@babylonjs/core 8.53.0 → 8.54.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatorAvatar.d.ts +5 -2
- package/Animations/animatorAvatar.js +40 -27
- package/Animations/animatorAvatar.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.d.ts +1 -2
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -2
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +0 -4
- package/Cameras/Inputs/geospatialCameraPointersInput.js +1 -5
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/cameraMovement.d.ts +1 -4
- package/Cameras/cameraMovement.js +1 -4
- package/Cameras/cameraMovement.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +22 -4
- package/Cameras/geospatialCamera.js +27 -9
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +3 -3
- package/Cameras/geospatialCameraMovement.js +18 -18
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.js +35 -13
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +0 -2
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/nullEngine.js +0 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +0 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinNativeEngine.js +0 -1
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +9 -4
- package/Engines/thinWebGPUEngine.js +32 -32
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -0
- package/Engines/webgpuEngine.js +24 -165
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js +0 -3
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -3
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -29
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +3 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphContext.js +1 -1
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +0 -2
- package/FrameGraph/frameGraphTask.js +15 -17
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +2 -2
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +1 -1
- package/Gizmos/cameraGizmo.js +1 -1
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +4 -4
- package/Gizmos/gizmo.js +5 -5
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -2
- package/Gizmos/gizmoManager.js +1 -1
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +2 -2
- package/Gizmos/planeRotationGizmo.js +2 -3
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +1 -1
- package/Gizmos/positionGizmo.js +2 -2
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +1 -1
- package/Gizmos/rotationGizmo.js +3 -3
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +1 -1
- package/Gizmos/scaleGizmo.js +1 -1
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +44 -14
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +12 -3
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +33 -8
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +0 -4
- package/Materials/uniformBuffer.js +0 -8
- package/Materials/uniformBuffer.js.map +1 -1
- package/Materials/vertexPullingHelper.functions.d.ts +4 -0
- package/Materials/vertexPullingHelper.functions.js +4 -2
- package/Materials/vertexPullingHelper.functions.js.map +1 -1
- package/Maths/index.d.ts +2 -0
- package/Maths/index.js +2 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.geospatial.d.ts +12 -0
- package/Maths/math.geospatial.functions.d.ts +19 -0
- package/Maths/math.geospatial.functions.js +27 -0
- package/Maths/math.geospatial.functions.js.map +1 -0
- package/Maths/math.geospatial.js +2 -0
- package/Maths/math.geospatial.js.map +1 -0
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +4 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -0
- package/Meshes/mesh.js +20 -3
- package/Meshes/mesh.js.map +1 -1
- package/Navigation/INavigationEngine.d.ts +2 -2
- package/Navigation/INavigationEngine.js.map +1 -1
- package/Navigation/Plugins/recastJSPlugin.d.ts +2 -2
- package/Navigation/Plugins/recastJSPlugin.js +14 -5
- package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
- package/Physics/castingResult.d.ts +4 -1
- package/Physics/castingResult.js +1 -1
- package/Physics/castingResult.js.map +1 -1
- package/Physics/joinedPhysicsEngineComponent.js +1 -1
- package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
- package/Physics/physicsHelper.d.ts +8 -8
- package/Physics/physicsHelper.js +7 -7
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/shapeCastResult.d.ts +4 -0
- package/Physics/shapeCastResult.js +7 -0
- package/Physics/shapeCastResult.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +51 -4
- package/Physics/v2/IPhysicsEnginePlugin.js +12 -12
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/characterController.js.map +1 -1
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsConstraint.d.ts +1 -1
- package/Physics/v2/physicsConstraint.js +1 -1
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/Physics/v2/physicsEngine.d.ts +0 -5
- package/Physics/v2/physicsEngine.js +0 -5
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/Physics/v2/physicsEngineComponent.d.ts +1 -1
- package/Physics/v2/physicsEngineComponent.js.map +1 -1
- package/Physics/v2/physicsMaterial.d.ts +6 -0
- package/Physics/v2/physicsMaterial.js +2 -2
- package/Physics/v2/physicsMaterial.js.map +1 -1
- package/Physics/v2/ragdoll.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +4 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +1 -0
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/objectRenderer.js +8 -4
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +1 -1
- package/Rendering/renderingGroup.js +1 -1
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.d.ts +1 -1
- package/Rendering/renderingManager.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/iblVoxelGrid.fragment.js +4 -1
- package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/ShadersWGSL/background.vertex.js +8 -8
- package/ShadersWGSL/background.vertex.js.map +1 -1
- package/ShadersWGSL/boundingBoxRenderer.vertex.js +2 -2
- package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
- package/ShadersWGSL/clearQuad.vertex.js +1 -1
- package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
- package/ShadersWGSL/color.vertex.js +1 -1
- package/ShadersWGSL/color.vertex.js.map +1 -1
- package/ShadersWGSL/depth.vertex.js +3 -3
- package/ShadersWGSL/depth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +2 -2
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +2 -2
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +2 -2
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/ShadersWGSL/fxaa.vertex.js +1 -1
- package/ShadersWGSL/fxaa.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/geometry.vertex.js +4 -4
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/glowMapGeneration.vertex.js +4 -4
- package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
- package/ShadersWGSL/glowMapMerge.vertex.js +1 -1
- package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +10 -4
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.vertex.js +1 -1
- package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js +53 -44
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
- package/ShadersWGSL/kernelBlur.vertex.js +2 -2
- package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
- package/ShadersWGSL/layer.vertex.js +1 -1
- package/ShadersWGSL/layer.vertex.js.map +1 -1
- package/ShadersWGSL/lensFlare.vertex.js +1 -1
- package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
- package/ShadersWGSL/line.vertex.js +2 -2
