@babylonjs/core 8.31.1 → 8.31.3

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 (69) hide show
  1. package/Collisions/gpuPicker.d.ts +40 -16
  2. package/Collisions/gpuPicker.js +216 -95
  3. package/Collisions/gpuPicker.js.map +1 -1
  4. package/Decorators/nodeDecorator.d.ts +5 -1
  5. package/Decorators/nodeDecorator.js +4 -0
  6. package/Decorators/nodeDecorator.js.map +1 -1
  7. package/Engines/abstractEngine.js +2 -2
  8. package/Engines/abstractEngine.js.map +1 -1
  9. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +30 -0
  10. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +56 -0
  11. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -0
  12. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +32 -0
  13. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +62 -0
  14. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -0
  15. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +36 -0
  16. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +88 -0
  17. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -0
  18. package/FrameGraph/Node/Blocks/index.d.ts +3 -0
  19. package/FrameGraph/Node/Blocks/index.js +3 -0
  20. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  21. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +17 -0
  22. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +18 -0
  23. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -0
  24. package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +16 -0
  25. package/FrameGraph/Tasks/PostProcesses/filterTask.js +17 -0
  26. package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -0
  27. package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +16 -0
  28. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +17 -0
  29. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -0
  30. package/FrameGraph/index.d.ts +3 -0
  31. package/FrameGraph/index.js +3 -0
  32. package/FrameGraph/index.js.map +1 -1
  33. package/Materials/effect.d.ts +1 -0
  34. package/Materials/effect.js +7 -1
  35. package/Materials/effect.js.map +1 -1
  36. package/PostProcesses/colorCorrectionPostProcess.d.ts +3 -3
  37. package/PostProcesses/colorCorrectionPostProcess.js +21 -21
  38. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  39. package/PostProcesses/filterPostProcess.d.ts +4 -2
  40. package/PostProcesses/filterPostProcess.js +22 -15
  41. package/PostProcesses/filterPostProcess.js.map +1 -1
  42. package/PostProcesses/index.d.ts +3 -0
  43. package/PostProcesses/index.js +3 -0
  44. package/PostProcesses/index.js.map +1 -1
  45. package/PostProcesses/thinColorCorrectionPostProcess.d.ts +30 -0
  46. package/PostProcesses/thinColorCorrectionPostProcess.js +52 -0
  47. package/PostProcesses/thinColorCorrectionPostProcess.js.map +1 -0
  48. package/PostProcesses/thinFilterPostProcess.d.ts +29 -0
  49. package/PostProcesses/thinFilterPostProcess.js +51 -0
  50. package/PostProcesses/thinFilterPostProcess.js.map +1 -0
  51. package/PostProcesses/thinTonemapPostProcess.d.ts +52 -0
  52. package/PostProcesses/thinTonemapPostProcess.js +83 -0
  53. package/PostProcesses/thinTonemapPostProcess.js.map +1 -0
  54. package/PostProcesses/tonemapPostProcess.d.ts +23 -21
  55. package/PostProcesses/tonemapPostProcess.js +55 -46
  56. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  57. package/Shaders/geometry.fragment.js +3 -1
  58. package/Shaders/geometry.fragment.js.map +1 -1
  59. package/Shaders/picking.fragment.js +20 -6
  60. package/Shaders/picking.fragment.js.map +1 -1
  61. package/Shaders/picking.vertex.js +4 -3
  62. package/Shaders/picking.vertex.js.map +1 -1
  63. package/ShadersWGSL/geometry.fragment.js +3 -1
  64. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  65. package/ShadersWGSL/picking.fragment.js +11 -6
  66. package/ShadersWGSL/picking.fragment.js.map +1 -1
  67. package/ShadersWGSL/picking.vertex.js +4 -3
