@babylonjs/core 8.51.2 → 8.52.1

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Files changed (70) hide show
  1. package/Animations/animatorAvatar.d.ts +31 -16
  2. package/Animations/animatorAvatar.js +138 -86
  3. package/Animations/animatorAvatar.js.map +1 -1
  4. package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -0
  5. package/Behaviors/Meshes/pointerDragBehavior.js +4 -0
  6. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  7. package/Engines/Extensions/engine.multiview.d.ts +2 -0
  8. package/Engines/Extensions/engine.multiview.js +7 -3
  9. package/Engines/Extensions/engine.multiview.js.map +1 -1
  10. package/Engines/abstractEngine.js +2 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Gizmos/axisDragGizmo.d.ts +1 -1
  13. package/Gizmos/axisDragGizmo.js +13 -5
  14. package/Gizmos/axisDragGizmo.js.map +1 -1
  15. package/Gizmos/gizmo.js +8 -2
  16. package/Gizmos/gizmo.js.map +1 -1
  17. package/Gizmos/planeDragGizmo.js +10 -3
  18. package/Gizmos/planeDragGizmo.js.map +1 -1
  19. package/Gizmos/planeRotationGizmo.js +10 -0
  20. package/Gizmos/planeRotationGizmo.js.map +1 -1
  21. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  22. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  23. package/Lights/Shadows/shadowGenerator.js +2 -3
  24. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  25. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +1 -1
  26. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +3 -1
  27. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  28. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +10 -4
  29. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  30. package/Materials/Textures/mirrorTexture.js +1 -1
  31. package/Materials/Textures/mirrorTexture.js.map +1 -1
  32. package/Materials/Textures/texture.js +15 -4
  33. package/Materials/Textures/texture.js.map +1 -1
  34. package/Materials/effect.functions.js +29 -21
  35. package/Materials/effect.functions.js.map +1 -1
  36. package/Meshes/instancedMesh.js +1 -0
  37. package/Meshes/instancedMesh.js.map +1 -1
  38. package/Meshes/mesh.d.ts +5 -0
  39. package/Meshes/mesh.js +39 -16
  40. package/Meshes/mesh.js.map +1 -1
  41. package/Meshes/thinInstanceMesh.d.ts +7 -3
  42. package/Meshes/thinInstanceMesh.js +15 -3
  43. package/Meshes/thinInstanceMesh.js.map +1 -1
  44. package/Particles/EmitterTypes/coneParticleEmitter.js +3 -3
  45. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  46. package/Particles/EmitterTypes/sphereParticleEmitter.js +2 -2
  47. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  48. package/Particles/Node/nodeParticleSystemSet.helper.js +9 -4
  49. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  50. package/Probes/reflectionProbe.js +9 -6
  51. package/Probes/reflectionProbe.js.map +1 -1
  52. package/Rendering/objectRenderer.d.ts +3 -1
  53. package/Rendering/objectRenderer.js +28 -8
  54. package/Rendering/objectRenderer.js.map +1 -1
  55. package/Rendering/reflectiveShadowMap.js +1 -1
  56. package/Rendering/reflectiveShadowMap.js.map +1 -1
  57. package/Rendering/thinDepthPeelingRenderer.js +8 -0
  58. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  59. package/Shaders/gpuUpdateParticles.vertex.js +1 -1
  60. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  61. package/ShadersWGSL/ShadersInclude/depthPrePass.js +4 -1
  62. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  63. package/ShadersWGSL/default.fragment.js +1 -1
  64. package/ShadersWGSL/default.fragment.js.map +1 -1
  65. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  66. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  67. package/package.json +1 -1
  68. package/scene.d.ts +16 -0
  69. package/scene.js +7 -14
  70. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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* Reflective Shadow Maps were first described in http://www.klayge.org/material/3_12/GI/rsm.pdf by Carsten Dachsbacher and Marc Stamminger\r\n * The ReflectiveShadowMap class only implements the position / normal / flux texture generation part.\r\n * For the global illumination effect, see the GIRSMManager class.\r\n */\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { MultiRenderTarget } from \"core/Materials/Textures/multiRenderTarget\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Matrix, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { WebGPURenderTargetWrapper } from \"core/Engines/WebGPU/webgpuRenderTargetWrapper\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { SpotLight } from \"core/Lights/spotLight\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to generate the RSM (Reflective Shadow Map) textures for a given light.\r\n * The textures are: position (in world space), normal (in world space) and flux (light intensity)\r\n */\r\nexport class ReflectiveShadowMap {\r\n private _scene: Scene;\r\n private _light: DirectionalLight | SpotLight;\r\n private _lightTransformMatrix: Matrix = Matrix.Identity();\r\n private _mrt: MultiRenderTarget;\r\n private _textureDimensions: { width: number; height: number };\r\n private _regularMatToMatWithPlugin: Map<Material, Material>;\r\n private _counters: Array<{ name: string; value: number }>;\r\n\r\n private _enable = false;\r\n\r\n /**\r\n * Enables or disables the RSM generation.\r\n */\r\n public get enable() {\r\n return this._enable;\r\n }\r\n\r\n public set enable(value: boolean) {\r\n if (this._enable === value) {\r\n return;\r\n }\r\n\r\n this._enable = value;\r\n this._customRenderTarget(value);\r\n }\r\n\r\n /**\r\n * Gets the position texture generated by the RSM process.\r\n */\r\n public get positionWorldTexture() {\r\n return this._mrt.textures[0];\r\n }\r\n\r\n /**\r\n * Gets the normal texture generated by the RSM process.\r\n */\r\n public get normalWorldTexture() {\r\n return this._mrt.textures[1];\r\n }\r\n\r\n /**\r\n * Gets the flux texture generated by the RSM process.\r\n */\r\n public get fluxTexture() {\r\n return this._mrt.textures[2];\r\n }\r\n\r\n /**\r\n * Gets the render list used to generate the RSM textures.