- package/ShadersWGSL/line.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +2 -2
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +9 -9
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/ShadersWGSL/picking.vertex.js +2 -2
- package/ShadersWGSL/picking.vertex.js.map +1 -1
- package/ShadersWGSL/procedural.vertex.js +1 -1
- package/ShadersWGSL/procedural.vertex.js.map +1 -1
- package/ShadersWGSL/shadowMap.vertex.js +4 -4
- package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
- package/ShadersWGSL/sprites.vertex.js +3 -3
- package/ShadersWGSL/sprites.vertex.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +0 -2
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.js +1 -2
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/features/WebXRDepthSensing.js +1 -0
- package/XR/features/WebXRDepthSensing.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +4 -7
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRWalkingLocomotion.js +1 -1
- package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
- package/XR/motionController/webXRMotionControllerManager.js +2 -2
- package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
- package/XR/webXRCamera.d.ts +1 -0
- package/XR/webXRCamera.js +9 -7
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRExperienceHelper.d.ts +4 -0
- package/XR/webXRExperienceHelper.js +25 -5
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInput.d.ts +1 -0
- package/XR/webXRInput.js +6 -0
- package/XR/webXRInput.js.map +1 -1
- package/XR/webXRSessionManager.js +5 -4
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +2 -1
- package/scene.js.map +1 -1
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{"version":3,"file":"renderingManager.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/renderingManager.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AA2BlD;;GAEG;AACH,MAAM,OAAO,kBAAkB;CAoB9B;AAED;;;;GAIG;AACH,MAAM,OAAO,gBAAgB;IAsBzB;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxC,KAAK,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACtC,CAAC;IACL,CAAC;IAaD;;;;;OAKG;IACH,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IAED,IAAW,0BAA0B,CAAC,KAAc;QAChD,IAAI,KAAK,KAAK,IAAI,CAAC,2BAA2B,EAAE,CAAC;YAC7C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,2BAA2B,GAAG,KAAK,CAAC;QACzC,IAAI,CAAC,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACpC,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACjC,CAAC;IACL,CAAC;IAED;;OAEG;IACI,qBAAqB;QACxB,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;YACpC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACjB,KAAK,MAAM,OAAO,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;oBACnC,OAAO,CAAC,cAAc,GAAG,KAAK,CAAC;gBACnC,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC7B,KAAK,MAAM,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;gBACrD,aAAa,CAAC,cAAc,GAAG,KAAK,CAAC;YACzC,CAAC;QACL,CAAC;QAED,KAAK,MAAM,cAAc,IAAI,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC;YACvD,cAAc,CAAC,cAAc,GAAG,KAAK,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,YAAY,KAAY;QA/ExB;;WAEG;QACI,4BAAuB,GAAG,KAAK,CAAC;QAE/B,yBAAoB,GAAG,KAAK,CAAC;QAgB7B,qBAAgB,GAAG,IAAI,KAAK,EAAkB,CAAC;QAG/C,2BAAsB,GAAsD,EAAE,CAAC;QAC/E,+BAA0B,GAAmE,EAAE,CAAC;QAChG,kCAA6B,GAAmE,EAAE,CAAC;QACnG,oCAA+B,GAAmE,EAAE,CAAC;QACrG,wBAAmB,GAAiC,IAAI,kBAAkB,EAAE,CAAC;QAE7E,gCAA2B,GAAG,KAAK,CAAC;QAkDxC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,KAAK,IAAI,CAAC,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,CAAC,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,CAAC,EAAE,EAAE,CAAC;YAC/F,IAAI,CAAC,sBAAsB,CAAC,CAAC,CAAC,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;QACrF,CAAC;IACL,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED;;;OAGG;IACI,iBAAiB,CAAC,EAAU;QAC/B,MAAM,gBAAgB,GAAG,EAAE,IAAI,CAAC,CAAC;QAEjC,IAAI,CAAC,sBAAsB,CAAC,gBAAgB,CAAC,CAAC;QAE9C,OAAO,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,CAAC;IACnD,CAAC;IAEO,wBAAwB,CAAC,KAAK,GAAG,IAAI,EAAE,OAAO,GAAG,IAAI;QACzD,IAAI,IAAI,CAAC,iCAAiC,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAC3D,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC;IAClD,CAAC;IAED;;;OAGG;IACI,MAAM,CACT,oBAOC,EACD,YAAsC,EACtC,eAAwB,EACxB,aAAsB,EACtB,wBAAiC,IAAI,EACrC,qBAA8B,IAAI,EAClC,wBAAiC,IAAI,EACrC,0BAAmC,IAAI,EACvC,gCAAsF;QAEtF,2EAA2E;QAC3E,MAAM,IAAI,GAAG,IAAI,CAAC,mBAAoB,CAAC;QACvC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QACzB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QACvC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAE7B,mBAAmB;QACnB,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,IAAI,aAAa,EAAE,CAAC;YAC9C,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACrE,MAAM,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;gBAClD,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;YAClC,CAAC;QACL,CAAC;QAED,SAAS;QACT,KAAK,IAAI,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,EAAE,EAAE,CAAC;YAC3G,IAAI,CAAC,iCAAiC,GAAG,KAAK,KAAK,gBAAgB,CAAC,mBAAmB,CAAC;YACxF,MAAM,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;YACpD,IAAI,CAAC,cAAc,IAAI,cAAc,CAAC,MAAM,EAAE,CAAC;gBAC3C,SAAS;YACb,CAAC;YAED,MAAM,kBAAkB,GAAG,CAAC,IAAI,KAAK,CAAC;YACtC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;YAE9B,oBAAoB;YACpB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,eAAe,CAAC,IAAI,EAAE,kBAAkB,CAAC,CAAC;YAEvF,gCAAgC;YAChC,IAAI,gBAAgB,CAAC,SAAS,EAAE,CAAC;gBAC7B,MAAM,SAAS,GAAG,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,6BAA6B,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,sBAAsB,CAAC,KAAK,CAAC,CAAC;gBAEvI,IAAI,SAAS,IAAI,SAAS,CAAC,SAAS,EAAE,CAAC;oBACnC,IAAI,CAAC,wBAAwB,CAAC,SAAS,CAAC,KAAK,EAAE,SAAS,CAAC,OAAO,CAAC,CAAC;gBACtE,CAAC;YACL,CAAC;YAED,SAAS;YACT,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,8BAA8B,EAAE,CAAC;gBAC5D,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACvB,CAAC;YACD,cAAc,CAAC,MAAM,CACjB,oBAAoB,EACpB,aAAa,EACb,eAAe,EACf,YAAY,EACZ,qBAAqB,EACrB,kBAAkB,EAClB,qBAAqB,EACrB,uBAAuB,EACvB,gCAAgC,CACnC,CAAC;YACF,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;gBAC3D,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACvB,CAAC;YAED,mBAAmB;YACnB,IAAI,CAAC,MAAM,CAAC,+BAA+B,CAAC,eAAe,CAAC,IAAI,EAAE,kBAAkB,CAAC,CAAC;QAC1F,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,IAAI,IAAI,CAAC,0BAA0B,EAAE,CAAC;YAClC,OAAO;QACX,CAAC;QAED,KAAK,IAAI,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,EAAE,EAAE,CAAC;YAC3G,MAAM,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;YACpD,IAAI,cAAc,EAAE,CAAC;gBACjB,cAAc,CAAC,OAAO,EAAE,CAAC;YAC7B,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,0BAA0B,EAAE,CAAC;YAClC,OAAO;QACX,CAAC;QAED,KAAK,IAAI,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,EAAE,EAAE,CAAC;YAC3G,MAAM,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;YACpD,IAAI,cAAc,EAAE,C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type { Immutable, Nullable } from \"../types\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { RenderingGroup } from \"./renderingGroup\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\n/**\r\n * Interface describing the different options available in the rendering manager\r\n * regarding Auto Clear between groups.\r\n */\r\nexport interface IRenderingManagerAutoClearSetup {\r\n /**\r\n * Defines whether or not autoclear is enable.\r\n */\r\n autoClear: boolean;\r\n /**\r\n * Defines whether or not to autoclear the depth buffer.