyB,CAAC;AACxC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,yBAAyB,CAAC;AACxC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AACxC,cAAc,wBAAwB,CAAC;AACvC,cAAc,sBAAsB,CAAC;AACrC,cAAc,oCAAoC,CAAC;AACnD,cAAc,sBAAsB,CAAC;AACrC,cAAc,wCAAwC,CAAC;AACvD,cAAc,qCAAqC,CAAC;AACpD,cAAc,sCAAsC,CAAC;AACrD,cAAc,oCAAoC,CAAC;AACnD,cAAc,mCAAmC,CAAC;AAElD,cAAc,2BAA2B,CAAC;AAC1C,cAAc,gCAAgC,CAAC;AAC/C,cAAc,mBAAmB,CAAC;AAClC,cAAc,uBAAuB,CAAC;AACtC,cAAc,sCAAsC,CAAC;AACrD,cAAc,oCAAoC,CAAC;AACnD,cAAc,0BAA0B,CAAC;AACzC,cAAc,oCAAoC,CAAC;AACnD,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,kCAAkC,CAAC;AACjD,cAAc,uBAAuB,CAAC;AAEtC,cAAc;AACd,cAAc,+BAA+B,CAAC;AAC9C,cAAc,mCAAmC,CAAC;AAElD,mBAAmB;AACnB,cAAc,gCAAgC,CAAC;AAC/C,cAAc,8BAA8B,CAAC;AAC7C,cAAc,oCAAoC,CAAC;AACnD,cAAc,kCAAkC,CAAC;AAEjD,mBAAmB;AACnB,cAAc,0BAA0B,CAAC;AACzC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,8BAA8B,CAAC;AAC7C,cAAc,kCAAkC,CAAC;AAEjD,sCAAsC;AACtC,cAAc,4CAA4C,CAAC;AAC3D,cAAc,gDAAgD,CAAC;AAE/D,+BAA+B;AAC/B,cAAc,yCAAyC,CAAC;AACxD,cAAc,qCAAqC,CAAC;AAEpD,UAAU;AACV,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC;AAEhD,QAAQ;AACR,cAAc,2BAA2B,CAAC;AAC1C,cAAc,+BAA+B,CAAC;AAE9C,uBAAuB;AACvB,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAE5D,uBAAuB;AACvB,cAAc,uCAAuC,CAAC;AACtD,cAAc,2CAA2C,CAAC;AAE1D,sBAAsB;AACtB,cAAc,uCAAuC,CAAC;AACtD,cAAc,2CAA2C,CAAC;AAE1D,QAAQ;AACR,cAAc,gCAAgC,CAAC;AAC/C,cAAc,oCAAoC,CAAC;AAEnD,qBAAqB;AACrB,cAAc,uCAAuC,CAAC;AACtD,cAAc,2CAA2C,CAAC;AAE1D,OAAO;AACP,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAE3C,MAAM;AACN,cAAc,mCAAmC,CAAC;AAClD,cAAc,uCAAuC,CAAC;AAEtD,WAAW;AACX,cAAc,8BAA8B,CAAC;AAC7C,cAAc,kCAAkC,CAAC;AAEjD,cAAc;AACd,cAAc,iCAAiC,CAAC;AAChD,cAAc,qCAAqC,CAAC;AAEpD,mBAAmB;AACnB,cAAc,qCAAqC,CAAC;AACpD,cAAc,yCAAyC,CAAC;AAExD,cAAc;AACd,cAAc,gCAAgC,CAAC;AAC/C,cAAc,oCAAoC,CAAC;AAEnD,SAAS;AACT,cAAc,4BAA4B,CAAC;AAC3C,cAAc,gCAAgC,CAAC;AAE/C,aAAa;AACb,cAAc,gCAAgC,CAAC;AAC/C,cAAc,oCAAoC,CAAC;AAEnD,UAAU;AACV,cAAc,iCAAiC,CAAC;AAChD,cAAc,qCAAqC,CAAC;AAEpD,UAAU;AACV,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./anaglyphPostProcess\";\r\nexport * from \"./blackAndWhitePostProcess\";\r\nexport * from \"./bloomEffect\";\r\nexport * from \"./bloomMergePostProcess\";\r\nexport * from \"./blurPostProcess\";\r\nexport * from \"./chromaticAberrationPostProcess\";\r\nexport * from \"./circleOfConfusionPostProcess\";\r\nexport * from \"./colorCorrectionPostProcess\";\r\nexport * from \"./convolutionPostProcess\";\r\nexport * from \"./depthOfFieldBlurPostProcess\";\r\nexport * from \"./depthOfFieldEffect\";\r\nexport * from \"./depthOfFieldMergePostProcess\";\r\nexport * from \"./displayPassPostProcess\";\r\nexport * from \"./extractHighlightsPostProcess\";\r\nexport * from \"./filterPostProcess\";\r\nexport * from \"./fxaaPostProcess\";\r\nexport * from \"./grainPostProcess\";\r\nexport * from \"./highlightsPostProcess\";\r\nexport * from \"./imageProcessingPostProcess\";\r\nexport * from \"./motionBlurPostProcess\";\r\nexport * from \"./passPostProcess\";\r\nexport * from \"./postProcess\";\r\nexport * from \"./postProcessManager\";\r\nexport * from \"./refractionPostProcess\";\r\nexport * from \"./RenderPipeline/index\";\r\nexport * from \"./sharpenPostProcess\";\r\nexport * from \"./stereoscopicInterlacePostProcess\";\r\nexport * from \"./tonemapPostProcess\";\r\nexport * from \"./volumetricLightScatteringPostProcess\";\r\nexport * from \"./vrDistortionCorrectionPostProcess\";\r\nexport * from \"./vrMultiviewToSingleviewPostProcess\";\r\nexport * from \"./screenSpaceReflectionPostProcess\";\r\nexport * from \"./screenSpaceCurvaturePostProcess\";\r\n\r\nexport * from \"./thinAnaglyphPostProcess\";\r\nexport * from \"./thinBlackAndWhitePostProcess\";\r\nexport * from \"./thinBloomEffect\";\r\nexport * from \"./thinBlurPostProcess\";\r\nexport * from \"./thinChromaticAberrationPostProcess\";\r\nexport * from \"./thinCircleOfConfusionPostProcess\";\r\nexport * from \"./thinDepthOfFieldEffect\";\r\nexport * from \"./thinExtractHighlightsPostProcess\";\r\nexport * from \"./thinFXAAPostProcess\";\r\nexport * from \"./thinGrainPostProcess\";\r\nexport * from \"./thinImageProcessingPostProcess\";\r\nexport * from \"./thinPassPostProcess\";\r\n\r\n// Postprocess\r\nexport * from \"../Shaders/postprocess.vertex\";\r\nexport * from \"../ShadersWGSL/postprocess.vertex\";\r\n\r\n// Blur postprocess\r\nexport * from \"../Shaders/kernelBlur.fragment\";\r\nexport * from \"../Shaders/kernelBlur.vertex\";\r\nexport * from \"../ShadersWGSL/kernelBlur.fragment\";\r\nexport * from \"../ShadersWGSL/kernelBlur.vertex\";\r\n\r\n// Pass postprocess\r\nexport * from \"../Shaders/pass.fragment\";\r\nexport * from \"../Shaders/passCube.fragment\";\r\nexport * from \"../ShadersWGSL/pass.fragment\";\r\nexport * from \"../ShadersWGSL/passCube.fragment\";\r\n\r\n// vrDFistortionCorrection postprocess\r\nexport * from \"../Shaders/vrDistortionCorrection.fragment\";\r\nexport * from \"../ShadersWGSL/vrDistortionCorrection.fragment\";\r\n\r\n// Image processing postprocess\r\nexport * from \"../ShadersWGSL/imageProcessing.fragment\";\r\nexport * from \"../Shaders/imageProcessing.fragment\";\r\n\r\n// Sharpen\r\nexport * from \"../Shaders/sharpen.fragment\";\r\nexport * from \"../ShadersWGSL/sharpen.fragment\";\r\n\r\n// Grain\r\nexport * from \"../Shaders/grain.fragment\";\r\nexport * from \"../ShadersWGSL/grain.fragment\";\r\n\r\n// Chromatic Aberration\r\nexport * from \"../Shaders/chromaticAberration.fragment\";\r\nexport * from \"../ShadersWGSL/chromaticAberration.fragment\";\r\n\r\n// Depth of field merge\r\nexport * from \"../Shaders/depthOfFieldMerge.fragment\";\r\nexport * from \"../ShadersWGSL/depthOfFieldMerge.fragment\";\r\n\r\n// Circle of confusion\r\nexport * from \"../Shaders/circleOfConfusion.fragment\";\r\nexport * from \"../ShadersWGSL/circleOfConfusion.fragment\";\r\n\r\n// Bloom\r\nexport * from \"../Shaders/bloomMerge.fragment\";\r\nexport * from \"../ShadersWGSL/bloomMerge.fragment\";\r\n\r\n// Extract highlights\r\nexport * from \"../Shaders/extractHighlights.fragment\";\r\nexport * from \"../ShadersWGSL/extractHighlights.fragment\";\r\n\r\n// FXAA\r\nexport * from \"../Shaders/fxaa.fragment\";\r\nexport * from \"../Shaders/fxaa.vertex\";\r\nexport * from \"../ShadersWGSL/fxaa.fragment\";\r\nexport * from \"../ShadersWGSL/fxaa.vertex\";\r\n\r\n// B&W\r\nexport * from \"../Shaders/blackAndWhite.fragment\";\r\nexport * from \"../ShadersWGSL/blackAndWhite.fragment\";\r\n\r\n// Anaglyph\r\nexport * from \"../Shaders/anaglyph.fragment\";\r\nexport * from \"../ShadersWGSL/anaglyph.fragment\";\r\n\r\n// Convolution\r\nexport * from \"../Shaders/convolution.fragment\";\r\nexport * from \"../ShadersWGSL/convolution.fragment\";\r\n\r\n// Color correction\r\nexport * from \"../Shaders/colorCorrection.fragment\";\r\nexport * from \"../ShadersWGSL/colorCorrection.fragment\";\r\n\r\n// Motion blur\r\nexport * from \"../Shaders/motionBlur.fragment\";\r\nexport * from \"../ShadersWGSL/motionBlur.fragment\";\r\n\r\n// Filter\r\nexport * from \"../Shaders/filter.fragment\";\r\nexport * from \"../ShadersWGSL/filter.fragment\";\r\n\r\n// Highlights\r\nexport * from \"../Shaders/highlights.fragment\";\r\nexport * from \"../ShadersWGSL/highlights.fragment\";\r\n\r\n// Display\r\nexport * from \"../Shaders/displayPass.fragment\";\r\nexport * from \"../ShadersWGSL/displayPass.fragment\";\r\n\r\n// Tonemap\r\nexport * from \"../Shaders/tonemap.fragment\";\r\nexport * from \"../ShadersWGSL/tonemap.fragment\";\r\n"]}
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import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
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import { EffectWrapper } from "../Materials/effectRenderer.js";
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import { Vector2 } from "../Maths/math.vector.js";
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/**
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* Postprocess used to apply FXAA (antialiasing) to the scene
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*/
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export declare class ThinFXAAPostProcess extends EffectWrapper {
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private static _GetDefines;
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/**
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* The vertex shader url
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*/
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static readonly VertexUrl = "fxaa";
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/**
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* The fragment shader url
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*/
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static readonly FragmentUrl = "fxaa";
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/**
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* The list of uniforms used by the effect
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*/
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static readonly Uniforms: string[];
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protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
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/**
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* Constructs a new FXAA post process
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* @param name Name of the effect
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* @param engine Engine to use to render the effect. If not provided, the last created engine will be used
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* @param options Options to configure the effect
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*/
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constructor(name: string, engine?: Nullable<AbstractEngine>, options?: EffectWrapperCreationOptions);
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/**
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* The texel size of the texture to apply FXAA on
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*/
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texelSize: Vector2;
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bind(noDefaultBindings?: boolean): void;
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}
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import { EffectWrapper } from "../Materials/effectRenderer.js";
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import { Engine } from "../Engines/engine.js";
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import { Vector2 } from "../Maths/math.vector.js";
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/**
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* Postprocess used to apply FXAA (antialiasing) to the scene
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*/
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export class ThinFXAAPostProcess extends EffectWrapper {
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static _GetDefines(engine) {
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if (!engine) {
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return null;
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}