  68. package/ShadersWGSL/picking.vertex.js.map +1 -1
  69. package/package.json +1 -1
@@ -1,43 +1,45 @@
1
- import type { Camera } from "../Cameras/camera.js";
1
+ import { Camera } from "../Cameras/camera.js";
2
+ import type { PostProcessOptions } from "./postProcess.js";
2
3
  import { PostProcess } from "./postProcess.js";
3
4
  import type { Nullable } from "../types.js";
4
5
  import type { AbstractEngine } from "../Engines/abstractEngine.js";
5
- /** Defines operator used for tonemapping */
6
- export declare enum TonemappingOperator {
7
- /** Hable */
8
- Hable = 0,
9
- /** Reinhard */
10
- Reinhard = 1,
11
- /** HejiDawson */
12
- HejiDawson = 2,
13
- /** Photographic */
14
- Photographic = 3
15
- }
6
+ import type { ThinTonemapPostProcessOptions, TonemappingOperator } from "./thinTonemapPostProcess.js";
7
+ import { ThinTonemapPostProcess } from "./thinTonemapPostProcess.js";
8
+ import type { Scene } from "../scene.js";
9
+ export type ToneMapPostProcessOptions = ThinTonemapPostProcessOptions & PostProcessOptions;
16
10
  /**
17
11
  * Defines a post process to apply tone mapping
18
12
  */
19
13
  export declare class TonemapPostProcess extends PostProcess {
20
- private _operator;
21
- /** Defines the required exposure adjustment */
22
- exposureAdjustment: number;
14
+ /**
15
+ * Defines the required exposure adjustment
16
+ */
17
+ get exposureAdjustment(): number;
18
+ set exposureAdjustment(value: number);
19
+ /**
20
+ * Gets the operator used for tonemapping
21
+ */
22
+ get operator(): TonemappingOperator;
23
23
  /**
24
24
  * Gets a string identifying the name of the class
25
25
  * @returns "TonemapPostProcess" string
26
26
  */
27
27
  getClassName(): string;
28
+ protected _effectWrapper: ThinTonemapPostProcess;
28
29
  /**
29
30
  * Creates a new TonemapPostProcess
30
31
  * @param name defines the name of the postprocess
31
- * @param _operator defines the operator to use
32
+ * @param operator defines the operator to use
32
33
  * @param exposureAdjustment defines the required exposure adjustment
33
34
  * @param camera defines the camera to use (can be null)
34
35
  * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
35
36
  * @param engine defines the hosting engine (can be ignore if camera is set)
36
- * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_BYTE by default)
37
+ * @param textureType defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_BYTE by default)
37
38
  * @param reusable If the post process can be reused on the same frame. (default: false)
38
39
  */
39
- constructor(name: string, _operator: TonemappingOperator,
40
- /** Defines the required exposure adjustment */
41
- exposureAdjustment: number, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, textureFormat?: number, reusable?: boolean);
42
- protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
40
+ constructor(name: string, operator: TonemappingOperator, exposureAdjustment: number, camera: Nullable<Camera> | ToneMapPostProcessOptions, samplingMode?: number, engine?: AbstractEngine, textureType?: number, reusable?: boolean);
41
+ /**
42
+ * @internal
43
+ */
44
+ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<TonemapPostProcess>;
43
45
  }
@@ -1,21 +1,30 @@
1
+ import { __decorate } from "../tslib.es6.js";
2
+ import { Camera } from "../Cameras/camera.js";
1
3
  import { PostProcess } from "./postProcess.js";
2
4
 
3
- /** Defines operator used for tonemapping */
4
- export var TonemappingOperator;
5
- (function (TonemappingOperator) {
6
- /** Hable */
7
- TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
8
- /** Reinhard */
9
- TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
10
- /** HejiDawson */
11
- TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
12
- /** Photographic */
13
- TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
14
- })(TonemappingOperator || (TonemappingOperator = {}));