\r\n */\r\n depth: boolean;\r\n /**\r\n * Defines whether or not to autoclear the stencil buffer.\r\n */\r\n stencil: boolean;\r\n}\r\n\r\n/**\r\n * This class is used by the onRenderingGroupObservable\r\n */\r\nexport class RenderingGroupInfo {\r\n /**\r\n * The Scene that being rendered\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * The camera currently used for the rendering pass\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The ID of the renderingGroup being processed\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The rendering manager\r\n */\r\n renderingManager: RenderingManager;\r\n}\r\n\r\n/**\r\n * This is the manager responsible of all the rendering for meshes sprites and particles.\r\n * It is enable to manage the different groups as well as the different necessary sort functions.\r\n * This should not be used directly aside of the few static configurations\r\n */\r\nexport class RenderingManager {\r\n /**\r\n * The max id used for rendering groups (not included)\r\n */\r\n public static MAX_RENDERINGGROUPS = 4;\r\n\r\n /**\r\n * The min id used for rendering groups (included)\r\n */\r\n public static MIN_RENDERINGGROUPS = 0;\r\n\r\n /**\r\n * Used to globally prevent autoclearing scenes.\r\n */\r\n public static AUTOCLEAR = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _useSceneAutoClearSetup = false;\r\n\r\n private _disableDepthPrePass = false;\r\n /**\r\n * Specifies to disable depth pre-pass if true (default: false)\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n for (const group of this._renderingGroups) {\r\n group.disableDepthPrePass = value;\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _renderingGroups = new Array<RenderingGroup>();\r\n private _depthStencilBufferAlreadyCleaned: boolean;\r\n\r\n private _autoClearDepthStencil: { [id: number]: IRenderingManagerAutoClearSetup } = {};\r\n private _customOpaqueSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customAlphaTestSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customTransparentSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _renderingGroupInfo: Nullable<RenderingGroupInfo> = new RenderingGroupInfo();\r\n\r\n private _maintainStateBetweenFrames = false;\r\n /**\r\n * Gets or sets a boolean indicating that the manager will not reset between frames.\r\n * This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again.\r\n * By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists).\r\n * By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.\r\n */\r\n public get maintainStateBetweenFrames() {\r\n return this._maintainStateBetweenFrames;\r\n }\r\n\r\n public set maintainStateBetweenFrames(value: boolean) {\r\n if (value === this._maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n this._maintainStateBetweenFrames = value;\r\n if (!this._maintainStateBetweenFrames) {\r\n this.restoreDispachedFlags();\r\n }\r\n }\r\n\r\n /**\r\n * Restore wasDispatched flags on the lists of elements to render.\r\n */\r\n public restoreDispachedFlags() {\r\n for (const mesh of this._scene.meshes) {\r\n if (mesh.subMeshes) {\r\n for (const subMesh of mesh.subMeshes) {\r\n subMesh._wasDispatched = false;\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.spriteManagers) {\r\n for (const spriteManager of this._scene.spriteManagers) {\r\n spriteManager._wasDispatched = false;\r\n }\r\n }\r\n\r\n for (const particleSystem of this._scene.particleSystems) {\r\n particleSystem._wasDispatched = false;\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new rendering group for a particular scene\r\n * @param scene Defines the scene the groups belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n\r\n for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };\r\n }\r\n }\r\n\r\n /**\r\n * @returns the list of rendering groups managed by the manager.\r\n */\r\n public get renderingGroups(): Immutable<RenderingGroup[]> {\r\n return this._renderingGroups;\r\n }\r\n\r\n /**\r\n * @returns the rendering group with the specified id.\r\n * @param id the id of the rendering group (0 by default)\r\n */\r\n public getRenderingGroup(id: number): RenderingGroup {\r\n const renderingGroupId = id || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n return this._renderingGroups[renderingGroupId];\r\n }\r\n\r\n private _clearDepthStencilBuffer(depth = true, stencil = true): void {\r\n if (this._depthStencilBufferAlreadyCleaned) {\r\n return;\r\n }\r\n\r\n this._scene.getEngine().clear(null, false, depth, stencil);\r\n this._depthStencilBufferAlreadyCleaned = true;\r\n }\r\n\r\n /**\r\n * Renders the entire managed groups. This is used by the scene or the different render targets.\r\n * @internal\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n activeMeshes: Nullable<AbstractMesh[]>,\r\n renderParticles: boolean,\r\n renderSprites: boolean,\r\n renderDepthOnlyMeshes: boolean = true,\r\n renderOpaqueMeshes: boolean = true,\r\n renderAlphaTestMeshes: boolean = true,\r\n renderTransparentMeshes: boolean = true,\r\n customRenderTransparentSubMeshes?: (transparentSubMeshes: SmartArray<SubMesh>) => void\r\n ): void {\r\n // Update the observable context (not null as it only goes away on dispose)\r\n const info = this._renderingGroupInfo!;\r\n info.scene = this._scene;\r\n info.camera = this._scene.activeCamera;\r\n info.renderingManager = this;\r\n\r\n // Dispatch sprites\r\n if (this._scene.spriteManagers && renderSprites) {\r\n for (let index = 0; index < this._scene.spriteManagers.length; index++) {\r\n const manager = this._scene.spriteManagers[index];\r\n this.dispatchSprites(manager);\r\n }\r\n }\r\n\r\n // Render\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;\r\n const renderingGroup = this._renderingGroups[index];\r\n if (!renderingGroup || renderingGroup._empty) {\r\n continue;\r\n }\r\n\r\n const renderingGroupMask = 1 << index;\r\n info.renderingGroupId = index;\r\n\r\n // Before Observable\r\n this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n\r\n // Clear depth/stencil if needed\r\n if (RenderingManager.AUTOCLEAR) {\r\n const autoClear = this._useSceneAutoClearSetup ? this._scene.getAutoClearDepthStencilSetup(index) : this._autoClearDepthStencil[index];\r\n\r\n if (autoClear && autoClear.autoClear) {\r\n this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);\r\n }\r\n }\r\n\r\n // Render\r\n for (const step of this._scene._beforeRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n renderingGroup.render(\r\n customRenderFunction,\r\n renderSprites,\r\n renderParticles,\r\n activeMeshes,\r\n renderDepthOnlyMeshes,\r\n renderOpaqueMeshes,\r\n renderAlphaTestMeshes,\r\n renderTransparentMeshes,\r\n customRenderTransparentSubMeshes\r\n );\r\n for (const step of this._scene._afterRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n\r\n // After Observable\r\n this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the different information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public reset(): void {\r\n if (this.maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepare();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Resets the sprites information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public resetSprites(): void {\r\n if (this.maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepareSprites();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the group and its associated resources.