\r\n */\r\n public get renderList() {\r\n return this._mrt.renderList;\r\n }\r\n\r\n /**\r\n * Gets the light used to generate the RSM textures.\r\n */\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the light parameters should be recomputed even if the light parameters (position, direction) did not change.\r\n * You should not set this value to true, except for debugging purpose (if you want to see changes from the inspector, for eg).\r\n * Instead, you should call updateLightParameters() explicitely at the right time (once the light parameters changed).\r\n */\r\n public forceUpdateLightParameters = false;\r\n\r\n /**\r\n * Creates a new RSM for the given light.\r\n * @param scene The scene\r\n * @param light The light to use to generate the RSM textures\r\n * @param textureDimensions The dimensions of the textures to generate. Default: \\{ width: 512, height: 512 \\}\r\n */\r\n constructor(scene: Scene, light: DirectionalLight | SpotLight, textureDimensions = { width: 512, height: 512 }) {\r\n this._scene = scene;\r\n this._light = light;\r\n this._textureDimensions = textureDimensions;\r\n this._regularMatToMatWithPlugin = new Map();\r\n this._counters = [{ name: \"RSM Generation \" + light.name, value: 0 }];\r\n\r\n this._createMultiRenderTarget();\r\n this._recomputeLightTransformationMatrix();\r\n\r\n this.enable = true;\r\n }\r\n\r\n /**\r\n * Sets the dimensions of the textures to generate.\r\n * @param dimensions The dimensions of the textures to generate.\r\n */\r\n public setTextureDimensions(dimensions: { width: number; height: number }) {\r\n const renderList = this._mrt.renderList;\r\n\r\n this._textureDimensions = dimensions;\r\n this._disposeMultiRenderTarget();\r\n this._createMultiRenderTarget();\r\n\r\n if (renderList) {\r\n for (const mesh of renderList) {\r\n this._addMeshToMRT(mesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds the given mesh to the render list used to generate the RSM textures.\r\n * @param mesh The mesh to add to the render list used to generate the RSM textures. If not provided, all scene meshes will be added to the render list.\r\n */\r\n public addMesh(mesh?: AbstractMesh) {\r\n if (mesh) {\r\n this._addMeshToMRT(mesh);\r\n } else {\r\n for (const mesh of this._scene.meshes) {\r\n this._addMeshToMRT(mesh);\r\n }\r\n }\r\n this._recomputeLightTransformationMatrix();\r\n }\r\n\r\n /**\r\n * Recomputes the light transformation matrix. Call this method if you manually changed the light position / direction / etc. and you want to update the RSM textures accordingly.\r\n * You should also call this method if you add/remove meshes to/from the render list.\r\n */\r\n public updateLightParameters() {\r\n this._recomputeLightTransformationMatrix();\r\n }\r\n\r\n /**\r\n * Gets the light transformation matrix used to generate the RSM textures.\r\n */\r\n public get lightTransformationMatrix() {\r\n if (this.forceUpdateLightParameters) {\r\n this.updateLightParameters();\r\n }\r\n return this._lightTransformMatrix;\r\n }\r\n\r\n /**\r\n * Gets the GPU time spent to generate the RSM textures.\r\n */\r\n public get countersGPU(): Array<{ name: string; value: number }> {\r\n return this._counters;\r\n }\r\n\r\n /**\r\n * Disposes the RSM.\r\n */\r\n public dispose() {\r\n this._disposeMultiRenderTarget();\r\n }\r\n\r\n protected _createMultiRenderTarget() {\r\n const name = this._light.name;\r\n\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n const fluxTextureType = caps.rg11b10ufColorRenderable ? Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV : Constants.TEXTURETYPE_HALF_FLOAT;\r\n const fluxTextureFormat = caps.rg11b10ufColorRenderable ? Constants.TEXTUREFORMAT_RGB : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n this._mrt = new MultiRenderTarget(\r\n \"RSMmrt_\" + name,\r\n this._textureDimensions,\r\n 3, // number of RTT - position / normal / flux\r\n this._scene,\r\n {\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT, Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV, fluxTextureType],\r\n samplingModes: [Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURE_BILINEAR_SAMPLINGMODE],\r\n generateMipMaps: false,\r\n targetTypes: [Constants.TEXTURE_2D, Constants.TEXTURE_2D, Constants.TEXTURE_2D],\r\n formats: [Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA, fluxTextureFormat],\r\n },\r\n [\"RSMPosition_\" + name, \"RSMNormal_\" + name, \"RSMFlux_\" + name]\r\n );\r\n\r\n this._mrt.renderList = [];\r\n this._mrt.clearColor = new Color4(0, 0, 0, 1);\r\n this._mrt.noPrePassRenderer = true;\r\n\r\n let sceneUBO: UniformBuffer;\r\n let currentSceneUBO: UniformBuffer;\r\n\r\n const useUBO = this._scene.getEngine().supportsUniformBuffers;\r\n\r\n if (useUBO) {\r\n sceneUBO = this._scene.createSceneUniformBuffer(`Scene for RSM (light \"${name}\")`);\r\n }\r\n\r\n let shadowEnabled: boolean;\r\n\r\n this._mrt.onBeforeBindObservable.add(() => {\r\n currentSceneUBO = this._scene.getSceneUniformBuffer();\r\n shadowEnabled = this._light.shadowEnabled;\r\n this._light.shadowEnabled = false; // we render from the light point of view, so we won't have any shadow anyway!\r\n });\r\n\r\n this._mrt.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (sceneUBO) {\r\n this._scene.setSceneUniformBuffer(sceneUBO);\r\n }\r\n const viewMatrix = this._light.getViewMatrix(faceIndex);\r\n const projectionMatrix = this._light.getProjectionMatrix(viewMatrix || undefined, this._mrt.renderList || undefined);\r\n if (viewMatrix && projectionMatrix) {\r\n this._scene.setTransformMatrix(viewMatrix, projectionMatrix);\r\n }\r\n if (useUBO) {\r\n this._scene.getSceneUniformBuffer().unbindEffect();\r\n this._scene.finalizeSceneUbo();\r\n }\r\n });\r\n\r\n this._mrt.onAfterUnbindObservable.add(() => {\r\n if (sceneUBO) {\r\n this._scene.setSceneUniformBuffer(currentSceneUBO);\r\n }\r\n this._scene.updateTransformMatrix(); // restore the view/projection matrices of the active camera\r\n this._light.shadowEnabled = shadowEnabled;\r\n this._counters[0].value = (this._mrt.renderTarget as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n });\r\n\r\n this._customRenderTarget(true);\r\n }\r\n\r\n protected _customRenderTarget(add: boolean) {\r\n const idx = this._scene.customRenderTargets.indexOf(this._mrt);\r\n if (add) {\r\n if (idx === -1) {\r\n this._scene.customRenderTargets.push(this._mrt);\r\n }\r\n } else if (idx !