@babylonjs/core 8.40.0 → 8.40.1

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.
Files changed (181) hide show
  1. package/Compute/computeEffect.js +5 -1
  2. package/Compute/computeEffect.js.map +1 -1
  3. package/Compute/computeShader.d.ts +4 -0
  4. package/Compute/computeShader.js +9 -3
  5. package/Compute/computeShader.js.map +1 -1
  6. package/Engines/abstractEngine.js +2 -2
  7. package/Engines/abstractEngine.js.map +1 -1
  8. package/FrameGraph/Passes/renderPass.js +2 -2
  9. package/FrameGraph/Passes/renderPass.js.map +1 -1
  10. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +2 -0
  11. package/FrameGraph/Tasks/Layers/baseLayerTask.js +6 -0
  12. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  13. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +1 -0
  14. package/FrameGraph/Tasks/Layers/glowLayerTask.js +3 -0
  15. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  16. package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +1 -0
  17. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +3 -0
  18. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  19. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +1 -0
  20. package/FrameGraph/Tasks/Misc/computeShaderTask.js +3 -0
  21. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  22. package/FrameGraph/Tasks/Misc/cullObjectsTask.d.ts +1 -0
  23. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +3 -0
  24. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  25. package/FrameGraph/Tasks/Misc/executeTask.d.ts +1 -0
  26. package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
  27. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  28. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -0
  29. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +8 -1
  30. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  31. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.d.ts +1 -0
  32. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js +3 -0
  33. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
  34. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +1 -0
  35. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +3 -0
  36. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -1
  37. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +1 -0
  38. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +3 -0
  39. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  40. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -0
  41. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -0
  42. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  43. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +1 -0
  44. package/FrameGraph/Tasks/PostProcesses/blurTask.js +3 -0
  45. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  46. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.d.ts +1 -0
  47. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js +3 -0
  48. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
  49. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +1 -0
  50. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +3 -0
  51. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  52. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +1 -0
  53. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +3 -0
  54. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -1
  55. package/FrameGraph/Tasks/PostProcesses/convolutionTask.d.ts +1 -0
  56. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js +3 -0
  57. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js.map +1 -1
  58. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.d.ts +1 -0
  59. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js +3 -0
  60. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js.map +1 -1
  61. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +1 -0
  62. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +3 -0
  63. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  64. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +1 -0
  65. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +3 -0
  66. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  67. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +1 -0
  68. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -0
  69. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  70. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +1 -0
  71. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +3 -0
  72. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
  73. package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +1 -0
  74. package/FrameGraph/Tasks/PostProcesses/filterTask.js +3 -0
  75. package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -1
  76. package/FrameGraph/Tasks/PostProcesses/fxaaTask.d.ts +1 -0
  77. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js +3 -0
  78. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
  79. package/FrameGraph/Tasks/PostProcesses/grainTask.d.ts +1 -0
  80. package/FrameGraph/Tasks/PostProcesses/grainTask.js +3 -0
  81. package/FrameGraph/Tasks/PostProcesses/grainTask.js.map +1 -1
  82. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.d.ts +1 -0
  83. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js +3 -0
  84. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
  85. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +1 -0
  86. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +3 -0
  87. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +2 -0
  89. package/FrameGraph/Tasks/PostProcesses/passTask.js +6 -0
  90. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
  91. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +1 -0
  92. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
  93. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  94. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.d.ts +1 -0
  95. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js +3 -0