\r\n * @internal\r\n */\r\n public dispose(): void {\r\n this.freeRenderingGroups();\r\n this._renderingGroups.length = 0;\r\n this._renderingGroupInfo = null;\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _prepareRenderingGroup(renderingGroupId: number): void {\r\n if (this._renderingGroups[renderingGroupId] === undefined) {\r\n this._renderingGroups[renderingGroupId] = new RenderingGroup(\r\n renderingGroupId,\r\n this._scene,\r\n this._customOpaqueSortCompareFn[renderingGroupId],\r\n this._customAlphaTestSortCompareFn[renderingGroupId],\r\n this._customTransparentSortCompareFn[renderingGroupId]\r\n );\r\n this._renderingGroups[renderingGroupId].disableDepthPrePass = this._disableDepthPrePass;\r\n }\r\n }\r\n\r\n /**\r\n * Add a sprite manager to the rendering manager in order to render it this frame.\r\n * @param spriteManager Define the sprite manager to render\r\n */\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n if (this.maintainStateBetweenFrames && spriteManager._wasDispatched) {\r\n return;\r\n }\r\n spriteManager._wasDispatched = true;\r\n this.getRenderingGroup(spriteManager.renderingGroupId).dispatchSprites(spriteManager);\r\n }\r\n\r\n /**\r\n * Add a particle system to the rendering manager in order to render it this frame.\r\n * @param particleSystem Define the particle system to render\r\n */\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n if (this.maintainStateBetweenFrames && particleSystem._wasDispatched) {\r\n return;\r\n }\r\n particleSystem._wasDispatched = true;\r\n this.getRenderingGroup(particleSystem.renderingGroupId).dispatchParticles(particleSystem);\r\n }\r\n\r\n /**\r\n * Add a submesh to the manager in order to render it this frame\r\n * @param subMesh The submesh to dispatch\r\n * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (this.maintainStateBetweenFrames && subMesh._wasDispatched) {\r\n return;\r\n }\r\n subMesh._wasDispatched = true;\r\n this.getRenderingGroup(mesh.renderingGroupId).dispatch(subMesh, mesh, material);\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;\r\n this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;\r\n this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;\r\n\r\n if (this._renderingGroups[renderingGroupId]) {\r\n const group = this._renderingGroups[renderingGroupId];\r\n group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];\r\n group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];\r\n group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];\r\n }\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._autoClearDepthStencil[renderingGroupId] = {\r\n autoClear: autoClearDepthStencil,\r\n depth: depth,\r\n stencil: stencil,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {\r\n return this._autoClearDepthStencil[index];\r\n }\r\n}\r\n"]}
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+
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type { Immutable, Nullable } from \"../types\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { RenderingGroup } from \"./renderingGroup\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\n/**\r\n * Interface describing the different options available in the rendering manager\r\n * regarding Auto Clear between groups.\r\n */\r\nexport interface IRenderingManagerAutoClearSetup {\r\n /**\r\n * Defines whether or not autoclear is enable.\r\n */\r\n autoClear: boolean;\r\n /**\r\n * Defines whether or not to autoclear the depth buffer.\r\n */\r\n depth: boolean;\r\n /**\r\n * Defines whether or not to autoclear the stencil buffer.\r\n */\r\n stencil: boolean;\r\n}\r\n\r\n/**\r\n * This class is used by the onRenderingGroupObservable\r\n */\r\nexport class RenderingGroupInfo {\r\n /**\r\n * The Scene that being rendered\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * The camera currently used for the rendering pass\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The ID of the renderingGroup being processed\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The rendering manager\r\n */\r\n renderingManager: RenderingManager;\r\n}\r\n\r\n/**\r\n * This is the manager responsible of all the rendering for meshes sprites and particles.\r\n * It is enable to manage the different groups as well as the different necessary sort functions.\r\n * This should not be used directly aside of the few static configurations\r\n */\r\nexport class RenderingManager {\r\n /**\r\n * The max id used for rendering groups (not included)\r\n */\r\n public static MAX_RENDERINGGROUPS = 4;\r\n\r\n /**\r\n * The min id used for rendering groups (included)\r\n */\r\n public static MIN_RENDERINGGROUPS = 0;\r\n\r\n /**\r\n * Used to globally prevent autoclearing scenes.\r\n */\r\n public static AUTOCLEAR = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _useSceneAutoClearSetup = false;\r\n\r\n private _disableDepthPrePass = false;\r\n /**\r\n * Specifies to disable depth pre-pass if true (default: false)\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n for (const group of this._renderingGroups) {\r\n group.disableDepthPrePass = value;\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _renderingGroups = new Array<RenderingGroup>();\r\n private _depthStencilBufferAlreadyCleaned: boolean;\r\n\r\n private _autoClearDepthStencil: { [id: number]: IRenderingManagerAutoClearSetup } = {};\r\n private _customOpaqueSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customAlphaTestSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customTransparentSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _renderingGroupInfo: Nullable<RenderingGroupInfo> = new RenderingGroupInfo();\r\n\r\n private _maintainStateBetweenFrames = false;\r\n /**\r\n * Gets or sets a boolean indicating that the manager will not reset between frames.\r\n * This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again.\r\n * By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists).\r\n * By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.\r\n */\r\n public get maintainStateBetweenFrames() {\r\n return this._maintainStateBetweenFrames;\r\n }\r\n\r\n public set maintainStateBetweenFrames(value: boolean) {\r\n if (value === this._maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n this._maintainStateBetweenFrames = value;\r\n if (!this._maintainStateBetweenFrames) {\r\n this.restoreDispachedFlags();\r\n }\r\n }\r\n\r\n /**\r\n * Restore wasDispatched flags on the lists of elements to render.\r\n */\r\n public restoreDispachedFlags() {\r\n for (const mesh of this._scene.meshes) {\r\n if (mesh.subMeshes) {\r\n for (const subMesh of mesh.subMeshes) {\r\n subMesh._wasDispatched = false;\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.spriteManagers) {\r\n for (const spriteManager of this._scene.spriteManagers) {\r\n spriteManager._wasDispatched = false;\r\n }\r\n }\r\n\r\n for (const particleSystem of this._scene.particleSystems) {\r\n particleSystem._wasDispatched = false;\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new rendering group for a particular scene\r\n * @param scene Defines the scene the groups belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n\r\n for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };\r\n }\r\n }\r\n\r\n /**\r\n * @returns the list of rendering groups managed by the manager.