== -1) {\r\n this._scene.customRenderTargets.splice(idx, 1);\r\n }\r\n }\r\n\r\n protected _recomputeLightTransformationMatrix() {\r\n const viewMatrix = this._light.getViewMatrix();\r\n const projectionMatrix = this._light.getProjectionMatrix(viewMatrix || undefined, this._mrt.renderList || undefined);\r\n if (viewMatrix && projectionMatrix) {\r\n viewMatrix.multiplyToRef(projectionMatrix, this._lightTransformMatrix);\r\n }\r\n }\r\n\r\n protected _addMeshToMRT(mesh: AbstractMesh) {\r\n this._mrt.renderList?.push(mesh);\r\n\r\n const material = mesh.material;\r\n if (mesh.getTotalVertices() === 0 || !material) {\r\n return;\r\n }\r\n\r\n let rsmMaterial = this._regularMatToMatWithPlugin.get(material);\r\n if (!rsmMaterial) {\r\n rsmMaterial = material.clone(\"RSMCreate_\" + material.name) || undefined;\r\n if (rsmMaterial) {\r\n // Disable the prepass renderer for this material\r\n Object.defineProperty(rsmMaterial, \"canRenderToMRT\", {\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n (rsmMaterial as any).disableLighting = true;\r\n\r\n const rsmCreatePlugin = new RSMCreatePluginMaterial(rsmMaterial);\r\n\r\n rsmCreatePlugin.isEnabled = true;\r\n rsmCreatePlugin.light = this._light;\r\n\r\n this._regularMatToMatWithPlugin.set(material, rsmMaterial);\r\n }\r\n }\r\n\r\n this._mrt.setMaterialForRendering(mesh, rsmMaterial);\r\n }\r\n\r\n protected _disposeMultiRenderTarget() {\r\n this._customRenderTarget(false);\r\n this._mrt.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nclass MaterialRSMCreateDefines extends MaterialDefines {\r\n public RSMCREATE = false;\r\n public RSMCREATE_PROJTEXTURE = false;\r\n public RSMCREATE_LIGHT_IS_SPOT = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the creation of the RSM textures\r\n */\r\nexport class RSMCreatePluginMaterial extends MaterialPluginBase {\r\n private _varAlbedoName: string;\r\n private _lightColor = new Color3();\r\n private _hasProjectionTexture = false;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"RSMCreate\";\r\n\r\n /**\r\n * Defines the light that should be used to generate the RSM textures.\r\n */\r\n @serialize()\r\n public light: DirectionalLight | SpotLight;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a give shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Create a new RSMCreatePluginMaterial\r\n * @param material Parent material of the plugin\r\n */\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial) {\r\n super(material, RSMCreatePluginMaterial.Name, 300, new MaterialRSMCreateDefines());\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n\r\n this._varAlbedoName = material instanceof PBRBaseMaterial ? \"surfaceAlbedo\" : \"baseColor.rgb\";\r\n }\r\n\r\n public override prepareDefines(defines: MaterialRSMCreateDefines) {\r\n defines.RSMCREATE = this._isEnabled;\r\n\r\n this._hasProjectionTexture = false;\r\n\r\n const isSpot = this.light.getTypeID() === Light.LIGHTTYPEID_SPOTLIGHT;\r\n if (isSpot) {\r\n const spot = this.light as SpotLight;\r\n this._hasProjectionTexture = spot.projectionTexture ? spot.projectionTexture.isReady() : false;\r\n }\r\n\r\n defines.RSMCREATE_PROJTEXTURE = this._hasProjectionTexture;\r\n defines.RSMCREATE_LIGHT_IS_SPOT = isSpot;\r\n defines.SCENE_MRT_COUNT = 3;\r\n }\r\n\r\n public override getClassName() {\r\n return \"RSMCreatePluginMaterial\";\r\n }\r\n\r\n public override getUniforms() {\r\n return {\r\n ubo: [\r\n { name: \"rsmTextureProjectionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"rsmSpotInfo\", size: 4, type: \"vec4\" },\r\n { name: \"rsmLightColor\", size: 3, type: \"vec3\" },\r\n { name: \"rsmLightPosition\", size: 3, type: \"vec3\" },\r\n ],\r\n fragment: `#ifdef RSMCREATE\r\n uniform mat4 rsmTextureProjectionMatrix;\r\n uniform vec4 rsmSpotInfo;\r\n uniform vec3 rsmLightColor;\r\n uniform vec3 rsmLightPosition;\r\n #endif`,\r\n };\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"rsmTextureProjectionSampler\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n this.light.diffuse.scaleToRef(this.light.getScaledIntensity(), this._lightColor);\r\n uniformBuffer.updateColor3(\"rsmLightColor\", this._lightColor);\r\n\r\n if (this.light.getTypeID() === Light.LIGHTTYPEID_SPOTLIGHT) {\r\n const spot = this.light as SpotLight;\r\n\r\n if (this._hasProjectionTexture) {\r\n uniformBuffer.updateMatrix(\"rsmTextureProjectionMatrix\", spot.projectionTextureMatrix);\r\n uniformBuffer.setTexture(\"rsmTextureProjectionSampler\", spot.projectionTexture);\r\n }\r\n\r\n const normalizeDirection = TmpVectors.Vector3[0];\r\n\r\n if (spot.computeTransformedInformation()) {\r\n uniformBuffer.updateFloat3(\"rsmLightPosition\", this.light.transformedPosition.x, this.light.transformedPosition.y, this.light.transformedPosition.z);\r\n spot.transformedDirection.normalizeToRef(normalizeDirection);\r\n } else {\r\n uniformBuffer.updateFloat3(\"rsmLightPosition\", this.light.position.x, this.light.position.y, this.light.position.z);\r\n spot.direction.normalizeToRef(normalizeDirection);\r\n }\r\n\r\n uniformBuffer.updateFloat4(\"rsmSpotInfo\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(spot.angle * 0.5));\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return null;\r\n }\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RSMCREATE\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n var rsmTextureProjectionSamplerSampler: sampler;\r\n var rsmTextureProjectionSampler: texture_2d<f32>;\r\n #endif\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n #ifdef RSMCREATE\r\n var rsmColor = ${this._varAlbedoName} * uniforms.rsmLightColor;\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n {\r\n var strq = uniforms.rsmTextureProjectionMatrix * vec4f(fragmentInputs.vPositionW, 1.0);\r\n strq /= strq.w;\r\n rsmColor *= textureSample(rsmTextureProjectionSampler, rsmTextureProjectionSamplerSampler, strq.xy).rgb;\r\n }\r\n #endif\r\n #ifdef RSMCREATE_LIGHT_IS_SPOT\r\n {\r\n var cosAngle = max(0., dot(uniforms.rsmSpotInfo.xyz, normalize(fragmentInputs.vPositionW - uniforms.rsmLightPosition)));\r\n rsmColor = sign(cosAngle - uniforms.rsmSpotInfo.w) * rsmColor;\r\n }\r\n #endif\r\n\r\n #define MRT_AND_COLOR\r\n fragmentOutputs.fragData0 = vec4f(fragmentInputs.vPositionW, 1.);\r\n fragmentOutputs.fragData1 = vec4f(normalize(normalW) * 0.5 + 0.5, 1.);\r\n fragmentOutputs.fragData2 = vec4f(rsmColor, 1.);\r\n #endif\r\n `,\r\n };\r\n }\r\n\r\n return {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEGIN: `\r\n #ifdef RSMCREATE\r\n #extension GL_EXT_draw_buffers : require\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RSMCREATE\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n uniform highp sampler2D rsmTextureProjectionSampler; \r\n #endif\r\n layout(location = 0) out highp vec4 glFragData[3];\r\n vec4 glFragColor;\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n #ifdef RSMCREATE\r\n vec3 rsmColor = ${this._varAlbedoName} * rsmLightColor;\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n {\r\n vec4 strq = rsmTextureProjectionMatrix * vec4(vPositionW, 1.0);\r\n strq /= strq.w;\r\n rsmColor *= texture2D(rsmTextureProjectionSampler, strq.xy).rgb;\r\n }\r\n #endif\r\n #ifdef RSMCREATE_LIGHT_IS_SPOT\r\n {\r\n float cosAngle = max(0., dot(rsmSpotInfo.xyz, normalize(vPositionW - rsmLightPosition)));\r\n rsmColor = sign(cosAngle - rsmSpotInfo.w) * rsmColor;\r\n }\r\n #endif\r\n glFragData[0] = vec4(vPositionW, 1.);\r\n glFragData[1] = vec4(normalize(normalW) * 0.5 + 0.5, 1.);\r\n glFragData[2] = vec4(rsmColor, 1.);\r\n #endif\r\n `,\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.RSMCreatePluginMaterial`, RSMCreatePluginMaterial);\r\n"]}
1
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* Reflective Shadow Maps were first described in http://www.klayge.org/material/3_12/GI/rsm.pdf by Carsten Dachsbacher and Marc Stamminger\r\n * The ReflectiveShadowMap class only implements the position / normal / flux texture generation part.\r\n * For the global illumination effect, see the GIRSMManager class.\r\n */\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { MultiRenderTarget } from \"core/Materials/Textures/multiRenderTarget\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Matrix, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { WebGPURenderTargetWrapper } from \"core/Engines/WebGPU/webgpuRenderTargetWrapper\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { SpotLight } from \"core/Lights/spotLight\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to generate the RSM (Reflective Shadow Map) textures for a given light.\r\n * The textures are: position (in world space), normal (in world space) and flux (light intensity)\r\n */\r\nexport class ReflectiveShadowMap {\r\n private _scene: Scene;\r\n private _light: DirectionalLight | SpotLight;\r\n private _lightTransformMatrix: Matrix = Matrix.Identity();\r\n private _mrt: MultiRenderTarget;\r\n private _textureDimensions: { width: number; height: number };\r\n private _regularMatToMatWithPlugin: Map<Material, Material>;\r\n private _counters: Array<{ name: string; value: number }>;\r\n\r\n private _enable = false;\r\n\r\n /**\r\n * Enables or disables the RSM generation.\r\n */\r\n public get enable() {\r\n return this._enable;\r\n }\r\n\r\n public set enable(value: boolean) {\r\n if (this._enable === value) {\r\n return;\r\n }\r\n\r\n this._enable = value;\r\n this._customRenderTarget(value);\r\n }\r\n\r\n /**\r\n * Gets the position texture generated by the RSM process.\r\n */\r\n public get positionWorldTexture() {\r\n return this._mrt.textures[0];\r\n }\r\n\r\n /**\r\n * Gets the normal texture generated by the RSM process.\r\n */\r\n public get normalWorldTexture() {\r\n return this._mrt.textures[1];\r\n }\r\n\r\n /**\r\n * Gets the flux texture generated by the RSM process.\r\n */\r\n public get fluxTexture() {\r\n return this._mrt.textures[2];\r\n }\r\n\r\n /**\r\n * Gets the render list used to generate the RSM textures.\r\n */\r\n public get renderList() {\r\n return this._mrt.renderList;\r\n }\r\n\r\n /**\r\n * Gets the light used to generate the RSM textures.\r\n */\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the light parameters should be recomputed even if the light parameters (position, direction) did not change.\r\n * You should not set this value to true, except for debugging purpose (if you want to see changes from the inspector, for eg).\r\n * Instead, you should call updateLightParameters() explicitely at the right time (once the light parameters changed).\r\n */\r\n public forceUpdateLightParameters = false;\r\n\r\n /**\r\n * Creates a new RSM for the given light.\r\n * @param scene The scene\r\n * @param light The light to use to generate the RSM textures\r\n * @param textureDimensions The dimensions of the textures to generate. Default: \\{ width: 512, height: 512 \\}\r\n */\r\n constructor(scene: Scene, light: DirectionalLight | SpotLight, textureDimensions = { width: 512, height: 512 }) {\r\n this._scene = scene;\r\n this._light = light;\r\n this._textureDimensions = textureDimensions;\r\n this._regularMatToMatWithPlugin = new Map();\r\n this._counters = [{ name: \"RSM Generation \" + light.name, value: 0 }];\r\n\r\n this._createMultiRenderTarget();\r\n this._recomputeLightTransformationMatrix();\r\n\r\n this.enable = true;\r\n }\r\n\r\n /**\r\n * Sets the dimensions of the textures to generate.\r\n * @param dimensions The dimensions of the textures to generate.\r\n */\r\n public setTextureDimensions(dimensions: { width: number; height: number }) {\r\n const renderList = this._mrt.renderList;\r\n\r\n this._textureDimensions = dimensions;\r\n this._disposeMultiRenderTarget();\r\n this._createMultiRenderTarget();\r\n\r\n if (renderList) {\r\n for (const mesh of renderList) {\r\n this._addMeshToMRT(mesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds the given mesh to the render list used to generate the RSM textures.