5
+ import { RegisterClass } from "../Misc/typeStore.js";
6
+ import { serialize } from "../Misc/decorators.js";
7
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
8
+ import { ThinTonemapPostProcess } from "./thinTonemapPostProcess.js";
15
9
  /**
16
10
  * Defines a post process to apply tone mapping
17
11
  */
18
12
  export class TonemapPostProcess extends PostProcess {
13
+ /**
14
+ * Defines the required exposure adjustment
15
+ */
16
+ get exposureAdjustment() {
17
+ return this._effectWrapper.exposureAdjustment;
18
+ }
19
+ set exposureAdjustment(value) {
20
+ this._effectWrapper.exposureAdjustment = value;
21
+ }
22
+ /**
23
+ * Gets the operator used for tonemapping
24
+ */
25
+ get operator() {
26
+ return this._effectWrapper.operator;
27
+ }
19
28
  /**
20
29
  * Gets a string identifying the name of the class
21
30
  * @returns "TonemapPostProcess" string
@@ -26,48 +35,48 @@ export class TonemapPostProcess extends PostProcess {
26
35
  /**
27
36
  * Creates a new TonemapPostProcess
28
37
  * @param name defines the name of the postprocess
29
- * @param _operator defines the operator to use
38
+ * @param operator defines the operator to use
30
39
  * @param exposureAdjustment defines the required exposure adjustment
31
40
  * @param camera defines the camera to use (can be null)
32
41
  * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
33
42
  * @param engine defines the hosting engine (can be ignore if camera is set)
34
- * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_BYTE by default)
43
+ * @param textureType defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_BYTE by default)
35
44
  * @param reusable If the post process can be reused on the same frame. (default: false)
36
45
  */
37
- constructor(name, _operator,
38
- /** Defines the required exposure adjustment */
39
- exposureAdjustment, camera, samplingMode = 2, engine, textureFormat = 0, reusable) {
40
- super(name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, reusable, null, textureFormat);
41
- this._operator = _operator;
42
- this.exposureAdjustment = exposureAdjustment;
43
- let defines = "#define ";
44
- if (this._operator === 0 /* TonemappingOperator.Hable */) {
45
- defines += "HABLE_TONEMAPPING";
46
- }
47
- else if (this._operator === 1 /* TonemappingOperator.Reinhard */) {
48
- defines += "REINHARD_TONEMAPPING";
49
- }
50
- else if (this._operator === 2 /* TonemappingOperator.HejiDawson */) {
51
- defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
52
- }
53
- else if (this._operator === 3 /* TonemappingOperator.Photographic */) {
54
- defines += "PHOTOGRAPHIC_TONEMAPPING";
55
- }
56
- //sadly a second call to create the effect.
57
- this.updateEffect(defines);
58
- this.onApply = (effect) => {
59
- effect.setFloat("_ExposureAdjustment", this.exposureAdjustment);
46
+ constructor(name, operator, exposureAdjustment, camera, samplingMode = 2, engine, textureType = 0, reusable) {
47
+ const cameraIsCamera = camera === null || camera instanceof Camera;
48
+ const localOptions = {
49
+ operator,
50
+ exposureAdjustment,
51
+ uniforms: ThinTonemapPostProcess.Uniforms,
52
+ camera: cameraIsCamera ? camera : undefined,
53
+ samplingMode,
54
+ engine,
55
+ reusable,
56
+ textureType,
60
57
  };
61
- }
62
- _gatherImports(useWebGPU, list) {
63
- if (useWebGPU) {
64
- this._webGPUReady = true;
65
- list.push(Promise.all([import("../ShadersWGSL/tonemap.fragment.js")]));
58
+ if (!cameraIsCamera) {
59
+ Object.assign(localOptions, camera);
66
60
  }
67
- else {
68
- list.push(Promise.all([import("../Shaders/tonemap.fragment.js")]));
69
- }
70
- super._gatherImports(useWebGPU, list);
61
+ super(name, ThinTonemapPostProcess.FragmentUrl, {
62
+ effectWrapper: cameraIsCamera || !camera.effectWrapper ? new ThinTonemapPostProcess(name, engine, localOptions) : undefined,
63
+ ...localOptions,
64
+ });