  96. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js.map +1 -1
  97. package/FrameGraph/Tasks/PostProcesses/sharpenTask.d.ts +1 -0
  98. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js +3 -0
  99. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js.map +1 -1
  100. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.d.ts +1 -0
  101. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js +3 -0
  102. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js.map +1 -1
  103. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +1 -0
  104. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  105. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  106. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
  107. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +3 -0
  108. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
  109. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.d.ts +1 -0
  110. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +3 -0
  111. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  112. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +1 -0
  113. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  114. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  115. package/FrameGraph/Tasks/PostProcesses/ssrTask.d.ts +1 -0
  116. package/FrameGraph/Tasks/PostProcesses/ssrTask.js +3 -0
  117. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
  118. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -0
  119. package/FrameGraph/Tasks/PostProcesses/taaTask.js +3 -0
  120. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  121. package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +1 -0
  122. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +3 -0
  123. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -1
  124. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -0
  125. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +3 -0
  126. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  127. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  128. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +12 -6
  129. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  130. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -0
  131. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -0
  132. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  133. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +1 -0
  134. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -0
  135. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  136. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +1 -0
  137. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -0
  138. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  139. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +1 -0
  140. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
  141. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  142. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +1 -0
  143. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +3 -0
  144. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  145. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -0
  146. package/FrameGraph/Tasks/Texture/clearTextureTask.js +3 -0
  147. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  148. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +1 -0
  149. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +3 -0
  150. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
  151. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +1 -0
  152. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +21 -4
  153. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  154. package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +1 -0
  155. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -0
  156. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  157. package/FrameGraph/frameGraphRenderContext.d.ts +1 -0
  158. package/FrameGraph/frameGraphRenderContext.js +14 -5
  159. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  160. package/FrameGraph/frameGraphTask.d.ts +5 -0
  161. package/FrameGraph/frameGraphTask.js +9 -0
  162. package/FrameGraph/frameGraphTask.js.map +1 -1
  163. package/Lights/lightingVolume.d.ts +10 -1
  164. package/Lights/lightingVolume.js +201 -102
  165. package/Lights/lightingVolume.js.map +1 -1
  166. package/Meshes/geometry.d.ts +2 -1
  167. package/Meshes/geometry.js +6 -2
  168. package/Meshes/geometry.js.map +1 -1
  169. package/Meshes/mesh.d.ts +2 -1
  170. package/Meshes/mesh.js +4 -3
  171. package/Meshes/mesh.js.map +1 -1
  172. package/Shaders/volumetricLightingRenderVolume.fragment.js +2 -2
  173. package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -1
  174. package/ShadersWGSL/lightingVolume.compute.js +10 -4
  175. package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
  176. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +2 -2
  177. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -1
  178. package/States/alphaCullingState.d.ts +1 -0
  179. package/States/alphaCullingState.js +3 -0
  180. package/States/alphaCullingState.js.map +1 -1
  181. package/package.json +1 -1
@@ -5,7 +5,7 @@ import "./ShadersInclude/sceneUboDeclaration.js";
5
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  const name = "volumetricLightingRenderVolumePixelShader";
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  const shader = `#include<__decl__sceneFragment>
7
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  uniform mat4 invViewProjection;uniform vec3 lightDir;
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- uniform vec2 outputTextureSize;uniform vec4 extinctionPhaseG;uniform vec3 lightPower;uniform sampler2D depthTexture;varying vec4 vWorldPos;float henyeyGreenstein(float g,float cosTheta) {float denom=1.0+g*g-2.0*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}
8