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const driverInfo = engine.extractDriverInfo();
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if (driverInfo.toLowerCase().indexOf("mali") > -1) {
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return "#define MALI 1\n";
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}
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return null;
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}
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_gatherImports(useWebGPU, list) {
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if (useWebGPU) {
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this._webGPUReady = true;
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list.push(Promise.all([import("../ShadersWGSL/fxaa.fragment.js"), import("../ShadersWGSL/fxaa.vertex.js")]));
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}
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else {
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list.push(Promise.all([import("../Shaders/fxaa.fragment.js"), import("../Shaders/fxaa.vertex.js")]));
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}
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}
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/**
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* Constructs a new FXAA post process
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* @param name Name of the effect
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* @param engine Engine to use to render the effect. If not provided, the last created engine will be used
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* @param options Options to configure the effect
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*/
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constructor(name, engine = null, options) {
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const localOptions = {
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...options,
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name,
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engine: engine || Engine.LastCreatedEngine,
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useShaderStore: true,
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useAsPostProcess: true,
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vertexShader: ThinFXAAPostProcess.VertexUrl,
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fragmentShader: ThinFXAAPostProcess.FragmentUrl,
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uniforms: ThinFXAAPostProcess.Uniforms,
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};
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super({
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...localOptions,
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defines: ThinFXAAPostProcess._GetDefines(localOptions.engine),
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});
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/**
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* The texel size of the texture to apply FXAA on
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*/
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this.texelSize = new Vector2(0, 0);
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}
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bind(noDefaultBindings = false) {
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super.bind(noDefaultBindings);
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this._drawWrapper.effect.setFloat2("texelSize", this.texelSize.x, this.texelSize.y);
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}
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}
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/**
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* The vertex shader url
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*/
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ThinFXAAPostProcess.VertexUrl = "fxaa";
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/**
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* The fragment shader url
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*/
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ThinFXAAPostProcess.FragmentUrl = "fxaa";
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/**
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* The list of uniforms used by the effect
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*/
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ThinFXAAPostProcess.Uniforms = ["texelSize"];
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//# sourceMappingURL=thinFXAAPostProcess.js.map
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{"version":3,"file":"thinFXAAPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinFXAAPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,mBAAoB,SAAQ,aAAa;IAC1C,MAAM,CAAC,WAAW,CAAC,MAAsB;QAC7C,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,UAAU,GAAG,MAAM,CAAC,iBAAiB,EAAE,CAAC;QAC9C,IAAI,UAAU,CAAC,WAAW,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;YAChD,OAAO,kBAAkB,CAAC;QAC9B,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAiBkB,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8BAA8B,CAAC,EAAE,MAAM,CAAC,4BAA4B,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3G,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0BAA0B,CAAC,EAAE,MAAM,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC;QACnG,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,MAAM,YAAY,GAAG;YACjB,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,MAAM,CAAC,iBAAkB;YAC3C,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,YAAY,EAAE,mBAAmB,CAAC,SAAS;YAC3C,cAAc,EAAE,mBAAmB,CAAC,WAAW;YAC/C,QAAQ,EAAE,mBAAmB,CAAC,QAAQ;SACzC,CAAC;QAEF,KAAK,CAAC;YACF,GAAG,YAAY;YACf,OAAO,EAAE,mBAAmB,CAAC,WAAW,CAAC,YAAY,CAAC,MAAM,CAAC;SAChE,CAAC,CAAC;QAGP;;WAEG;QACI,cAAS,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IALrC,CAAC;IAOe,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC9B,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;IACzF,CAAC;;AAxDD;;GAEG;AACoB,6BAAS,GAAG,MAAM,AAAT,CAAU;AAE1C;;GAEG;AACoB,+BAAW,GAAG,MAAM,AAAT,CAAU;AAE5C;;GAEG;AACoB,4BAAQ,GAAG,CAAC,WAAW,CAAC,AAAhB,CAAiB","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Postprocess