\r\n */\r\n public get renderingGroups(): Immutable<RenderingGroup[]> {\r\n return this._renderingGroups;\r\n }\r\n\r\n /**\r\n * @returns the rendering group with the specified id.\r\n * @param id the id of the rendering group (0 by default)\r\n */\r\n public getRenderingGroup(id: number): RenderingGroup {\r\n const renderingGroupId = id || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n return this._renderingGroups[renderingGroupId];\r\n }\r\n\r\n private _clearDepthStencilBuffer(depth = true, stencil = true): void {\r\n if (this._depthStencilBufferAlreadyCleaned) {\r\n return;\r\n }\r\n\r\n this._scene.getEngine().clear(null, false, depth, stencil);\r\n this._depthStencilBufferAlreadyCleaned = true;\r\n }\r\n\r\n /**\r\n * Renders the entire managed groups. This is used by the scene or the different render targets.\r\n * @internal\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n activeMeshes: Nullable<AbstractMesh[]>,\r\n renderParticles: boolean,\r\n renderSprites: boolean,\r\n renderDepthOnlyMeshes: boolean = true,\r\n renderOpaqueMeshes: boolean = true,\r\n renderAlphaTestMeshes: boolean = true,\r\n renderTransparentMeshes: boolean = true,\r\n customRenderTransparentSubMeshes?: (transparentSubMeshes: SmartArray<SubMesh>, renderingGroup?: RenderingGroup) => void\r\n ): void {\r\n // Update the observable context (not null as it only goes away on dispose)\r\n const info = this._renderingGroupInfo!;\r\n info.scene = this._scene;\r\n info.camera = this._scene.activeCamera;\r\n info.renderingManager = this;\r\n\r\n // Dispatch sprites\r\n if (this._scene.spriteManagers && renderSprites) {\r\n for (let index = 0; index < this._scene.spriteManagers.length; index++) {\r\n const manager = this._scene.spriteManagers[index];\r\n this.dispatchSprites(manager);\r\n }\r\n }\r\n\r\n // Render\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;\r\n const renderingGroup = this._renderingGroups[index];\r\n if (!renderingGroup || renderingGroup._empty) {\r\n continue;\r\n }\r\n\r\n const renderingGroupMask = 1 << index;\r\n info.renderingGroupId = index;\r\n\r\n // Before Observable\r\n this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n\r\n // Clear depth/stencil if needed\r\n if (RenderingManager.AUTOCLEAR) {\r\n const autoClear = this._useSceneAutoClearSetup ? this._scene.getAutoClearDepthStencilSetup(index) : this._autoClearDepthStencil[index];\r\n\r\n if (autoClear && autoClear.autoClear) {\r\n this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);\r\n }\r\n }\r\n\r\n // Render\r\n for (const step of this._scene._beforeRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n renderingGroup.render(\r\n customRenderFunction,\r\n renderSprites,\r\n renderParticles,\r\n activeMeshes,\r\n renderDepthOnlyMeshes,\r\n renderOpaqueMeshes,\r\n renderAlphaTestMeshes,\r\n renderTransparentMeshes,\r\n customRenderTransparentSubMeshes\r\n );\r\n for (const step of this._scene._afterRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n\r\n // After Observable\r\n this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the different information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public reset(): void {\r\n if (this.maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepare();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Resets the sprites information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public resetSprites(): void {\r\n if (this.maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepareSprites();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the group and its associated resources.\r\n * @internal\r\n */\r\n public dispose(): void {\r\n this.freeRenderingGroups();\r\n this._renderingGroups.length = 0;\r\n this._renderingGroupInfo = null;\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _prepareRenderingGroup(renderingGroupId: number): void {\r\n if (this._renderingGroups[renderingGroupId] === undefined) {\r\n this._renderingGroups[renderingGroupId] = new RenderingGroup(\r\n renderingGroupId,\r\n this._scene,\r\n this._customOpaqueSortCompareFn[renderingGroupId],\r\n this._customAlphaTestSortCompareFn[renderingGroupId],\r\n this._customTransparentSortCompareFn[renderingGroupId]\r\n );\r\n this._renderingGroups[renderingGroupId].disableDepthPrePass = this._disableDepthPrePass;\r\n }\r\n }\r\n\r\n /**\r\n * Add a sprite manager to the rendering manager in order to render it this frame.\r\n * @param spriteManager Define the sprite manager to render\r\n */\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n if (this.maintainStateBetweenFrames && spriteManager._wasDispatched) {\r\n return;\r\n }\r\n spriteManager._wasDispatched = true;\r\n this.getRenderingGroup(spriteManager.renderingGroupId).dispatchSprites(spriteManager);\r\n }\r\n\r\n /**\r\n * Add a particle system to the rendering manager in order to render it this frame.\r\n * @param particleSystem Define the particle system to render\r\n */\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n if (this.maintainStateBetweenFrames && particleSystem._wasDispatched) {\r\n return;\r\n }\r\n particleSystem._wasDispatched = true;\r\n this.getRenderingGroup(particleSystem.renderingGroupId).dispatchParticles(particleSystem);\r\n }\r\n\r\n /**\r\n * Add a submesh to the manager in order to render it this frame\r\n * @param subMesh The submesh to dispatch\r\n * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (this.maintainStateBetweenFrames && subMesh._wasDispatched) {\r\n return;\r\n }\r\n subMesh._wasDispatched = true;\r\n this.getRenderingGroup(mesh.renderingGroupId).dispatch(subMesh, mesh, material);\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;\r\n this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;\r\n this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;\r\n\r\n if (this._renderingGroups[renderingGroupId]) {\r\n const group = this._renderingGroups[renderingGroupId];\r\n group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];\r\n group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];\r\n group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];\r\n }\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._autoClearDepthStencil[renderingGroupId] = {\r\n autoClear: autoClearDepthStencil,\r\n depth: depth,\r\n stencil: stencil,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {\r\n return this._autoClearDepthStencil[index];\r\n }\r\n}\r\n"]}
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@@ -78,10 +78,20 @@ permute=true;delta=delta.yx;P0=P0.yx;P1=P1.yx; }
|
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float stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=vec2(stepDirection,delta.y*invdx);vec3 dQ=(Q1-Q0)*invdx;float dk=(k1-k0)*invdx;float zMin=min(csEndPoint.z,csOrigin.z);float zMax=max(csEndPoint.z,csOrigin.z);dP*=stride; dQ*=stride; dk*=stride;P0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;vec4 pqk=vec4(P0,Q0.z,k0);vec4 dPQK=vec4(dP,dQ.z,dk);startPixel=permute ? P0.yx : P0.xy;float prevZMaxEstimate=csOrigin.z;float rayZMin=prevZMaxEstimate,rayZMax=prevZMaxEstimate;float sceneZMax=rayZMax+1e4;float end=P1.x*stepDirection;bool hit=false;float stepCount;for (stepCount=0.0;stepCount<=selfCollisionNumSkip ||