+ uniform vec2 outputTextureSize;uniform vec4 extinctionPhaseG;uniform vec3 lightPower;uniform vec2 textureRatio;uniform sampler2D depthTexture;varying vec4 vWorldPos;float henyeyGreenstein(float g,float cosTheta) {float denom=1.0+g*g-2.0*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}
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  vec3 integrateDirectional(float eyeDist,vec3 viewDir,vec3 lightDir) {float phaseG=extinctionPhaseG.w;
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  #ifdef USE_EXTINCTION
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  vec3 extinction=extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3(1.0)-exp(-extinction*eyeDist))/extinction;
@@ -13,7 +13,7 @@ vec3 extinction=extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,
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  return vec3(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3(eyeDist);
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  #endif
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  }
16
- void main(void) {float depth=texelFetch(depthTexture,ivec2(gl_FragCoord.xy),0).r;vec4 worldPos=vWorldPos;if (gl_FragCoord.z>depth) {vec4 ndc=vec4((gl_FragCoord.xy/outputTextureSize)*2.0-1.0,depth*2.0-1.0,1.0);worldPos=invViewProjection*ndc;worldPos=worldPos/worldPos.w;}
16
+ void main(void) {float depth=texelFetch(depthTexture,ivec2(gl_FragCoord.xy*textureRatio),0).r;vec4 worldPos=vWorldPos;if (gl_FragCoord.z>depth) {vec4 ndc=vec4((gl_FragCoord.xy/outputTextureSize)*2.0-1.0,depth*2.0-1.0,1.0);worldPos=invViewProjection*ndc;worldPos=worldPos/worldPos.w;}
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  vec3 viewDir=worldPos.xyz-vEyePosition.xyz;float eyeDist=length(viewDir);viewDir=viewDir/eyeDist;float fSign=gl_FrontFacing ? 1.0 : -1.0;vec3 integral=integrateDirectional(eyeDist,-viewDir,lightDir);gl_FragColor=vec4(lightPower*integral*fSign,1.0);}
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  `;
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  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"volumetricLightingRenderVolume.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/volumetricLightingRenderVolume.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,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,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneFragmentDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\n\nconst name = \"volumetricLightingRenderVolumePixelShader\";\nconst shader = `#include<__decl__sceneFragment>\nuniform mat4 invViewProjection;uniform vec3 lightDir; \nuniform vec2 outputTextureSize;uniform vec4 extinctionPhaseG;uniform vec3 lightPower;uniform sampler2D depthTexture;varying vec4 vWorldPos;float henyeyGreenstein(float g,float cosTheta) {float denom=1.0+g*g-2.0*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}\nvec3 integrateDirectional(float eyeDist,vec3 viewDir,vec3 lightDir) {float phaseG=extinctionPhaseG.w;\n#ifdef USE_EXTINCTION\nvec3 extinction=extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3(1.0)-exp(-extinction*eyeDist))/extinction;\n#else\nreturn vec3(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3(eyeDist);\n#endif\n}\nvoid main(void) {float depth=texelFetch(depthTexture,ivec2(gl_FragCoord.xy),0).r;vec4 worldPos=vWorldPos;if (gl_FragCoord.z>depth) {vec4 ndc=vec4((gl_FragCoord.xy/outputTextureSize)*2.0-1.0,depth*2.0-1.0,1.0);worldPos=invViewProjection*ndc;worldPos=worldPos/worldPos.w;}\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;float eyeDist=length(viewDir);viewDir=viewDir/eyeDist;float fSign=gl_FrontFacing ? 1.0 : -1.0;vec3 integral=integrateDirectional(eyeDist,-viewDir,lightDir);gl_FragColor=vec4(lightPower*integral*fSign,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const volumetricLightingRenderVolumePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"volumetricLightingRenderVolume.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/volumetricLightingRenderVolume.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,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,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneFragmentDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\n\nconst name = \"volumetricLightingRenderVolumePixelShader\";\nconst shader = `#include<__decl__sceneFragment>\nuniform mat4 invViewProjection;uniform vec3 lightDir; \nuniform vec2 outputTextureSize;uniform vec4 extinctionPhaseG;uniform vec3 lightPower;uniform vec2 textureRatio;uniform sampler2D depthTexture;varying vec4 vWorldPos;float henyeyGreenstein(float g,float cosTheta) {float denom=1.0+g*g-2.0*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}\nvec3 integrateDirectional(float eyeDist,vec3 viewDir,vec3 lightDir) {float phaseG=extinctionPhaseG.w;\n#ifdef USE_EXTINCTION\nvec3 extinction=extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3(1.0)-exp(-extinction*eyeDist))/extinction;\n#else\nreturn vec3(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3(eyeDist);\n#endif\n}\nvoid main(void) {float depth=texelFetch(depthTexture,ivec2(gl_FragCoord.xy*textureRatio),0).r;vec4 worldPos=vWorldPos;if (gl_FragCoord.z>depth) {vec4 ndc=vec4((gl_FragCoord.xy/outputTextureSize)*2.0-1.0,depth*2.0-1.0,1.0);worldPos=invViewProjection*ndc;worldPos=worldPos/worldPos.w;}\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;float eyeDist=length(viewDir);viewDir=viewDir/eyeDist;float fSign=gl_FrontFacing ? 1.0 : -1.0;vec3 integral=integrateDirectional(eyeDist,-viewDir,lightDir);gl_FragColor=vec4(lightPower*integral*fSign,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const volumetricLightingRenderVolumePixelShader = { name, shader };\n"]}
@@ -1,15 +1,18 @@
1
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  // Do not edit.
2
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  import { ShaderStore } from "../Engines/shaderStore.js";
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  const name = "lightingVolumeComputeShader";
4
- const shader = `struct Params {invViewProjMatrix : mat4x4f,
4