65
+ }
66
+ /**
67
+ * @internal
68
+ */
69
+ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
70
+ return SerializationHelper.Parse(() => {
71
+ return new TonemapPostProcess(parsedPostProcess.name, parsedPostProcess.operator, parsedPostProcess.exposureAdjustment, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.textureType, parsedPostProcess.reusable);
72
+ }, parsedPostProcess, scene, rootUrl);
71
73
  }
72
74
  }
75
+ __decorate([
76
+ serialize()
77
+ ], TonemapPostProcess.prototype, "exposureAdjustment", null);
78
+ __decorate([
79
+ serialize()
80
+ ], TonemapPostProcess.prototype, "operator", null);
81
+ RegisterClass("BABYLON.TonemapPostProcess", TonemapPostProcess);
73
82
  //# sourceMappingURL=tonemapPostProcess.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"tonemapPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/tonemapPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAMjD,4CAA4C;AAC5C,MAAM,CAAN,IAAkB,mBASjB;AATD,WAAkB,mBAAmB;IACjC,YAAY;IACZ,+DAAS,CAAA;IACT,eAAe;IACf,qEAAY,CAAA;IACZ,iBAAiB;IACjB,yEAAc,CAAA;IACd,mBAAmB;IACnB,6EAAgB,CAAA;AACpB,CAAC,EATiB,mBAAmB,KAAnB,mBAAmB,QASpC;AAED;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,WAAW;IAC/C;;;OAGG;IACa,YAAY;QACxB,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACJ,SAA8B;IACtC,+CAA+C;IACxC,kBAA0B,EACjC,MAAwB,EACxB,eAAuB,SAAS,CAAC,6BAA6B,EAC9D,MAAuB,EACvB,aAAa,GAAG,SAAS,CAAC,yBAAyB,EACnD,QAAkB;QAElB,KAAK,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,qBAAqB,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,aAAa,CAAC,CAAC;QAThH,cAAS,GAAT,SAAS,CAAqB;QAE/B,uBAAkB,GAAlB,kBAAkB,CAAQ;QASjC,IAAI,OAAO,GAAG,UAAU,CAAC;QAEzB,IAAI,IAAI,CAAC,SAAS,sCAA8B,EAAE,CAAC;YAC/C,OAAO,IAAI,mBAAmB,CAAC;QACnC,CAAC;aAAM,IAAI,IAAI,CAAC,SAAS,yCAAiC,EAAE,CAAC;YACzD,OAAO,IAAI,sBAAsB,CAAC;QACtC,CAAC;aAAM,IAAI,IAAI,CAAC,SAAS,2CAAmC,EAAE,CAAC;YAC3D,OAAO,IAAI,kCAAkC,CAAC;QAClD,CAAC;aAAM,IAAI,IAAI,CAAC,SAAS,6CAAqC,EAAE,CAAC;YAC7D,OAAO,IAAI,0BAA0B,CAAC;QAC1C,CAAC;QAED,2CAA2C;QAC3C,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QAE3B,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,CAAC,QAAQ,CAAC,qBAAqB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACpE,CAAC,CAAC;IACN,CAAC;IAEkB,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,iCAAiC,CAAC,CAAC,CAAC,CAAC,CAAC;QACxE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6BAA6B,CAAC,CAAC,CAAC,CAAC,CAAC;QACpE,CAAC;QAED,KAAK,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC1C,CAAC;CACJ","sourcesContent":["import type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/** Defines operator used for tonemapping */\r\nexport const enum TonemappingOperator {\r\n /** Hable */\r\n Hable = 0,\r\n /** Reinhard */\r\n Reinhard = 1,\r\n /** HejiDawson */\r\n HejiDawson = 2,\r\n /** Photographic */\r\n Photographic = 3,\r\n}\r\n\r\n/**\r\n * Defines a post process to apply tone mapping\r\n */\r\nexport class TonemapPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"TonemapPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"TonemapPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new TonemapPostProcess\r\n * @param name defines the name of the postprocess\r\n * @param _operator defines the operator to use\r\n * @param exposureAdjustment defines the required exposure adjustment\r\n * @param camera defines the camera to use (can be null)\r\n * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)\r\n * @param engine defines the hosting engine (can be ignore if camera is set)\r\n * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_BYTE by default)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n private _operator: TonemappingOperator,\r\n /** Defines the required exposure adjustment */\r\n public exposureAdjustment: number,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n textureFormat = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n reusable?: boolean\r\n ) {\r\n