used to apply FXAA (antialiasing) to the scene\r\n */\r\nexport class ThinFXAAPostProcess extends EffectWrapper {\r\n private static _GetDefines(engine: AbstractEngine): Nullable<string> {\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const driverInfo = engine.extractDriverInfo();\r\n if (driverInfo.toLowerCase().indexOf(\"mali\") > -1) {\r\n return \"#define MALI 1\\n\";\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * The vertex shader url\r\n */\r\n public static readonly VertexUrl = \"fxaa\";\r\n\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"fxaa\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"texelSize\"];\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/fxaa.fragment\"), import(\"../ShadersWGSL/fxaa.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/fxaa.fragment\"), import(\"../Shaders/fxaa.vertex\")]));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new FXAA 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 const localOptions = {\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n vertexShader: ThinFXAAPostProcess.VertexUrl,\r\n fragmentShader: ThinFXAAPostProcess.FragmentUrl,\r\n uniforms: ThinFXAAPostProcess.Uniforms,\r\n };\r\n\r\n super({\r\n ...localOptions,\r\n defines: ThinFXAAPostProcess._GetDefines(localOptions.engine),\r\n });\r\n }\r\n\r\n /**\r\n * The texel size of the texture to apply FXAA on\r\n */\r\n public texelSize = new Vector2(0, 0);\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat2(\"texelSize\", this.texelSize.x, this.texelSize.y);\r\n }\r\n}\r\n"]}
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import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
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import { EffectWrapper } from "../Materials/effectRenderer.js";
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/**
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* Post process used to render a grain effect
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*/
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export declare class ThinGrainPostProcess extends EffectWrapper {
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/**
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* The fragment shader url
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*/
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static readonly FragmentUrl = "grain";
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/**
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* The list of uniforms used by the effect
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*/
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static readonly Uniforms: string[];
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protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
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/**
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* Constructs a new grain post process
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* @param name Name of the effect
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* @param engine Engine to use to render the effect. If not provided, the last created engine will be used
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* @param options Options to configure the effect
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*/
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constructor(name: string, engine?: Nullable<AbstractEngine>, options?: EffectWrapperCreationOptions);
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/**
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* The intensity of the grain added (default: 30)
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*/
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intensity: number;
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/**
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* If the grain should be randomized on every frame
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*/
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animated: boolean;
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bind(noDefaultBindings?: boolean): void;
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}
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import { EffectWrapper } from "../Materials/effectRenderer.js";
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import { Engine } from "../Engines/engine.js";
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/**
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* Post process used to render a grain effect
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*/
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export class ThinGrainPostProcess extends EffectWrapper {
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_gatherImports(useWebGPU, list) {
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if (useWebGPU) {
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this._webGPUReady = true;