+ const shader = `struct Params {invViewProjMatrix: mat4x4f,
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+ invViewMatrix: mat4x4f,
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  startVertexIndex: u32,
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  step: f32,
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- tesselation: u32,};@group(0) @binding(0) var shadowMap : texture_2d<f32>;@group(0) @binding(1) var<uniform> params : Params;@group(0) @binding(2) var<storage,read_write> positions : array<f32>;@compute @workgroup_size(8,8,1)
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- fn main(@builtin(global_invocation_id) global_id : vec3u) {let coord=global_id.xy;
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+ tesselation: u32,
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+ orthoMin: vec3f,
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+ orthoMax: vec3f,};@group(0) @binding(0) var shadowMap : texture_2d<f32>;@group(0) @binding(1) var<uniform> params : Params;@group(0) @binding(2) var<storage,read_write> positions : array<f32>;@compute @workgroup_size(8,8,1)
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+ fn updateFarPlaneVertices(@builtin(global_invocation_id) global_id : vec3u) {let coord=global_id.xy;
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  #ifdef KEEP_EDGES
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  if (any(coord>=vec2u(params.tesselation)) || any(coord<=vec2u(0))) {
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  #else
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- if (any(coord>=vec2u(params.tesselation+1))) {
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+ if (any(coord>vec2u(params.tesselation))) {
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  #endif
14
17
  return;}
15
18
  let stepY=floor(params.step*f32(coord.y));let depthCoord=vec2u(u32(floor(f32(coord.x)*params.step)),u32(stepY));var depth=textureLoad(shadowMap,depthCoord,0).r;
@@ -17,6 +20,9 @@ let stepY=floor(params.step*f32(coord.y));let depthCoord=vec2u(u32(floor(f32(coo
17
20
  if (depth==1.0) {depth=0.0;}
18
21
  #endif
19
22
  let halfTesselation=f32(params.tesselation>>1);let ndc=vec4f((f32(coord.x)-halfTesselation)/halfTesselation,(f32(coord.y)-halfTesselation)/halfTesselation,depth,1.0);var worldCoords=params.invViewProjMatrix*ndc;let idx=params.startVertexIndex+(coord.y*(params.tesselation+1)+coord.x)*3;positions[idx]=worldCoords.x/worldCoords.w;positions[idx+1]=worldCoords.y/worldCoords.w;positions[idx+2]=worldCoords.z/worldCoords.w;}
23
+ @compute @workgroup_size(32,1,1)
24
+ fn updatePlaneVertices(@builtin(global_invocation_id) global_id : vec3u) {_=shadowMap;let uindex=global_id.x;let index=f32(uindex);if (uindex>params.tesselation) {return;}
25
+ let step=(params.orthoMax.xy-params.orthoMin.xy)/vec2f(f32(params.tesselation));var vr=params.invViewMatrix*vec4f(params.orthoMax.x,params.orthoMin.y+step.y*index,params.orthoMin.z,1.0);vr=vr/vr.w;positions[uindex*3+0]=vr.x;positions[uindex*3+1]=vr.y;positions[uindex*3+2]=vr.z;var vl=params.invViewMatrix*vec4f(params.orthoMin.x,params.orthoMin.y+step.y*index,params.orthoMin.z,1.0);vl=vl/vl.w;positions[uindex*3+0+(params.tesselation+1)*3]=vl.x;positions[uindex*3+1+(params.tesselation+1)*3]=vl.y;positions[uindex*3+2+(params.tesselation+1)*3]=vl.z;var vb=params.invViewMatrix*vec4f(params.orthoMin.x+step.x*index,params.orthoMin.y,params.orthoMin.z,1.0);vb=vb/vb.w;positions[uindex*3+0+(params.tesselation+1)*6]=vb.x;positions[uindex*3+1+(params.tesselation+1)*6]=vb.y;positions[uindex*3+2+(params.tesselation+1)*6]=vb.z;var vt=params.invViewMatrix*vec4f(params.orthoMin.x+step.x*index,params.orthoMax.y,params.orthoMin.z,1.0);vt=vt/vt.w;positions[uindex*3+0+(params.tesselation+1)*9]=vt.x;positions[uindex*3+1+(params.tesselation+1)*9]=vt.y;positions[uindex*3+2+(params.tesselation+1)*9]=vt.z;}
20
26
  `;
21
27
  // Sideeffect
22
28
  if (!ShaderStore.ShadersStoreWGSL[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"lightingVolume.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lightingVolume.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lightingVolumeComputeShader\";\nconst shader = `struct Params {invViewProjMatrix : mat4x4f,\nstartVertexIndex: u32,\nstep: f32,\ntesselation: u32,};@group(0) @binding(0) var shadowMap : texture_2d<f32>;@group(0) @binding(1) var<uniform> params : Params;@group(0) @binding(2) var<storage,read_write> positions : array<f32>;@compute @workgroup_size(8,8,1)\nfn main(@builtin(global_invocation_id) global_id : vec3u) {let coord=global_id.xy;\n#ifdef KEEP_EDGES\nif (any(coord>=vec2u(params.tesselation)) || any(coord<=vec2u(0))) {\n#else\nif (any(coord>=vec2u(params.tesselation+1))) {\n#endif\nreturn;}\nlet stepY=floor(params.step*f32(coord.y));let depthCoord=vec2u(u32(floor(f32(coord.x)*params.step)),u32(stepY));var depth=textureLoad(shadowMap,depthCoord,0).r;\n#ifdef MOVE_FAR_DEPTH_TO_NEAR\nif (depth==1.0) {depth=0.0;}\n#endif\nlet halfTesselation=f32(params.tesselation>>1);let ndc=vec4f((f32(coord.x)-halfTesselation)/halfTesselation,(f32(coord.y)-halfTesselation)/halfTesselation,depth,1.0);var worldCoords=params.invViewProjMatrix*ndc;let idx=params.startVertexIndex+(coord.y*(params.tesselation+1)+coord.x)*3;positions[idx]=worldCoords.x/worldCoords.w;positions[idx+1]=worldCoords.y/worldCoords.w;positions[idx+2]=worldCoords.z/worldCoords.w;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightingVolumeComputeShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"lightingVolume.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lightingVolume.