super(name, \"tonemap\", [\"_ExposureAdjustment\"], null, 1.0, camera, samplingMode, engine, reusable, null, textureFormat);\r\n\r\n let defines = \"#define \";\r\n\r\n if (this._operator === TonemappingOperator.Hable) {\r\n defines += \"HABLE_TONEMAPPING\";\r\n } else if (this._operator === TonemappingOperator.Reinhard) {\r\n defines += \"REINHARD_TONEMAPPING\";\r\n } else if (this._operator === TonemappingOperator.HejiDawson) {\r\n defines += \"OPTIMIZED_HEJIDAWSON_TONEMAPPING\";\r\n } else if (this._operator === TonemappingOperator.Photographic) {\r\n defines += \"PHOTOGRAPHIC_TONEMAPPING\";\r\n }\r\n\r\n //sadly a second call to create the effect.\r\n this.updateEffect(defines);\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat(\"_ExposureAdjustment\", this.exposureAdjustment);\r\n };\r\n }\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/tonemap.fragment\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/tonemap.fragment\")]));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"tonemapPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/tonemapPostProcess.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAE3C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,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;AAKvE,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAKlE;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,WAAW;IAC/C;;OAEG;IAEH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC;IAClD,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,cAAc,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACnD,CAAC;IAED;;OAEG;IAEH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC;IACxC,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAID;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACZ,QAA6B,EAC7B,kBAA0B,EAC1B,MAAoD,EACpD,eAAuB,SAAS,CAAC,6BAA6B,EAC9D,MAAuB,EACvB,WAAW,GAAG,SAAS,CAAC,yBAAyB,EACjD,QAAkB;QAElB,MAAM,cAAc,GAAG,MAAM,KAAK,IAAI,IAAI,MAAM,YAAY,MAAM,CAAC;QAEnE,MAAM,YAAY,GAAG;YACjB,QAAQ;YACR,kBAAkB;YAClB,QAAQ,EAAE,sBAAsB,CAAC,QAAQ;YACzC,MAAM,EAAE,cAAc,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS;YAC3C,YAAY;YACZ,MAAM;YACN,QAAQ;YACR,WAAW;SACd,CAAC;QAEF,IAAI,CAAC,cAAc,EAAE,CAAC;YAClB,MAAM,CAAC,MAAM,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;QACxC,CAAC;QAED,KAAK,CAAC,IAAI,EAAE,sBAAsB,CAAC,WAAW,EAAE;YAC5C,aAAa,EAAE,cAAc,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,IAAI,sBAAsB,CAAC,IAAI,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS;YAC3H,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,kBAAkB,CACzB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,QAAQ,EAC1B,iBAAiB,CAAC,kBAAkB,EACpC,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,WAAW,EAC7B,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AA5FG;IADC,SAAS,EAAE;4DAGX;AAUD;IADC,SAAS,EAAE;kDAGX;AAgFL,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC","sourcesContent":["import { Camera } from \"../Cameras/camera\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\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\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { ThinTonemapPostProcessOptions, TonemappingOperator } from \"./thinTonemapPostProcess\";\r\nimport { ThinTonemapPostProcess } from \"./thinTonemapPostProcess\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nexport type ToneMapPostProcessOptions = ThinTonemapPostProcessOptions & PostProcessOptions;\r\n\r\n/**\r\n * Defines a post process to apply tone mapping\r\n */\r\nexport class TonemapPostProcess extends PostProcess {\r\n /**\r\n * Defines the required exposure adjustment\r\n */\r\n @serialize()\r\n public get exposureAdjustment() {\r\n return this._effectWrapper.exposureAdjustment;\r\n }\r\n\r\n public set exposureAdjustment(value: number) {\r\n this._effectWrapper.exposureAdjustment = value;\r\n }\r\n\r\n /**\r\n * Gets the operator used for tonemapping\r\n */\r\n @serialize()\r\n public