\r\n * @param mesh The mesh to add to the render list used to generate the RSM textures. If not provided, all scene meshes will be added to the render list.\r\n */\r\n public addMesh(mesh?: AbstractMesh) {\r\n if (mesh) {\r\n this._addMeshToMRT(mesh);\r\n } else {\r\n for (const mesh of this._scene.meshes) {\r\n this._addMeshToMRT(mesh);\r\n }\r\n }\r\n this._recomputeLightTransformationMatrix();\r\n }\r\n\r\n /**\r\n * Recomputes the light transformation matrix. Call this method if you manually changed the light position / direction / etc. and you want to update the RSM textures accordingly.\r\n * You should also call this method if you add/remove meshes to/from the render list.\r\n */\r\n public updateLightParameters() {\r\n this._recomputeLightTransformationMatrix();\r\n }\r\n\r\n /**\r\n * Gets the light transformation matrix used to generate the RSM textures.\r\n */\r\n public get lightTransformationMatrix() {\r\n if (this.forceUpdateLightParameters) {\r\n this.updateLightParameters();\r\n }\r\n return this._lightTransformMatrix;\r\n }\r\n\r\n /**\r\n * Gets the GPU time spent to generate the RSM textures.\r\n */\r\n public get countersGPU(): Array<{ name: string; value: number }> {\r\n return this._counters;\r\n }\r\n\r\n /**\r\n * Disposes the RSM.\r\n */\r\n public dispose() {\r\n this._disposeMultiRenderTarget();\r\n }\r\n\r\n protected _createMultiRenderTarget() {\r\n const name = this._light.name;\r\n\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n const fluxTextureType = caps.rg11b10ufColorRenderable ? Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV : Constants.TEXTURETYPE_HALF_FLOAT;\r\n const fluxTextureFormat = caps.rg11b10ufColorRenderable ? Constants.TEXTUREFORMAT_RGB : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n this._mrt = new MultiRenderTarget(\r\n \"RSMmrt_\" + name,\r\n this._textureDimensions,\r\n 3, // number of RTT - position / normal / flux\r\n this._scene,\r\n {\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT, Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV, fluxTextureType],\r\n samplingModes: [Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURE_BILINEAR_SAMPLINGMODE],\r\n generateMipMaps: false,\r\n targetTypes: [Constants.TEXTURE_2D, Constants.TEXTURE_2D, Constants.TEXTURE_2D],\r\n formats: [Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA, fluxTextureFormat],\r\n },\r\n [\"RSMPosition_\" + name, \"RSMNormal_\" + name, \"RSMFlux_\" + name]\r\n );\r\n\r\n this._mrt.renderList = [];\r\n this._mrt.clearColor = new Color4(0, 0, 0, 1);\r\n this._mrt.noPrePassRenderer = true;\r\n\r\n let sceneUBO: UniformBuffer;\r\n let currentSceneUBO: UniformBuffer;\r\n\r\n const useUBO = this._scene.getEngine().supportsUniformBuffers;\r\n\r\n if (useUBO) {\r\n sceneUBO = this._scene.createSceneUniformBuffer(`Scene for RSM (light \"${name}\")`, { forceMono: true });\r\n }\r\n\r\n let shadowEnabled: boolean;\r\n\r\n this._mrt.onBeforeBindObservable.add(() => {\r\n currentSceneUBO = this._scene.getSceneUniformBuffer();\r\n shadowEnabled = this._light.shadowEnabled;\r\n this._light.shadowEnabled = false; // we render from the light point of view, so we won't have any shadow anyway!\r\n });\r\n\r\n this._mrt.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (sceneUBO) {\r\n this._scene.setSceneUniformBuffer(sceneUBO);\r\n }\r\n const viewMatrix = this._light.getViewMatrix(faceIndex);\r\n const projectionMatrix = this._light.getProjectionMatrix(viewMatrix || undefined, this._mrt.renderList || undefined);\r\n if (viewMatrix && projectionMatrix) {\r\n this._scene.setTransformMatrix(viewMatrix, projectionMatrix);\r\n }\r\n if (useUBO) {\r\n this._scene.getSceneUniformBuffer().unbindEffect();\r\n this._scene.finalizeSceneUbo();\r\n }\r\n });\r\n\r\n this._mrt.onAfterUnbindObservable.add(() => {\r\n if (sceneUBO) {\r\n this._scene.setSceneUniformBuffer(currentSceneUBO);\r\n }\r\n this._scene.updateTransformMatrix(); // restore the view/projection matrices of the active camera\r\n this._light.shadowEnabled = shadowEnabled;\r\n this._counters[0].value = (this._mrt.renderTarget as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n });\r\n\r\n this._customRenderTarget(true);\r\n }\r\n\r\n protected _customRenderTarget(add: boolean) {\r\n const idx = this._scene.customRenderTargets.indexOf(this._mrt);\r\n if (add) {\r\n if (idx === -1) {\r\n this._scene.customRenderTargets.push(this._mrt);\r\n }\r\n } else if (idx !== -1) {\r\n this._scene.customRenderTargets.splice(idx, 1);\r\n }\r\n }\r\n\r\n protected _recomputeLightTransformationMatrix() {\r\n const viewMatrix = this._light.getViewMatrix();\r\n const projectionMatrix = this._light.getProjectionMatrix(viewMatrix || undefined, this._mrt.renderList || undefined);\r\n if (viewMatrix && projectionMatrix) {\r\n viewMatrix.multiplyToRef(projectionMatrix, this._lightTransformMatrix);\r\n }\r\n }\r\n\r\n protected _addMeshToMRT(mesh: AbstractMesh) {\r\n this._mrt.renderList?.push(mesh);\r\n\r\n const material = mesh.material;\r\n if (mesh.getTotalVertices() === 0 || !material) {\r\n return;\r\n }\r\n\r\n let rsmMaterial = this._regularMatToMatWithPlugin.get(material);\r\n if (!rsmMaterial) {\r\n rsmMaterial = material.clone(\"RSMCreate_\" + material.name) || undefined;\r\n if (rsmMaterial) {\r\n // Disable the prepass renderer for this material\r\n Object.defineProperty(rsmMaterial, \"canRenderToMRT\", {\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n (rsmMaterial as any).disableLighting = true;\r\n\r\n const rsmCreatePlugin = new RSMCreatePluginMaterial(rsmMaterial);\r\n\r\n rsmCreatePlugin.isEnabled = true;\r\n rsmCreatePlugin.light = this._light;\r\n\r\n this._regularMatToMatWithPlugin.set(material, rsmMaterial);\r\n }\r\n }\r\n\r\n this._mrt.setMaterialForRendering(mesh, rsmMaterial);\r\n }\r\n\r\n protected _disposeMultiRenderTarget() {\r\n this._customRenderTarget(false);\r\n this._mrt.