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(pqk.x*stepDirection)<=end &&
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stepCount<maxSteps &&
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!hit
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sceneZMax != 0.0;
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!hit;
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pqk+=dPQK,++stepCount)
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{hitPixel=permute ? pqk.yx : pqk.xy;
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{hitPixel=permute ? pqk.yx : pqk.xy;
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#ifndef SSRAYTRACE_CLIP_TO_FRUSTUM
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if (hitPixel.x<0.0 || hitPixel.x>=csZBufferSize.x ||
|
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86
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+
hitPixel.y<0.0 || hitPixel.y>=csZBufferSize.y) break;
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#endif
|
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rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;
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#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE
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if (prevZMaxEstimate<-farPlaneZ) break;
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#else
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if (prevZMaxEstimate>farPlaneZ) break;
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#endif
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if (rayZMin>rayZMax) {
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float t=rayZMin; rayZMin=rayZMax; rayZMax=t;}
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sceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;
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#ifdef SSRAYTRACE_SCREENSPACE_DEPTH
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@@ -104,27 +114,27 @@ float sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r
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#ifdef SSRAYTRACE_SCREENSPACE_DEPTH
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sceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);
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if (sceneBackZ==0.0) sceneBackZ=1e8;hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax)
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if (sceneBackZ==0.0) sceneBackZ=1e8;hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax);
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hit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);
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}
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pqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps
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pqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps) {hit=false;}
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#ifdef SSRAYTRACE_ENABLE_REFINEMENT
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if (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;float invStride=1.0/stride;dPQK*=invStride;float refinementStepCount=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||
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(rayZMax<sceneZMax)
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(rayZMax<sceneZMax);pqk+=dPQK,refinementStepCount+=1.0)
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{rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);hitPixel=permute ? pqk.yx : pqk.xy;sceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;
|
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#ifdef SSRAYTRACE_SCREENSPACE_DEPTH
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sceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);
|
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|
#endif
|
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-
}
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if (sceneZMax==0.0) sceneZMax=1e8;}
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pqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}
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#endif
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Q0.xy+=dQ.xy*stepCount;Q0.z=pqk.z;csHitPoint=Q0/pqk.w;numIterations=stepCount+1.0;
|
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#ifdef SSRAYTRACE_DEBUG
|
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if (((pqk.x+dPQK.x)*stepDirection)>end) {debugColor=vec3(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {debugColor=vec3(1,0,0);} else if (
|
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if (((pqk.x+dPQK.x)*stepDirection)>end) {debugColor=vec3(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {debugColor=vec3(1,0,0);} else if (!hit) {debugColor=vec3(1,1,0);} else {debugColor=vec3(0,stepCount/maxSteps,0);}
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#endif
|
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return hit;}
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/**
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
|
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1
|
+
{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Jd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"screenSpaceRayTrace\";\nconst shader = `float distanceSquared(vec2 a,vec2 b) { a-=b; return dot(a,a); }\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nfloat linearizeDepth(float depth,float near,float far) {\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nreturn -(near*far)/(far-depth*(far-near));\n#else\nreturn (near*far)/(far-depth*(far-near));\n#endif\n}\n#endif\n/**\n\\param csOrigin Camera-space ray origin,which must be \nwithin the view volume and must have z>0.01 and project within the valid screen rectangle\n\\param csDirection Unit length camera-space ray direction\n\\param projectToPixelMatrix A projection matrix that maps to **pixel** coordinates \n(**not** [-1,+1] normalized device coordinates).\n\\param csZBuffer The camera-space Z buffer\n\\param csZBufferSize Dimensions of csZBuffer\n\\param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer\n\\param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value\nfor clipping rays headed towards the camera\n\\param stride Step in horizontal or vertical pixels between samples. This is a float\nbecause integer math is slow on GPUs,but should be set to an integer>=1\n\\param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units\nto conceal banding artifacts,plus the stride ray offset.\n\\param maxSteps Maximum number of iterations. Higher gives better images but may be slow\n\\param maxRayTraceDistance Maximum camera-space distance to trace before returning a miss\n\\param selfCollisionNumSkip Number of steps to skip at start when raytracing to avoid self collisions.