get operator() {\r\n return this._effectWrapper.operator;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"TonemapPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"TonemapPostProcess\";\r\n }\r\n\r\n protected override _effectWrapper: ThinTonemapPostProcess;\r\n\r\n /**\r\n * Creates a new TonemapPostProcess\r\n * @param name defines the name of the postprocess\r\n * @param operator defines the operator to use\r\n * @param exposureAdjustment defines the required exposure adjustment\r\n * @param camera defines the camera to use (can be null)\r\n * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)\r\n * @param engine defines the hosting engine (can be ignore if camera is set)\r\n * @param textureType defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_BYTE by default)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n operator: TonemappingOperator,\r\n exposureAdjustment: number,\r\n camera: Nullable<Camera> | ToneMapPostProcessOptions,\r\n samplingMode: number = Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n reusable?: boolean\r\n ) {\r\n const cameraIsCamera = camera === null || camera instanceof Camera;\r\n\r\n const localOptions = {\r\n operator,\r\n exposureAdjustment,\r\n uniforms: ThinTonemapPostProcess.Uniforms,\r\n camera: cameraIsCamera ? camera : undefined,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n };\r\n\r\n if (!cameraIsCamera) {\r\n Object.assign(localOptions, camera);\r\n }\r\n\r\n super(name, ThinTonemapPostProcess.FragmentUrl, {\r\n effectWrapper: cameraIsCamera || !camera.effectWrapper ? new ThinTonemapPostProcess(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): Nullable<TonemapPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new TonemapPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.operator,\r\n parsedPostProcess.exposureAdjustment,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.textureType,\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.TonemapPostProcess\", TonemapPostProcess);\r\n"]}
@@ -81,8 +81,10 @@ normalOutput=normalW;
81
81
  #else
82
82
  normalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));
83
83
  #endif
84
- #else
84
+ #elif defined(HAS_NORMAL_ATTRIBUTE)
85
85
  normalOutput=normalize(vNormalV);
86
+ #elif defined(POSITION)
87
+ normalOutput=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));
86
88
  #endif
87
89
  #ifdef ENCODE_NORMAL
88
90
  normalOutput=normalOutput*0.5+0.5;
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#else\n#ifdef METALLIC_TEXTURE\nuniform sampler2D metallicSampler;varying vec2 vMetallicUV;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nuniform sampler2D roughnessSampler;varying vec2 vRoughnessUV;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\ngl_FragData[SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=texture2D(metallicSampler,vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=texture2D(roughnessSampler,vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#else\n#ifdef METALLIC_TEXTURE\nuniform sampler2D metallicSampler;varying vec2 vMetallicUV;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nuniform sampler2D roughnessSampler;varying vec2 vRoughnessUV;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\ngl_FragData[SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=texture2D(metallicSampler,vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=texture2D(roughnessSampler,vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
@@ -2,17 +2,31 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "pickingPixelShader";
4
4
  const shader = `#if defined(INSTANCES)
5
- varying vec4 vMeshID;
5
+ varying float vMeshID;
6
6
  #else
7
- uniform vec4 meshID;
7
+ uniform float meshID;
8
8
  #endif
9
- void main(void) {
9
+ void main(void) {float id;
10
10
  #if defined(INSTANCES)
11
- gl_FragColor=vMeshID;
11
+ id=vMeshID;
12
12
  #else
13