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nclass MaterialRSMCreateDefines extends MaterialDefines {\r\n public RSMCREATE = false;\r\n public RSMCREATE_PROJTEXTURE = false;\r\n public RSMCREATE_LIGHT_IS_SPOT = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the creation of the RSM textures\r\n */\r\nexport class RSMCreatePluginMaterial extends MaterialPluginBase {\r\n private _varAlbedoName: string;\r\n private _lightColor = new Color3();\r\n private _hasProjectionTexture = false;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"RSMCreate\";\r\n\r\n /**\r\n * Defines the light that should be used to generate the RSM textures.\r\n */\r\n @serialize()\r\n public light: DirectionalLight | SpotLight;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a give shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Create a new RSMCreatePluginMaterial\r\n * @param material Parent material of the plugin\r\n */\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial) {\r\n super(material, RSMCreatePluginMaterial.Name, 300, new MaterialRSMCreateDefines());\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n\r\n this._varAlbedoName = material instanceof PBRBaseMaterial ? \"surfaceAlbedo\" : \"baseColor.rgb\";\r\n }\r\n\r\n public override prepareDefines(defines: MaterialRSMCreateDefines) {\r\n defines.RSMCREATE = this._isEnabled;\r\n\r\n this._hasProjectionTexture = false;\r\n\r\n const isSpot = this.light.getTypeID() === Light.LIGHTTYPEID_SPOTLIGHT;\r\n if (isSpot) {\r\n const spot = this.light as SpotLight;\r\n this._hasProjectionTexture = spot.projectionTexture ? spot.projectionTexture.isReady() : false;\r\n }\r\n\r\n defines.RSMCREATE_PROJTEXTURE = this._hasProjectionTexture;\r\n defines.RSMCREATE_LIGHT_IS_SPOT = isSpot;\r\n defines.SCENE_MRT_COUNT = 3;\r\n }\r\n\r\n public override getClassName() {\r\n return \"RSMCreatePluginMaterial\";\r\n }\r\n\r\n public override getUniforms() {\r\n return {\r\n ubo: [\r\n { name: \"rsmTextureProjectionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"rsmSpotInfo\", size: 4, type: \"vec4\" },\r\n { name: \"rsmLightColor\", size: 3, type: \"vec3\" },\r\n { name: \"rsmLightPosition\", size: 3, type: \"vec3\" },\r\n ],\r\n fragment: `#ifdef RSMCREATE\r\n uniform mat4 rsmTextureProjectionMatrix;\r\n uniform vec4 rsmSpotInfo;\r\n uniform vec3 rsmLightColor;\r\n uniform vec3 rsmLightPosition;\r\n #endif`,\r\n };\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"rsmTextureProjectionSampler\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n this.light.diffuse.scaleToRef(this.light.getScaledIntensity(), this._lightColor);\r\n uniformBuffer.updateColor3(\"rsmLightColor\", this._lightColor);\r\n\r\n if (this.light.getTypeID() === Light.LIGHTTYPEID_SPOTLIGHT) {\r\n const spot = this.light as SpotLight;\r\n\r\n if (this._hasProjectionTexture) {\r\n uniformBuffer.updateMatrix(\"rsmTextureProjectionMatrix\", spot.projectionTextureMatrix);\r\n uniformBuffer.setTexture(\"rsmTextureProjectionSampler\", spot.projectionTexture);\r\n }\r\n\r\n const normalizeDirection = TmpVectors.Vector3[0];\r\n\r\n if (spot.computeTransformedInformation()) {\r\n uniformBuffer.updateFloat3(\"rsmLightPosition\", this.light.transformedPosition.x, this.light.transformedPosition.y, this.light.transformedPosition.z);\r\n spot.transformedDirection.normalizeToRef(normalizeDirection);\r\n } else {\r\n uniformBuffer.updateFloat3(\"rsmLightPosition\", this.light.position.x, this.light.position.y, this.light.position.z);\r\n spot.direction.normalizeToRef(normalizeDirection);\r\n }\r\n\r\n uniformBuffer.updateFloat4(\"rsmSpotInfo\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(spot.angle * 0.5));\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return null;\r\n }\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RSMCREATE\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n var rsmTextureProjectionSamplerSampler: sampler;\r\n var rsmTextureProjectionSampler: texture_2d<f32>;\r\n #endif\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n #ifdef RSMCREATE\r\n var rsmColor = ${this._varAlbedoName} * uniforms.rsmLightColor;\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n {\r\n var strq = uniforms.rsmTextureProjectionMatrix * vec4f(fragmentInputs.vPositionW, 1.0);\r\n strq /= strq.w;\r\n rsmColor *= textureSample(rsmTextureProjectionSampler, rsmTextureProjectionSamplerSampler, strq.xy).rgb;\r\n }\r\n #endif\r\n #ifdef RSMCREATE_LIGHT_IS_SPOT\r\n {\r\n var cosAngle = max(0., dot(uniforms.rsmSpotInfo.xyz, normalize(fragmentInputs.vPositionW - uniforms.rsmLightPosition)));\r\n rsmColor = sign(cosAngle - uniforms.rsmSpotInfo.w) * rsmColor;\r\n }\r\n #endif\r\n\r\n #define MRT_AND_COLOR\r\n fragmentOutputs.fragData0 = vec4f(fragmentInputs.vPositionW, 1.);\r\n fragmentOutputs.fragData1 = vec4f(normalize(normalW) * 0.5 + 0.5, 1.);\r\n fragmentOutputs.fragData2 = vec4f(rsmColor, 1.);\r\n #endif\r\n `,\r\n };\r\n }\r\n\r\n return {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEGIN: `\r\n #ifdef RSMCREATE\r\n #extension GL_EXT_draw_buffers : require\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RSMCREATE\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n uniform highp sampler2D rsmTextureProjectionSampler; \r\n #endif\r\n layout(location = 0) out highp vec4 glFragData[3];\r\n vec4 glFragColor;\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n #ifdef RSMCREATE\r\n vec3 rsmColor = ${this._varAlbedoName} * rsmLightColor;\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n {\r\n vec4 strq = rsmTextureProjectionMatrix * vec4(vPositionW, 1.0);\r\n strq /= strq.w;\r\n rsmColor *= texture2D(rsmTextureProjectionSampler, strq.xy).rgb;\r\n }\r\n #endif\r\n #ifdef RSMCREATE_LIGHT_IS_SPOT\r\n {\r\n float cosAngle = max(0., dot(rsmSpotInfo.xyz, normalize(vPositionW - rsmLightPosition)));\r\n rsmColor = sign(cosAngle - rsmSpotInfo.w) * rsmColor;\r\n }\r\n #endif\r\n glFragData[0] = vec4(vPositionW, 1.);\r\n glFragData[1] = vec4(normalize(normalW) * 0.5 + 0.5, 1.);\r\n glFragData[2] = vec4(rsmColor, 1.);\r\n #endif\r\n `,\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.RSMCreatePluginMaterial`, RSMCreatePluginMaterial);\r\n"]}
@@ -138,6 +138,14 @@ export class ThinDepthPeelingRenderer {
138
138
  }
139
139
  return { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() };
140
140
  }
141
+ // TODO : support multiview for WebXR stereo rendering.