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list.push(import("../ShadersWGSL/grain.fragment.js"));
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}
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else {
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list.push(import("../Shaders/grain.fragment.js"));
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}
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}
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/**
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* Constructs a new grain post process
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* @param name Name of the effect
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* @param engine Engine to use to render the effect. If not provided, the last created engine will be used
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* @param options Options to configure the effect
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*/
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constructor(name, engine = null, options) {
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super({
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...options,
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name,
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engine: engine || Engine.LastCreatedEngine,
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useShaderStore: true,
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useAsPostProcess: true,
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fragmentShader: ThinGrainPostProcess.FragmentUrl,
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uniforms: ThinGrainPostProcess.Uniforms,
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});
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/**
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* The intensity of the grain added (default: 30)
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*/
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this.intensity = 30;
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/**
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* If the grain should be randomized on every frame
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*/
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this.animated = false;
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}
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bind(noDefaultBindings = false) {
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super.bind(noDefaultBindings);
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this._drawWrapper.effect.setFloat("intensity", this.intensity);
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this._drawWrapper.effect.setFloat("animatedSeed", this.animated ? Math.random() + 1 : 1);
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}
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}
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/**
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* The fragment shader url
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*/
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ThinGrainPostProcess.FragmentUrl = "grain";
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/**
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* The list of uniforms used by the effect
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*/
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ThinGrainPostProcess.Uniforms = ["intensity", "animatedSeed"];
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//# sourceMappingURL=thinGrainPostProcess.js.map
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{"version":3,"file":"thinGrainPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinGrainPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAE3C;;GAEG;AACH,MAAM,OAAO,oBAAqB,SAAQ,aAAa;IAWhC,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,+BAA+B,CAAC,CAAC,CAAC;QACvD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,2BAA2B,CAAC,CAAC,CAAC;QACnD,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,MAAM,CAAC,iBAAkB;YAC3C,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,oBAAoB,CAAC,WAAW;YAChD,QAAQ,EAAE,oBAAoB,CAAC,QAAQ;SAC1C,CAAC,CAAC;QAGP;;WAEG;QACI,cAAS,GAAG,EAAE,CAAC;QAEtB;;WAEG;QACI,aAAQ,GAAG,KAAK,CAAC;IAVxB,CAAC;IAYe,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC9B,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAChE,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC9F,CAAC;;AAnDD;;GAEG;AACoB,gCAAW,GAAG,OAAO,AAAV,CAAW;AAE7C;;GAEG;AACoB,6BAAQ,GAAG,CAAC,WAAW,EAAE,cAAc,CAAC,AAAhC,CAAiC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Post process used to render a grain effect\r\n */\r\nexport class ThinGrainPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"grain\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"intensity\", \"animatedSeed\"];\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/grain.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/grain.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new grain 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: ThinGrainPostProcess.FragmentUrl,\r\n uniforms: ThinGrainPostProcess.Uniforms,\r\n });\r\n }\r\n\r\n /**\r\n * The intensity of the grain added (default: 30)\r\n */\r\n public intensity = 30;\r\n\r\n /**\r\n * If the grain should be randomized on every frame\r\n */\r\n public animated = false;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat(\"intensity\", this.intensity);\r\n this._drawWrapper.effect!.setFloat(\"animatedSeed\", this.animated ? Math.random() + 1 : 1);\r\n }\r\n}\r\n"]}
|