- gl_FragColor=meshID;
13
+ id=meshID;
14
14
  #endif
15
- }`;
15
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
16
+ int castedId=int(id);vec3 color=vec3(
17
+ float((castedId>>16) & 0xFF),
18
+ float((castedId>>8) & 0xFF),
19
+ float(castedId & 0xFF)
20
+ )/255.0;gl_FragColor=vec4(color,1.0);
21
+ #else
22
+ float castedId=floor(id+0.5);vec3 color=vec3(
23
+ floor(mod(castedId,16777216.0)/65536.0),
24
+ floor(mod(castedId,65536.0)/256.0),
25
+ mod(castedId,256.0)
26
+ )/255.0;gl_FragColor=vec4(color,1.0);
27
+ #endif
28
+ }
29
+ `;
16
30
  // Sideeffect
17
31
  if (!ShaderStore.ShadersStore[name]) {
18
32
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nvarying vec4 vMeshID;\n#else\nuniform vec4 meshID;\n#endif\nvoid main(void) {\n#if defined(INSTANCES)\ngl_FragColor=vMeshID;\n#else\ngl_FragColor=meshID;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,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,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nvarying float vMeshID;\n#else\nuniform float meshID;\n#endif\nvoid main(void) {float id;\n#if defined(INSTANCES)\nid=vMeshID;\n#else\nid=meshID;\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nint castedId=int(id);vec3 color=vec3(\nfloat((castedId>>16) & 0xFF),\nfloat((castedId>>8) & 0xFF),\nfloat(castedId & 0xFF)\n)/255.0;gl_FragColor=vec4(color,1.0);\n#else\nfloat castedId=floor(id+0.5);vec3 color=vec3(\nfloor(mod(castedId,16777216.0)/65536.0),\nfloor(mod(castedId,65536.0)/256.0),\nmod(castedId,256.0)\n)/255.0;gl_FragColor=vec4(color,1.0);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShader = { name, shader };\n"]}
@@ -13,7 +13,7 @@ import "./ShadersInclude/bakedVertexAnimation.js";
13
13
  const name = "pickingVertexShader";
14
14
  const shader = `attribute vec3 position;
15
15
  #if defined(INSTANCES)
16
- attribute vec4 instanceMeshID;
16
+ attribute float instanceMeshID;
17
17
  #endif
18
18
  #include<bonesDeclaration>
19
19
  #include<bakedVertexAnimationDeclaration>
@@ -22,7 +22,7 @@ attribute vec4 instanceMeshID;
22
22
  #include<instancesDeclaration>
23
23
  uniform mat4 viewProjection;
24
24
  #if defined(INSTANCES)
25
- varying vec4 vMeshID;
25
+ varying float vMeshID;
26
26
  #endif
27
27
  void main(void) {
28
28
  #include<morphTargetsVertexGlobal>
@@ -34,7 +34,8 @@ vec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;
34
34
  #if defined(INSTANCES)
35
35
  vMeshID=instanceMeshID;
36
36
  #endif
37
- }`;
37
+ }
38
+ `;
38
39
  // Sideeffect
39
40
  if (!ShaderStore.ShadersStore[name]) {
40
41
  ShaderStore.ShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute vec3 position;\n#if defined(INSTANCES)\nattribute vec4 instanceMeshID;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#if defined(INSTANCES)\nvarying vec4 vMeshID;\n#endif\nvoid main(void) {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;\n#if defined(INSTANCES)\nvMeshID=instanceMeshID;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute vec3 position;\n#if defined(INSTANCES)\nattribute float instanceMeshID;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#if defined(INSTANCES)\nvarying float vMeshID;\n#endif\nvoid main(void) {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;\n#if defined(INSTANCES)\nvMeshID=instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShader = { name, shader };\n"]}
@@ -74,8 +74,10 @@ normalOutput=normalW;
74
74
  #else
75
75
  normalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);
76
76
  #endif
77
- #else
77
+ #elif defined(HAS_NORMAL_ATTRIBUTE)
78
78
  normalOutput=normalize(input.vNormalV);
79
+ #elif defined(POSITION)
80
+ normalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));
79
81
  #endif
80
82
  #ifdef ENCODE_NORMAL
81
83
  normalOutput=normalOutput*0.5+0.5;