142
+ // Currently, the MRTs created here are mono (2D textures), so depth peeling only produces correct
143
+ // order-independent transparency for one view. In XR with OVR_multiview2, transparent objects that
144
+ // partially overlap other transparent objects may render incorrectly in one or both eyes — fragments
145
+ // behind a transparent surface can disappear or flicker depending on camera angle.
146
+ // To fix this, the MultiRenderTargets should use 2-layer texture arrays when the active XR session
147
+ // uses multiview, and the peeling shaders (oitBackBlend, oitFinal) should be updated to read/write
148
+ // via gl_ViewID_OVR so both eyes are peeled in a single pass.
141
149
  _createTextures() {
142
150
  const size = this._getTextureSize();
143
151
  // 2 for ping pong
@@ -1 +1 @@
1
- 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinDepthPeelingRenderer {\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _depthMrts: MultiRenderTarget[] = [];\r\n protected _thinTextures: ThinTexture[] = [];\r\n protected _colorMrts: MultiRenderTarget[] = [];\r\n protected _blendBackMrt: MultiRenderTarget;\r\n\r\n protected _blendBackEffectWrapper: EffectWrapper;\r\n protected _blendBackEffectWrapperPingPong: EffectWrapper;\r\n protected _finalEffectWrapper: EffectWrapper;\r\n protected _effectRenderer: EffectRenderer;\r\n\r\n protected _currentPingPongState: number = 0;\r\n\r\n protected _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n protected _layoutCache: number[][] = [];\r\n protected _renderPassIds: number[];\r\n protected _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedMeshes: number[] = [];\r\n\r\n protected static _DEPTH_CLEAR_VALUE = -99999.0;\r\n protected static _MIN_DEPTH = 0;\r\n protected static _MAX_DEPTH = 1;\r\n\r\n protected _colorCache = [\r\n new Color4(ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-ThinDepthPeelingRenderer._MIN_DEPTH, ThinDepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n protected _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n protected _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _blendOutput: Nullable<RenderTargetWrapper>;\r\n /**\r\n * Sets the render target wrapper we will blend the transparent objects onto\r\n */\r\n public get blendOutput(): Nullable<RenderTargetWrapper> {\r\n return this._blendOutput;\r\n }\r\n\r\n public set blendOutput(blendOutput: Nullable<RenderTargetWrapper>) {\r\n this._blendOutput = blendOutput;\r\n this._disposeTextures();\r\n if (blendOutput) {\r\n this._createTextures();\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._createEffects(\"oitFinalSimpleBlend\", [\"uFrontColor\"]);\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n protected _getTextureSize(): { width: number; height: number } {\r\n if (this._blendOutput) {\r\n return {\r\n width: this._blendOutput.width,\r\n height: this._blendOutput.height,\r\n };\r\n }\r\n return { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() };\r\n }\r\n\r\n protected _createTextures() {\r\n const size = this._getTextureSize();\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n if (this._blendOutput) {\r\n this._blendBackMrt.setInternalTexture(this._blendOutput.texture!, 0);\r\n }\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n\r\n if (this._blendOutput) {\r\n this._blendOutput.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n }\r\n\r\n protected _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._depthMrts.length; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n protected _createEffects(finalEffectFragmentShaderName: string, finalEffectSamplerNames: string[]) {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: finalEffectFragmentShaderName,\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: finalEffectSamplerNames,\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitFinalSimpleBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitFinalSimpleBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param _prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(_prePassRenderer: PrePassRenderer) {}\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n protected _finalCompose(writeId: number) {\r\n this._engine.bindFramebuffer(this._blendOutput!);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_PREMULTIPLIED);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return this._blendBackEffectWrapper.effect.isReady() && this._blendBackEffectWrapperPingPong.effect.isReady() && this._finalEffectWrapper.effect.isReady();\r\n }\r\n\r\n protected _beforeRender() {}\r\n\r\n protected _afterRender() {}\r\n\r\n protected _noTransparentMeshes() {}\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._noTransparentMeshes();\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n this._beforeRender();\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper.drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n this._afterRender();\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
1
+ 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinDepthPeelingRenderer {\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _depthMrts: MultiRenderTarget[] = [];\r\n protected _thinTextures: ThinTexture[] = [];\r\n protected _colorMrts: MultiRenderTarget[] = [];\r\n protected _blendBackMrt: MultiRenderTarget;\r\n\r\n protected _blendBackEffectWrapper: EffectWrapper;\r\n protected _blendBackEffectWrapperPingPong: EffectWrapper;\r\n protected _finalEffectWrapper: EffectWrapper;\r\n protected _effectRenderer: EffectRenderer;\r\n\r\n protected _currentPingPongState: number = 0;\r\n\r\n protected _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n protected _layoutCache: number[][] = [];\r\n protected _renderPassIds: number[];\r\n protected _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedMeshes: number[] = [];\r\n\r\n protected static _DEPTH_CLEAR_VALUE = -99999.0;\r\n protected static _MIN_DEPTH = 0;\r\n protected static _MAX_DEPTH = 1;\r\n\r\n protected _colorCache = [\r\n new Color4(ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-ThinDepthPeelingRenderer._MIN_DEPTH, ThinDepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n protected _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n protected _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _blendOutput: Nullable<RenderTargetWrapper>;\r\n /**\r\n * Sets the render target wrapper we will blend the transparent objects onto\r\n */\r\n public get blendOutput(): Nullable<RenderTargetWrapper> {\r\n return this._blendOutput;\r\n }\r\n\r\n public set blendOutput(blendOutput: Nullable<RenderTargetWrapper>) {\r\n this._blendOutput = blendOutput;\r\n this._disposeTextures();\r\n if (blendOutput) {\r\n this._createTextures();\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._createEffects(\"oitFinalSimpleBlend\", [\"uFrontColor\"]);\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n protected _getTextureSize(): { width: number; height: number } {\r\n if (this._blendOutput) {\r\n return {\r\n width: this._blendOutput.width,\r\n height: this._blendOutput.height,\r\n };\r\n }\r\n return { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() };\r\n }\r\n\r\n // TODO : support multiview for WebXR stereo rendering.\r\n // Currently, the MRTs created here are mono (2D textures), so depth peeling only produces correct\r\n // order-independent transparency for one view. In XR with OVR_multiview2, transparent objects that\r\n // partially overlap other transparent objects may render incorrectly in one or both eyes — fragments\r\n // behind a transparent surface can disappear or flicker depending on camera angle.\r\n // To fix this, the MultiRenderTargets should use 2-layer texture arrays when the active XR session\r\n // uses multiview, and the peeling shaders (oitBackBlend, oitFinal) should be updated to read/write\r\n // via gl_ViewID_OVR so both eyes are peeled in a single pass.\r\n protected _createTextures() {\r\n const size = this._getTextureSize();\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n if (this._blendOutput) {\r\n this._blendBackMrt.setInternalTexture(this._blendOutput.texture!, 0);\r\n }\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n\r\n if (this._blendOutput) {\r\n this._blendOutput.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n }\r\n\r\n protected _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._depthMrts.length; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n protected _createEffects(finalEffectFragmentShaderName: string, finalEffectSamplerNames: string[]) {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: finalEffectFragmentShaderName,\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: finalEffectSamplerNames,\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitFinalSimpleBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitFinalSimpleBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param _prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(_prePassRenderer: PrePassRenderer) {}\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n protected _finalCompose(writeId: number) {\r\n this._engine.bindFramebuffer(this._blendOutput!);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_PREMULTIPLIED);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return this._blendBackEffectWrapper.effect.isReady() && this._blendBackEffectWrapperPingPong.effect.isReady() && this._finalEffectWrapper.effect.isReady();\r\n }\r\n\r\n protected _beforeRender() {}\r\n\r\n protected _afterRender() {}\r\n\r\n protected _noTransparentMeshes() {}\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._noTransparentMeshes();\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n this._beforeRender();\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper.drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n this._afterRender();\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