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,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,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lightingVolumeComputeShader\";\nconst shader = `struct Params {invViewProjMatrix: mat4x4f,\ninvViewMatrix: mat4x4f,\nstartVertexIndex: u32,\nstep: f32,\ntesselation: u32,\northoMin: vec3f,\northoMax: vec3f,};@group(0) @binding(0) var shadowMap : texture_2d<f32>;@group(0) @binding(1) var<uniform> params : Params;@group(0) @binding(2) var<storage,read_write> positions : array<f32>;@compute @workgroup_size(8,8,1)\nfn updateFarPlaneVertices(@builtin(global_invocation_id) global_id : vec3u) {let coord=global_id.xy;\n#ifdef KEEP_EDGES\nif (any(coord>=vec2u(params.tesselation)) || any(coord<=vec2u(0))) {\n#else\nif (any(coord>vec2u(params.tesselation))) {\n#endif\nreturn;}\nlet stepY=floor(params.step*f32(coord.y));let depthCoord=vec2u(u32(floor(f32(coord.x)*params.step)),u32(stepY));var depth=textureLoad(shadowMap,depthCoord,0).r;\n#ifdef MOVE_FAR_DEPTH_TO_NEAR\nif (depth==1.0) {depth=0.0;}\n#endif\nlet halfTesselation=f32(params.tesselation>>1);let ndc=vec4f((f32(coord.x)-halfTesselation)/halfTesselation,(f32(coord.y)-halfTesselation)/halfTesselation,depth,1.0);var worldCoords=params.invViewProjMatrix*ndc;let idx=params.startVertexIndex+(coord.y*(params.tesselation+1)+coord.x)*3;positions[idx]=worldCoords.x/worldCoords.w;positions[idx+1]=worldCoords.y/worldCoords.w;positions[idx+2]=worldCoords.z/worldCoords.w;}\n@compute @workgroup_size(32,1,1)\nfn updatePlaneVertices(@builtin(global_invocation_id) global_id : vec3u) {_=shadowMap;let uindex=global_id.x;let index=f32(uindex);if (uindex>params.tesselation) {return;}\nlet step=(params.orthoMax.xy-params.orthoMin.xy)/vec2f(f32(params.tesselation));var vr=params.invViewMatrix*vec4f(params.orthoMax.x,params.orthoMin.y+step.y*index,params.orthoMin.z,1.0);vr=vr/vr.w;positions[uindex*3+0]=vr.x;positions[uindex*3+1]=vr.y;positions[uindex*3+2]=vr.z;var vl=params.invViewMatrix*vec4f(params.orthoMin.x,params.orthoMin.y+step.y*index,params.orthoMin.z,1.0);vl=vl/vl.w;positions[uindex*3+0+(params.tesselation+1)*3]=vl.x;positions[uindex*3+1+(params.tesselation+1)*3]=vl.y;positions[uindex*3+2+(params.tesselation+1)*3]=vl.z;var vb=params.invViewMatrix*vec4f(params.orthoMin.x+step.x*index,params.orthoMin.y,params.orthoMin.z,1.0);vb=vb/vb.w;positions[uindex*3+0+(params.tesselation+1)*6]=vb.x;positions[uindex*3+1+(params.tesselation+1)*6]=vb.y;positions[uindex*3+2+(params.tesselation+1)*6]=vb.z;var vt=params.invViewMatrix*vec4f(params.orthoMin.x+step.x*index,params.orthoMax.y,params.orthoMin.z,1.0);vt=vt/vt.w;positions[uindex*3+0+(params.tesselation+1)*9]=vt.x;positions[uindex*3+1+(params.tesselation+1)*9]=vt.y;positions[uindex*3+2+(params.tesselation+1)*9]=vt.z;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightingVolumeComputeShaderWGSL = { name, shader };\n"]}
@@ -6,7 +6,7 @@ const name = "volumetricLightingRenderVolumePixelShader";
6
6
  const shader = `#include<sceneUboDeclaration>
7
7
  #include<meshUboDeclaration>
8
8
  uniform invViewProjection: mat4x4<f32>;uniform lightDir: vec3f;
9
- uniform outputTextureSize: vec2f;uniform extinctionPhaseG: vec4f;uniform lightPower: vec3f;var depthTexture: texture_2d<f32>;varying vWorldPos: vec4f;fn henyeyGreenstein(g: f32,cosTheta: f32)->f32 {let denom=1+g*g-2*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}
9
+ uniform outputTextureSize: vec2f;uniform extinctionPhaseG: vec4f;uniform lightPower: vec3f;uniform textureRatio: vec2f;var depthTexture: texture_2d<f32>;varying vWorldPos: vec4f;fn henyeyGreenstein(g: f32,cosTheta: f32)->f32 {let denom=1+g*g-2*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}
10
10
  fn integrateDirectional(eyeDist: f32,viewDir: vec3f,lightDir: vec3f)->vec3f {let phaseG=uniforms.extinctionPhaseG.w;
11
11
  #ifdef USE_EXTINCTION
12
12
  let extinction=uniforms.extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3f(1.0)-exp(-extinction*eyeDist))/extinction;
@@ -15,7 +15,7 @@ return vec3f(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3f(eyeDist);
15
15
  #endif
16
16
  }
17
17
  @fragment
18
- fn main(input: FragmentInputs)->FragmentOutputs {var depth=textureLoad(depthTexture,vec2u(fragmentInputs.position.xy),0).r;var worldPos=fragmentInputs.vWorldPos;if (fragmentInputs.position.z>depth) {let ndc=vec4f((fragmentInputs.position.xy/uniforms.outputTextureSize)*2.-1.,depth,1.0);worldPos=uniforms.invViewProjection*ndc;worldPos=worldPos/worldPos.w;}
18
+ fn main(input: FragmentInputs)->FragmentOutputs {let depth=textureLoad(depthTexture,vec2u(fragmentInputs.position.xy*uniforms.textureRatio),0).r;var worldPos=fragmentInputs.vWorldPos;if (fragmentInputs.position.z>depth) {let ndc=vec4f((fragmentInputs.position.xy/uniforms.outputTextureSize)*2.-1.,depth,1.0);worldPos=uniforms.invViewProjection*ndc;worldPos=worldPos/worldPos.w;}
19
19
  var viewDir=worldPos.xyz-scene.vEyePosition.xyz;let eyeDist=length(viewDir);viewDir=viewDir/eyeDist;let fSign=select(-1.0,1.0,fragmentInputs.frontFacing);let integral=integrateDirectional(eyeDist,-viewDir,uniforms.lightDir);fragmentOutputs.color=vec4f(uniforms.lightPower*integral*fSign,1.0);}
20
20
  `;
21
21
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"volumetricLightingRenderVolume.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/volumetricLightingRenderVolume.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAE7C,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,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,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\n\nconst name = \"volumetricLightingRenderVolumePixelShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nuniform invViewProjection: mat4x4<f32>;uniform lightDir: vec3f; \nuniform outputTextureSize: vec2f;uniform extinctionPhaseG: vec4f;uniform lightPower: vec3f;var depthTexture: texture_2d<f32>;varying vWorldPos: vec4f;fn henyeyGreenstein(g: f32,cosTheta: f32)->f32 {let denom=1+g*g-2*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}\nfn integrateDirectional(eyeDist: f32,viewDir: vec3f,lightDir: vec3f)->vec3f {let phaseG=uniforms.extinctionPhaseG.w;\n#ifdef USE_EXTINCTION\nlet extinction=uniforms.extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3f(1.0)-exp(-extinction*eyeDist))/extinction;\n#else\nreturn vec3f(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3f(eyeDist);\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var depth=textureLoad(depthTexture,vec2u(fragmentInputs.position.xy),0).r;var worldPos=fragmentInputs.vWorldPos;if (fragmentInputs.position.z>depth) {let ndc=vec4f((fragmentInputs.position.xy/uniforms.outputTextureSize)*2.