\n1 is a reasonable value,depending on the scene you may need to set this value to 2\n\\param hitPixel Pixel coordinates of the first intersection with the scene\n\\param numIterations number of iterations performed\n\\param csHitPoint Camera space location of the ray hit\n*/\n#define inline\nbool traceScreenSpaceRay1(\nvec3 csOrigin,\nvec3 csDirection,\nmat4 projectToPixelMatrix,\nsampler2D csZBuffer,\nvec2 csZBufferSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nsampler2D csZBackBuffer,\nfloat csZBackSizeFactor,\n#endif\nfloat csZThickness,\nfloat nearPlaneZ,\nfloat farPlaneZ,\nfloat stride,\nfloat jitterFraction,\nfloat maxSteps,\nfloat maxRayTraceDistance,\nfloat selfCollisionNumSkip,\nout vec2 startPixel,\nout vec2 hitPixel,\nout vec3 csHitPoint,\nout float numIterations\n#ifdef SSRAYTRACE_DEBUG\n,out vec3 debugColor\n#endif\n)\n{\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ ? (-nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\n#else\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)<nearPlaneZ ? (nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\n#endif\nvec3 csEndPoint=csOrigin+csDirection*rayLength;hitPixel=vec2(-1.0,-1.0);vec4 H0=projectToPixelMatrix*vec4(csOrigin,1.0);vec4 H1=projectToPixelMatrix*vec4(csEndPoint,1.0);float k0=1.0/H0.w;float k1=1.0/H1.w;vec3 Q0=csOrigin*k0;vec3 Q1=csEndPoint*k1;vec2 P0=H0.xy*k0;vec2 P1=H1.xy*k1;\n#ifdef SSRAYTRACE_CLIP_TO_FRUSTUM\nfloat xMax=csZBufferSize.x-0.5,xMin=0.5,yMax=csZBufferSize.y-0.5,yMin=0.5;float alpha=0.0;if ((P1.y>yMax) || (P1.y<yMin)) {alpha=(P1.y-((P1.y>yMax) ? yMax : yMin))/(P1.y-P0.y);}\nif ((P1.x>xMax) || (P1.x<xMin)) {alpha=max(alpha,(P1.x-((P1.x>xMax) ? xMax : xMin))/(P1.x-P0.x));}\nP1=mix(P1,P0,alpha); k1=mix(k1,k0,alpha); Q1=mix(Q1,Q0,alpha);\n#endif\nP1+=vec2((distanceSquared(P0,P1)<0.0001) ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) { \npermute=true;delta=delta.yx;P0=P0.yx;P1=P1.yx; }\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=vec2(stepDirection,delta.y*invdx);vec3 dQ=(Q1-Q0)*invdx;float dk=(k1-k0)*invdx;float zMin=min(csEndPoint.z,csOrigin.z);float zMax=max(csEndPoint.z,csOrigin.z);dP*=stride; dQ*=stride; dk*=stride;P0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;vec4 pqk=vec4(P0,Q0.z,k0);vec4 dPQK=vec4(dP,dQ.z,dk);startPixel=permute ? P0.yx : P0.xy;float prevZMaxEstimate=csOrigin.z;float rayZMin=prevZMaxEstimate,rayZMax=prevZMaxEstimate;float sceneZMax=rayZMax+1e4;float end=P1.x*stepDirection;bool hit=false;float stepCount;for (stepCount=0.0;stepCount<=selfCollisionNumSkip ||\n(pqk.x*stepDirection)<=end &&\nstepCount<maxSteps &&\n!hit; \npqk+=dPQK,++stepCount)\n{hitPixel=permute ? pqk.yx : pqk.xy;\n#ifndef SSRAYTRACE_CLIP_TO_FRUSTUM\nif (hitPixel.x<0.0 || hitPixel.x>=csZBufferSize.x ||\nhitPixel.y<0.0 || hitPixel.y>=csZBufferSize.y) break;\n#endif\nrayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nif (prevZMaxEstimate<-farPlaneZ) break;\n#else\nif (prevZMaxEstimate>farPlaneZ) break;\n#endif\nif (rayZMin>rayZMax) { \nfloat t=rayZMin; rayZMin=rayZMax; rayZMax=t;}\nsceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\nif (sceneZMax==0.0) sceneZMax=1e8;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nif (sceneBackZ==0.0) sceneBackZ=-1e8;hit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);\n#else\nhit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);\n#endif\n#else\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nif (sceneBackZ==0.0) sceneBackZ=1e8;hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax);\n#else\nhit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);\n#endif\n#endif\n}\npqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps) {hit=false;}\n#ifdef SSRAYTRACE_ENABLE_REFINEMENT\nif (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;float invStride=1.0/stride;dPQK*=invStride;float refinementStepCount=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||\n(refinementStepCount<=stride*1.4) &&\n(rayZMax<sceneZMax);pqk+=dPQK,refinementStepCount+=1.0)\n{rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);hitPixel=permute ? pqk.yx : pqk.xy;sceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\nif (sceneZMax==0.0) sceneZMax=1e8;}\npqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}\n#endif\nQ0.xy+=dQ.xy*stepCount;Q0.z=pqk.z;csHitPoint=Q0/pqk.w;numIterations=stepCount+1.0;\n#ifdef SSRAYTRACE_DEBUG\nif (((pqk.x+dPQK.x)*stepDirection)>end) {debugColor=vec3(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {debugColor=vec3(1,0,0);} else if (!hit) {debugColor=vec3(1,1,0);} else {debugColor=vec3(0,stepCount/maxSteps,0);}\n#endif\nreturn hit;}\n/**\ntexCoord: in the [0,1] range\ndepth: depth in view space (range [znear,zfar]])\n*/\nvec3 computeViewPosFromUVDepth(vec2 texCoord,float depth,mat4 projection,mat4 invProjectionMatrix) {vec4 ndc;ndc.xy=texCoord*2.0-1.0;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef ORTHOGRAPHIC_CAMERA\nndc.z=-projection[2].z*depth+projection[3].z;\n#else\nndc.z=-projection[2].z-projection[3].z/depth;\n#endif\n#else\n#ifdef ORTHOGRAPHIC_CAMERA\nndc.z=projection[2].z*depth+projection[3].z;\n#else\nndc.z=projection[2].z+projection[3].z/depth;\n#endif\n#endif\nndc.w=1.0;vec4 eyePos=invProjectionMatrix*ndc;eyePos.xyz/=eyePos.w;return eyePos.xyz;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const screenSpaceRayTrace = { name, shader };\n"]}
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@@ -4,7 +4,10 @@ const name = "iblVoxelGridPixelShader";
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4
4
|
const shader = `precision highp float;layout(location=0) out highp float glFragData[MAX_DRAW_BUFFERS];varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;if (normPos.z<nearPlane || normPos.z>farPlane) {discard;}
|
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5
5
|
glFragData[0]=normPos.z<nearPlane+stepSize ? 1.0 : 0.0;glFragData[1]=normPos.z>=nearPlane+stepSize && normPos.z<nearPlane+2.0*stepSize ? 1.0 : 0.0;glFragData[2]=normPos.z>=nearPlane+2.0*stepSize && normPos.z<nearPlane+3.0*stepSize ? 1.0 : 0.0;glFragData[3]=normPos.z>=nearPlane+3.0*stepSize && normPos.z<nearPlane+4.0*stepSize ? 1.0 : 0.0;
|
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6
6
|
#if MAX_DRAW_BUFFERS>4
|
|
7
|
-
glFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? 1.0 : 0.0;glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? 1.0 : 0.0;
|
|
7
|
+
glFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? 1.0 : 0.0;glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? 1.0 : 0.0;
|
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8
|
+
#if MAX_DRAW_BUFFERS>6
|
|
9
|
+
glFragData[6]=normPos.z>=nearPlane+6.0*stepSize && normPos.z<nearPlane+7.0*stepSize ? 1.0 : 0.0;glFragData[7]=normPos.z>=nearPlane+7.0*stepSize && normPos.z<nearPlane+8.0*stepSize ? 1.0 : 0.0;
|
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10
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+
#endif
|
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8
11
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#endif
|
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9
12
|
}`;
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10
13
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// Sideeffect
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG
|
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1
|
+