@@ -148,7 +148,7 @@ vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float ph
148
148
  #elif defined(SPHEREEMITTER)
149
149
  vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);
150
150
  #ifdef DIRECTEDSPHEREEMITTER
151
- newDirection=normalize(direction1+(direction2-direction1)*randoms3);
151
+ newDirection=direction1+(direction2-direction1)*randoms3;
152
152
  #else
153
153
  newDirection=normalize(newPosition+directionRandomizer*randoms3);
154
154
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwQZ,CAAC;AACJ,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,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;uniform float timeDelta;uniform float stopFactor;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;\n#ifdef FLOWMAP\nuniform mat4 flowMapProjection;uniform float flowMapStrength;uniform sampler2D flowMapSampler;\n#endif\n#ifndef COLORGRADIENTS\nuniform vec4 color1;uniform vec4 color2;\n#endif\nuniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;uniform float radiusRange;uniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;uniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;uniform float height;uniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;uniform float coneAngle;uniform vec2 height;\n#ifdef DIRECTEDCONEEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;in float life;in vec4 seed;in vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;in vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;uniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}\nvec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}\nvoid main() {float newAge=age+timeDelta; \nif (newAge>=life && stopFactor != 0.) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;outAge=newAge-life;outSeed=seed;\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(direction1+(direction2-direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;h=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); \nvec3 randoms3=getRandomVec3(seed.z);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nif (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {newDirection=normalize(newPosition+directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;outInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;outSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;outSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef FLOWMAP\nvec4 clipSpace=(flowMapProjection*vec4(position,1.));vec3 ndcSpace=clipSpace.xyz/clipSpace.w;vec2 flowMapUV=ndcSpace.xy*0.5+0.5;vec4 flowMapValue=texture(flowMapSampler,flowMapUV);vec3 flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;outAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}\nelse {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwQZ,CAAC;AACJ,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,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;uniform float timeDelta;uniform float stopFactor;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;\n#ifdef FLOWMAP\nuniform mat4 flowMapProjection;uniform float flowMapStrength;uniform sampler2D flowMapSampler;\n#endif\n#ifndef COLORGRADIENTS\nuniform vec4 color1;uniform vec4 color2;\n#endif\nuniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;uniform float radiusRange;uniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;uniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;uniform float height;uniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;uniform float coneAngle;uniform vec2 height;\n#ifdef DIRECTEDCONEEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;in float life;in vec4 seed;in vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;in vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;uniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}\nvec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}\nvoid main() {float newAge=age+timeDelta; \nif (newAge>=life && stopFactor != 0.) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;outAge=newAge-life;outSeed=seed;\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;h=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); \nvec3 randoms3=getRandomVec3(seed.z);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nif (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {newDirection=normalize(newPosition+directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;outInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;outSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;outSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef FLOWMAP\nvec4 clipSpace=(flowMapProjection*vec4(position,1.));vec3 ndcSpace=clipSpace.xyz/clipSpace.w;vec2 flowMapUV=ndcSpace.xy*0.5+0.5;vec4 flowMapValue=texture(flowMapSampler,flowMapUV);vec3 flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;outAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}\nelse {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
@@ -2,7 +2,10 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "depthPrePass";
4
4
  const shader = `#ifdef DEPTHPREPASS
5
- fragmentOutputs.color= vec4f(0.,0.,0.,1.0);return fragmentOutputs;
5
+ #if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
6
+ fragmentOutputs.color= vec4f(0.,0.,0.,1.0);
7
+ #endif
8
+ return fragmentOutputs;
6
9
  #endif
7
10
  `;
8
11
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"depthPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/depthPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,cAAc,CAAC;AAC5B,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"depthPrePass\";\nconst shader = `#ifdef DEPTHPREPASS\nfragmentOutputs.color= vec4f(0.,0.,0.,1.0);return fragmentOutputs;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const depthPrePassWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"depthPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/depthPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,cAAc,CAAC;AAC5B,MAAM,MAAM,GAAG;;;;;;CAMd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"depthPrePass\";\nconst shader = `#ifdef DEPTHPREPASS\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color= vec4f(0.,0.,0.,1.0);\n#endif\nreturn fragmentOutputs;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const depthPrePassWGSL = { name, shader };\n"]}
@@ -276,7 +276,7 @@ var finalSpecular: vec3f= vec3f(0.0);
276
276
  alpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);
277
277
  #endif
278
278
  #ifdef EMISSIVEASILLUMINATION
279
- var color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);
279
+ var color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);
280
280
  #else
281
281
  var color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
282
282
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"default.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/default.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AACvC,OAAO,gCAAgC,CAAC;AACxC,OAAO,+BAA+B,CAAC;AACvC,OAAO,gCAAgC,CAAC;AACxC,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Wd,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\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvar specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]=vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.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[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\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#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvar specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]=vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.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[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\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#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n"]}