-1.,depth,1.0);worldPos=uniforms.invViewProjection*ndc;worldPos=worldPos/worldPos.w;}\nvar viewDir=worldPos.xyz-scene.vEyePosition.xyz;let eyeDist=length(viewDir);viewDir=viewDir/eyeDist;let fSign=select(-1.0,1.0,fragmentInputs.frontFacing);let integral=integrateDirectional(eyeDist,-viewDir,uniforms.lightDir);fragmentOutputs.color=vec4f(uniforms.lightPower*integral*fSign,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const volumetricLightingRenderVolumePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"volumetricLightingRenderVolume.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/volumetricLightingRenderVolume.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAE7C,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,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,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\n\nconst name = \"volumetricLightingRenderVolumePixelShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nuniform invViewProjection: mat4x4<f32>;uniform lightDir: vec3f; \nuniform outputTextureSize: vec2f;uniform extinctionPhaseG: vec4f;uniform lightPower: vec3f;uniform textureRatio: vec2f;var depthTexture: texture_2d<f32>;varying vWorldPos: vec4f;fn henyeyGreenstein(g: f32,cosTheta: f32)->f32 {let denom=1+g*g-2*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}\nfn integrateDirectional(eyeDist: f32,viewDir: vec3f,lightDir: vec3f)->vec3f {let phaseG=uniforms.extinctionPhaseG.w;\n#ifdef USE_EXTINCTION\nlet extinction=uniforms.extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3f(1.0)-exp(-extinction*eyeDist))/extinction;\n#else\nreturn vec3f(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3f(eyeDist);\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let depth=textureLoad(depthTexture,vec2u(fragmentInputs.position.xy*uniforms.textureRatio),0).r;var worldPos=fragmentInputs.vWorldPos;if (fragmentInputs.position.z>depth) {let ndc=vec4f((fragmentInputs.position.xy/uniforms.outputTextureSize)*2.-1.,depth,1.0);worldPos=uniforms.invViewProjection*ndc;worldPos=worldPos/worldPos.w;}\nvar viewDir=worldPos.xyz-scene.vEyePosition.xyz;let eyeDist=length(viewDir);viewDir=viewDir/eyeDist;let fSign=select(-1.0,1.0,fragmentInputs.frontFacing);let integral=integrateDirectional(eyeDist,-viewDir,uniforms.lightDir);fragmentOutputs.color=vec4f(uniforms.lightPower*integral*fSign,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const volumetricLightingRenderVolumePixelShaderWGSL = { name, shader };\n"]}
@@ -20,6 +20,7 @@ export declare class AlphaState {
20
20
  constructor(_supportBlendParametersPerTarget: boolean);
21
21
  get isDirty(): boolean;
22
22
  get alphaBlend(): boolean;
23
+ set alphaBlend(value: boolean);
23
24
  setAlphaBlend(value: boolean, targetIndex?: number): void;
24
25
  setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
25
26
  setAlphaBlendFunctionParameters(srcRGBFactor: number, dstRGBFactor: number, srcAlphaFactor: number, dstAlphaFactor: number, targetIndex?: number): void;
@@ -26,6 +26,9 @@ export class AlphaState {
26
26
  get alphaBlend() {
27
27
  return this._numTargetEnabled > 0;
28
28
  }
29
+ set alphaBlend(value) {
30
+ this.setAlphaBlend(value);
31
+ }
29
32
  setAlphaBlend(value, targetIndex = 0) {
30
33
  if (this._alphaBlend[targetIndex] === value) {
31
34
  return;
@@ -1 +1 @@
1
- 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{ Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class AlphaState {\r\n public _blendFunctionParameters = new Array<Nullable<number>>(4 * 8);\r\n public _blendEquationParameters = new Array<Nullable<number>>(2 * 8);\r\n public _blendConstants = new Array<Nullable<number>>(4);\r\n public _isBlendConstantsDirty = false;\r\n\r\n public _alphaBlend = Array(8).fill(false);\r\n public _numTargetEnabled = 0;\r\n\r\n private _isAlphaBlendDirty = false;\r\n private _isBlendFunctionParametersDirty = false;\r\n private _isBlendEquationParametersDirty = false;\r\n\r\n /**\r\n * Initializes the state.\r\n * @param _supportBlendParametersPerTarget - Whether blend parameters per target is supported\r\n */\r\n public constructor(private _supportBlendParametersPerTarget: boolean) {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty || this._isBlendEquationParametersDirty;\r\n }\r\n\r\n public get alphaBlend(): boolean {\r\n return this._numTargetEnabled > 0;\r\n }\r\n\r\n public setAlphaBlend(value: boolean, targetIndex: number = 0): void {\r\n if (this._alphaBlend[targetIndex] === value) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._numTargetEnabled++;\r\n } else {\r\n this._numTargetEnabled--;\r\n }\r\n\r\n this._alphaBlend[targetIndex] = value;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n public setAlphaBlendConstants(r: number, g: number, b: number, a: number): void {\r\n if (this._blendConstants[0] === r && this._blendConstants[1] === g && this._blendConstants[2] === b && this._blendConstants[3] === a) {\r\n return;\r\n }\r\n\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n\r\n this._isBlendConstantsDirty = true;\r\n }\r\n\r\n public setAlphaBlendFunctionParameters(srcRGBFactor: number, dstRGBFactor: number, srcAlphaFactor: number, dstAlphaFactor: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 4;\r\n\r\n if (\r\n this._blendFunctionParameters[offset + 0] === srcRGBFactor &&\r\n this._blendFunctionParameters[offset + 1] === dstRGBFactor &&\r\n this._blendFunctionParameters[offset + 2] === srcAlphaFactor &&\r\n this._blendFunctionParameters[offset + 3] === dstAlphaFactor\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendFunctionParameters[offset + 0] = srcRGBFactor;\r\n this._blendFunctionParameters[offset + 1] = dstRGBFactor;\r\n this._blendFunctionParameters[offset + 2] = srcAlphaFactor;\r\n this._blendFunctionParameters[offset + 3] = dstAlphaFactor;\r\n\r\n this._isBlendFunctionParametersDirty = true;\r\n }\r\n\r\n public setAlphaEquationParameters(rgbEquation: number, alphaEquation: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 2;\r\n\r\n if (this._blendEquationParameters[offset + 0] === rgbEquation && this._blendEquationParameters[offset + 1] === alphaEquation) {\r\n return;\r\n }\r\n\r\n this._blendEquationParameters[offset + 0] = rgbEquation;\r\n this._blendEquationParameters[offset + 1] = alphaEquation;\r\n\r\n this._isBlendEquationParametersDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._alphaBlend.fill(false);\r\n this._numTargetEnabled = 0;\r\n this._blendFunctionParameters.fill(null);\r\n this._blendEquationParameters.fill(null);\r\n\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext, numTargets: number = 1): void {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(<number>this._blendConstants[0], <number>this._blendConstants[1], <number>this._blendConstants[2], <number>this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n if (numTargets === 1 || !this._supportBlendParametersPerTarget) {\r\n // Single target or no support for per-target parameters\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend[0]) {\r\n gl.enable(gl.BLEND);\r\n } else {\r\n gl.disable(gl.BLEND);\r\n }\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(\r\n <number>this._blendFunctionParameters[0],\r\n <number>this._blendFunctionParameters[1],\r\n <number>this._blendFunctionParameters[2],\r\n <number>this._blendFunctionParameters[3]\r\n );\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(<number>this._blendEquationParameters[0], <number>this._blendEquationParameters[1]);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n return;\r\n }\r\n\r\n // Multi-target\r\n const gl2 = gl as WebGL2RenderingContext;\r\n\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const index = i < this._numTargetEnabled ? i : 0;\r\n if (this._alphaBlend[index]) {\r\n gl2.enableIndexed(gl.BLEND, i);\r\n } else {\r\n gl2.disableIndexed(gl.BLEND, i);\r\n }\r\n }\r\n\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 4 : 0;\r\n gl2.blendFuncSeparateIndexed(\r\n i,\r\n <number>this._blendFunctionParameters[offset + 0],\r\n <number>this._blendFunctionParameters[offset + 1],\r\n <number>this._blendFunctionParameters[offset + 2],\r\n <number>this._blendFunctionParameters[offset + 3]\r\n );\r\n }\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 2 : 0;\r\n gl2.blendEquationSeparateIndexed(i, <number>this._blendEquationParameters[offset + 0], <number>this._blendEquationParameters[offset + 1]);\r\n }\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n }\r\n\r\n public setAlphaMode(mode: number, targetIndex: number) {\r\n let equation = Constants.GL_ALPHA_EQUATION_ADD;\r\n\r\n switch (mode) {\r\n case Constants.ALPHA_DISABLE:\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_COMBINE:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ADD:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_SUBTRACT:\r\n this.setAlphaBlendFunctionParameters(0, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_SUBTRACT;\r\n break;\r\n case Constants.ALPHA_MULTIPLY:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_COLOR, 0, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_MAXIMIZED:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_INTERPOLATE:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SCREENMODE:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ALPHATOCOLOR:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_ALPHA, 1, 0, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_REVERSEONEMINUS:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEZERO:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_EXCLUSION:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_LAYER_ACCUMULATE:\r\n // Same as ALPHA_COMBINE but accumulates (1 - alpha) values in the alpha channel for a later readout in order independant transparency\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_SRC_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n 1,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_MIN:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MIN;\r\n break;\r\n case Constants.ALPHA_MAX:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MAX;\r\n break;\r\n case Constants.ALPHA_DUAL_SRC0_ADD_SRC1xDST:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_SRC1_COLOR, 0, 1, targetIndex);\r\n break;\r\n }\r\n\r\n this.setAlphaEquationParameters(equation, equation, targetIndex);\r\n }\r\n}\r\n"]}
1
+ 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{ Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class AlphaState {\r\n public _blendFunctionParameters = new Array<Nullable<number>>(4 * 8);\r\n public _blendEquationParameters = new Array<Nullable<number>>(2 * 8);\r\n public _blendConstants = new Array<Nullable<number>>(4);\r\n public _isBlendConstantsDirty = false;\r\n\r\n public _alphaBlend = Array(8).fill(false);\r\n public _numTargetEnabled = 0;\r\n\r\n private _isAlphaBlendDirty = false;\r\n private _isBlendFunctionParametersDirty = false;\r\n private _isBlendEquationParametersDirty = false;\r\n\r\n /**\r\n * Initializes the state.