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwKd,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#else\nnormalOutput=normalize(input.vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Kd,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(input.vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
@@ -2,18 +2,23 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "pickingPixelShader";
4
4
  const shader = `#if defined(INSTANCES)
5
- varying vMeshID: vec4f;
5
+ varying vMeshID: f32;
6
6
  #else
7
- uniform meshID: vec4f;
7
+ uniform meshID: f32;
8
8
  #endif
9
9
  @fragment
10
- fn main(input: FragmentInputs)->FragmentOutputs {
10
+ fn main(input: FragmentInputs)->FragmentOutputs {var id: i32;
11
11
  #if defined(INSTANCES)
12
- fragmentOutputs.color=input.vMeshID;
12
+ id=i32(input.vMeshID);
13
13
  #else
14
- fragmentOutputs.color=uniforms.meshID;
14
+ id=i32(uniforms.meshID);
15
15
  #endif
16
- }`;
16
+ var color=vec3f(
17
+ f32((id>>16) & 0xFF),
18
+ f32((id>>8) & 0xFF),
19
+ f32(id & 0xFF),
20
+ )/255.0;fragmentOutputs.color=vec4f(color,1.0);}
21
+ `;
17
22
  // Sideeffect
18
23
  if (!ShaderStore.ShadersStoreWGSL[name]) {
19
24
  ShaderStore.ShadersStoreWGSL[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;EAYb,CAAC;AACH,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nvarying vMeshID: vec4f;\n#else\nuniform meshID: vec4f;\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#if defined(INSTANCES)\nfragmentOutputs.color=input.vMeshID;\n#else\nfragmentOutputs.color=uniforms.meshID;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nvarying vMeshID: f32;\n#else\nuniform meshID: f32;\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var id: i32;\n#if defined(INSTANCES)\nid=i32(input.vMeshID);\n#else\nid=i32(uniforms.meshID);\n#endif\nvar color=vec3f(\nf32((id>>16) & 0xFF),\nf32((id>>8) & 0xFF),\nf32(id & 0xFF),\n)/255.0;fragmentOutputs.color=vec4f(color,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShaderWGSL = { name, shader };\n"]}
@@ -13,7 +13,7 @@ import "./ShadersInclude/bakedVertexAnimation.js";
13
13
  const name = "pickingVertexShader";
14
14
  const shader = `attribute position: vec3f;
15
15
  #if defined(INSTANCES)
16
- attribute instanceMeshID: vec4f;
16
+ attribute instanceMeshID: f32;
17
17
  #endif
18
18
  #include<bonesDeclaration>
19
19
  #include<bakedVertexAnimationDeclaration>
@@ -22,7 +22,7 @@ attribute instanceMeshID: vec4f;
22
22
  #include<instancesDeclaration>
23
23
  uniform viewProjection: mat4x4f;
24
24
  #if defined(INSTANCES)
25
- varying vMeshID: vec4f;
25
+ varying vMeshID: f32;
26
26
  #endif
27
27
  @vertex
28
28
  fn main(input : VertexInputs)->FragmentInputs {
@@ -35,7 +35,8 @@ var worldPos: vec4f=finalWorld*vec4f(input.position,1.0);vertexOutputs.position=
35
35
  #if defined(INSTANCES)
36
36
  vertexOutputs.vMeshID=input.instanceMeshID;
37
37
  #endif
38
- }`;
38
+ }
39
+ `;
39
40
  // Sideeffect
40
41
  if (!ShaderStore.ShadersStoreWGSL[name]) {
41
42
  ShaderStore.ShadersStoreWGSL[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;EAwBb,CAAC;AACH,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute position: vec3f;\n#if defined(INSTANCES)\nattribute instanceMeshID: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(INSTANCES)\nvarying vMeshID: vec4f;\n#endif\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(input.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#if defined(INSTANCES)\nvertexOutputs.vMeshID=input.instanceMeshID;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute position: vec3f;\n#if defined(INSTANCES)\nattribute instanceMeshID: f32;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(INSTANCES)\nvarying vMeshID: f32;\n#endif\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(input.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#if defined(INSTANCES)\nvertexOutputs.vMeshID=input.instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "8.31.1",
3
+ "version": "8.31.3",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",