@babylonjs/core 8.49.3 → 8.49.5

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@@ -19,7 +19,7 @@ const shader = `#include<sceneUboDeclaration>
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  #include<logDepthDeclaration>
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  attribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;
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  #if IS_COMPOUND
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- uniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;
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+ uniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;uniform partVisibility: array<f32,MAX_PART_COUNT>;
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  #endif
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  var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;
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  #if SH_DEGREE>0
@@ -49,6 +49,9 @@ let worldRot: mat3x3f= mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2]
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  #else
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  vertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);
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  #endif
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+ #if IS_COMPOUND
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+ vertexOutputs.vColor.w*=uniforms.partVisibility[splat.partIndex];
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+ #endif
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  vertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);
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  #include<clipPlaneVertex>
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  #include<fogVertex>
@@ -1 +1 @@
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- {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Cd,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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;\n#if IS_COMPOUND\nuniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;\n#endif\nvar covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#if SH_DEGREE>0\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2\nvar shTexture2: texture_2d<u32>;\n#endif\n#if IS_COMPOUND\nvar partIndicesTexture: texture_2d<f32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nlet splatWorld: mat4x4f=getPartWorld(splat.partIndex);\n#else\nlet splatWorld: mat4x4f=mesh.world;\n#endif\nlet worldPos: vec4f=splatWorld*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);\n#endif\nvertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
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+ {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;\n#if IS_COMPOUND\nuniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;uniform partVisibility: array<f32,MAX_PART_COUNT>;\n#endif\nvar covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#if SH_DEGREE>0\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2\nvar shTexture2: texture_2d<u32>;\n#endif\n#if IS_COMPOUND\nvar partIndicesTexture: texture_2d<f32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nlet splatWorld: mat4x4f=getPartWorld(splat.partIndex);\n#else\nlet splatWorld: mat4x4f=mesh.world;\n#endif\nlet worldPos: vec4f=splatWorld*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);\n#endif\n#if IS_COMPOUND\nvertexOutputs.vColor.w*=uniforms.partVisibility[splat.partIndex];\n#endif\nvertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@babylonjs/core",
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- "version": "8.49.3",
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+ "version": "8.49.5",
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  "main": "index.js",
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  "module": "index.js",
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  "types": "index.d.ts",