\r\n * @param _supportBlendParametersPerTarget - Whether blend parameters per target is supported\r\n */\r\n public constructor(private _supportBlendParametersPerTarget: boolean) {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty || this._isBlendEquationParametersDirty;\r\n }\r\n\r\n public get alphaBlend(): boolean {\r\n return this._numTargetEnabled > 0;\r\n }\r\n\r\n public set alphaBlend(value: boolean) {\r\n this.setAlphaBlend(value);\r\n }\r\n\r\n public setAlphaBlend(value: boolean, targetIndex: number = 0): void {\r\n if (this._alphaBlend[targetIndex] === value) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._numTargetEnabled++;\r\n } else {\r\n this._numTargetEnabled--;\r\n }\r\n\r\n this._alphaBlend[targetIndex] = value;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n public setAlphaBlendConstants(r: number, g: number, b: number, a: number): void {\r\n if (this._blendConstants[0] === r && this._blendConstants[1] === g && this._blendConstants[2] === b && this._blendConstants[3] === a) {\r\n return;\r\n }\r\n\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n\r\n this._isBlendConstantsDirty = true;\r\n }\r\n\r\n public setAlphaBlendFunctionParameters(srcRGBFactor: number, dstRGBFactor: number, srcAlphaFactor: number, dstAlphaFactor: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 4;\r\n\r\n if (\r\n this._blendFunctionParameters[offset + 0] === srcRGBFactor &&\r\n this._blendFunctionParameters[offset + 1] === dstRGBFactor &&\r\n this._blendFunctionParameters[offset + 2] === srcAlphaFactor &&\r\n this._blendFunctionParameters[offset + 3] === dstAlphaFactor\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendFunctionParameters[offset + 0] = srcRGBFactor;\r\n this._blendFunctionParameters[offset + 1] = dstRGBFactor;\r\n this._blendFunctionParameters[offset + 2] = srcAlphaFactor;\r\n this._blendFunctionParameters[offset + 3] = dstAlphaFactor;\r\n\r\n this._isBlendFunctionParametersDirty = true;\r\n }\r\n\r\n public setAlphaEquationParameters(rgbEquation: number, alphaEquation: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 2;\r\n\r\n if (this._blendEquationParameters[offset + 0] === rgbEquation && this._blendEquationParameters[offset + 1] === alphaEquation) {\r\n return;\r\n }\r\n\r\n this._blendEquationParameters[offset + 0] = rgbEquation;\r\n this._blendEquationParameters[offset + 1] = alphaEquation;\r\n\r\n this._isBlendEquationParametersDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._alphaBlend.fill(false);\r\n this._numTargetEnabled = 0;\r\n this._blendFunctionParameters.fill(null);\r\n this._blendEquationParameters.fill(null);\r\n\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext, numTargets: number = 1): void {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(<number>this._blendConstants[0], <number>this._blendConstants[1], <number>this._blendConstants[2], <number>this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n if (numTargets === 1 || !this._supportBlendParametersPerTarget) {\r\n // Single target or no support for per-target parameters\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend[0]) {\r\n gl.enable(gl.BLEND);\r\n } else {\r\n gl.disable(gl.BLEND);\r\n }\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(\r\n <number>this._blendFunctionParameters[0],\r\n <number>this._blendFunctionParameters[1],\r\n <number>this._blendFunctionParameters[2],\r\n <number>this._blendFunctionParameters[3]\r\n );\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(<number>this._blendEquationParameters[0], <number>this._blendEquationParameters[1]);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n return;\r\n }\r\n\r\n // Multi-target\r\n const gl2 = gl as WebGL2RenderingContext;\r\n\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const index = i < this._numTargetEnabled ? i : 0;\r\n if (this._alphaBlend[index]) {\r\n gl2.enableIndexed(gl.BLEND, i);\r\n } else {\r\n gl2.disableIndexed(gl.BLEND, i);\r\n }\r\n }\r\n\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 4 : 0;\r\n gl2.blendFuncSeparateIndexed(\r\n i,\r\n <number>this._blendFunctionParameters[offset + 0],\r\n <number>this._blendFunctionParameters[offset + 1],\r\n <number>this._blendFunctionParameters[offset + 2],\r\n <number>this._blendFunctionParameters[offset + 3]\r\n );\r\n }\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 2 : 0;\r\n gl2.blendEquationSeparateIndexed(i, <number>this._blendEquationParameters[offset + 0], <number>this._blendEquationParameters[offset + 1]);\r\n }\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n }\r\n\r\n public setAlphaMode(mode: number, targetIndex: number) {\r\n let equation = Constants.GL_ALPHA_EQUATION_ADD;\r\n\r\n switch (mode) {\r\n case Constants.ALPHA_DISABLE:\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_COMBINE:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ADD:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_SUBTRACT:\r\n this.setAlphaBlendFunctionParameters(0, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_SUBTRACT;\r\n break;\r\n case Constants.ALPHA_MULTIPLY:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_COLOR, 0, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_MAXIMIZED:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_INTERPOLATE:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SCREENMODE:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ALPHATOCOLOR:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_ALPHA, 1, 0, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_REVERSEONEMINUS:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEZERO:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_EXCLUSION:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_LAYER_ACCUMULATE:\r\n // Same as ALPHA_COMBINE but accumulates (1 - alpha) values in the alpha channel for a later readout in order independant transparency\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_SRC_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n 1,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_MIN:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MIN;\r\n break;\r\n case Constants.ALPHA_MAX:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MAX;\r\n break;\r\n case Constants.ALPHA_DUAL_SRC0_ADD_SRC1xDST:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_SRC1_COLOR, 0, 1, targetIndex);\r\n break;\r\n }\r\n\r\n this.setAlphaEquationParameters(equation, equation, targetIndex);\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "8.40.0",
3
+ "version": "8.40.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",