{"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;EAQb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGridPixelShader\";\nconst shader = `precision highp float;layout(location=0) out highp float glFragData[MAX_DRAW_BUFFERS];varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;if (normPos.z<nearPlane || normPos.z>farPlane) {discard;}\nglFragData[0]=normPos.z<nearPlane+stepSize ? 1.0 : 0.0;glFragData[1]=normPos.z>=nearPlane+stepSize && normPos.z<nearPlane+2.0*stepSize ? 1.0 : 0.0;glFragData[2]=normPos.z>=nearPlane+2.0*stepSize && normPos.z<nearPlane+3.0*stepSize ? 1.0 : 0.0;glFragData[3]=normPos.z>=nearPlane+3.0*stepSize && normPos.z<nearPlane+4.0*stepSize ? 1.0 : 0.0;\n#if MAX_DRAW_BUFFERS>4\nglFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? 1.0 : 0.0;glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? 1.0 : 0.0;\n#if MAX_DRAW_BUFFERS>6\nglFragData[6]=normPos.z>=nearPlane+6.0*stepSize && normPos.z<nearPlane+7.0*stepSize ? 1.0 : 0.0;glFragData[7]=normPos.z>=nearPlane+7.0*stepSize && normPos.z<nearPlane+8.0*stepSize ? 1.0 : 0.0;\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridPixelShader = { name, shader };\n"]}
|
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@@ -79,10 +79,20 @@ permute=true;delta=delta.yx;P0=P0.yx;P1=P1.yx; }
|
|
|
79
79
|
var stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f= vec2f(stepDirection,delta.y*invdx);var dQ: vec3f=(Q1-Q0)*invdx;var dk: f32=(k1-k0)*invdx;var zMin: f32=min(csEndPoint.z,csOrigin.z);var zMax: f32=max(csEndPoint.z,csOrigin.z);dP*=stride; dQ*=stride; dk*=stride;P0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;var pqk: vec4f= vec4f(P0,Q0.z,k0);var dPQK: vec4f= vec4f(dP,dQ.z,dk);*startPixel=select(P0.xy,P0.yx,permute);var prevZMaxEstimate: f32=csOrigin.z;var rayZMin: f32=prevZMaxEstimate;var rayZMax=prevZMaxEstimate;var sceneZMax: f32=rayZMax+1e4;var end: f32=P1.x*stepDirection;var hit: bool=false;var stepCount: f32;for (stepCount=0.0;(stepCount<=selfCollisionNumSkip) ||
|
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80
80
|
((pqk.x*stepDirection)<=end &&
|
|
81
81
|
stepCount<maxSteps &&
|
|
82
|
-
!hit
|
|
83
|
-
sceneZMax != 0.0);pqk+=dPQK
|
|
82
|
+
!hit);pqk+=dPQK
|
|
84
83
|
)
|
|
85
|
-
{*hitPixel=select(pqk.xy,pqk.yx,permute);
|
|
84
|
+
{*hitPixel=select(pqk.xy,pqk.yx,permute);
|
|
85
|
+
#ifndef SSRAYTRACE_CLIP_TO_FRUSTUM
|
|
86
|
+
if ((*hitPixel).x<0.0 || (*hitPixel).x>=csZBufferSize.x ||
|
|
87
|
+
(*hitPixel).y<0.0 || (*hitPixel).y>=csZBufferSize.y) { break; }
|
|
88
|
+
#endif
|
|
89
|
+
rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;
|
|
90
|
+
#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE
|
|
91
|
+
if (prevZMaxEstimate<-farPlaneZ) { break; }
|
|
92
|
+
#else
|
|
93
|
+
if (prevZMaxEstimate>farPlaneZ) { break; }
|
|
94
|
+
#endif
|
|
95
|
+
if (rayZMin>rayZMax) {
|
|
86
96
|
var t: f32=rayZMin; rayZMin=rayZMax; rayZMax=t;}
|
|
87
97
|
sceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;
|
|
88
98
|
#ifdef SSRAYTRACE_SCREENSPACE_DEPTH
|
|
@@ -107,27 +117,28 @@ var sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFac
|
|
|
107
117
|
sceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);
|
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108
118
|
#endif
|
|
109
119
|
if (sceneBackZ==0.0) { sceneBackZ=1e8; }
|
|
110
|
-
hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax)
|
|
120
|
+
hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax);
|
|
111
121
|
#else
|
|
112
122
|
hit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);
|
|
113
123
|
#endif
|
|
114
124
|
#endif
|
|
115
125
|
stepCount+=1.0;}
|
|
116
|
-
pqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps
|
|
126
|
+
pqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps) {hit=false;}
|
|
117
127
|
#ifdef SSRAYTRACE_ENABLE_REFINEMENT
|
|
118
128
|
if (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;var invStride: f32=1.0/stride;dPQK*=invStride;var refinementStepCount: f32=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||
|
|
119
129
|
((refinementStepCount<=stride*1.4) &&
|
|
120
|
-
(rayZMax<sceneZMax)
|
|
130
|
+
(rayZMax<sceneZMax));pqk+=dPQK)
|
|
121
131
|
{rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);*hitPixel=select(pqk.xy,pqk.yx,permute);sceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;
|
|
122
132
|
#ifdef SSRAYTRACE_SCREENSPACE_DEPTH
|
|
123
133
|
sceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);
|
|
124
134
|
#endif
|
|
135
|
+
if (sceneZMax==0.0) { sceneZMax=1e8; }
|
|
125
136
|
refinementStepCount+=1.0;}
|
|
126
137
|
pqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}
|
|
127
138
|
#endif
|
|
128
139
|
Q0=vec3f(Q0.xy+dQ.xy*stepCount,pqk.z);*csHitPoint=Q0/pqk.w;*numIterations=stepCount+1.0;
|
|
129
140
|
#ifdef SSRAYTRACE_DEBUG
|
|
130
|
-
if (((pqk.x+dPQK.x)*stepDirection)>end) {*debugColor= vec3f(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {*debugColor= vec3f(1,0,0);} else if (
|
|
141
|
+
if (((pqk.x+dPQK.x)*stepDirection)>end) {*debugColor= vec3f(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {*debugColor= vec3f(1,0,0);} else if (!hit) {*debugColor= vec3f(1,1,0);} else {*debugColor= vec3f(0,stepCount/maxSteps,0);}
|
|
131
142
|
#endif
|
|
132
143
|
return hit;}
|
|
133
144
|
/**
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Jd,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"screenSpaceRayTrace\";\nconst shader = `fn distanceSquared(a: vec2f,b: vec2f)->f32 { \nvar temp=a-b; \nreturn dot(temp,temp); }\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nreturn -(near*far)/(far-depth*(far-near));\n#else\nreturn (near*far)/(far-depth*(far-near));\n#endif\n}\n#endif\n/**\n\\param csOrigin Camera-space ray origin,which must be \nwithin the view volume and must have z>0.01 and project within the valid screen rectangle\n\\param csDirection Unit length camera-space ray direction\n\\param projectToPixelMatrix A projection matrix that maps to **pixel** coordinates \n(**not** [-1,+1] normalized device coordinates).\n\\param csZBuffer The camera-space Z buffer\n\\param csZBufferSize Dimensions of csZBuffer\n\\param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer\n\\param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value\nfor clipping rays headed towards the camera. Should be the actual near plane if screen-space depth is enabled.\n\\param farPlaneZ The far plane for the camera. Used when screen-space depth is enabled.\n\\param stride Step in horizontal or vertical pixels between samples. This is a var because: f32 integer math is slow on GPUs,but should be set to an integer>=1\n\\param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units\nto conceal banding artifacts,plus the stride ray offset.\n\\param maxSteps Maximum number of iterations. Higher gives better images but may be slow\n\\param maxRayTraceDistance Maximum camera-space distance to trace before returning a miss\n\\param selfCollisionNumSkip Number of steps to skip at start when raytracing to avar self: voidnull collisions.\n1 is a reasonable value,depending on the scene you may need to set this value to 2\n\\param hitPixel Pixel coordinates of the first intersection with the scene\n\\param numIterations number of iterations performed\n\\param csHitPovar Camera: i32 space location of the ray hit\n*/\nfn traceScreenSpaceRay1(\ncsOrigin: vec3f,\ncsDirection: vec3f,\nprojectToPixelMatrix: mat4x4f,\ncsZBuffer: texture_2d<f32>,\ncsZBufferSize: vec2f,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\ncsZBackBuffer: texture_2d<f32>,\ncsZBackSizeFactor: f32,\n#endif\ncsZThickness: f32,\nnearPlaneZ: f32,\nfarPlaneZ: f32,\nstride: f32,\njitterFraction: f32,\nmaxSteps: f32,\nmaxRayTraceDistance: f32,\nselfCollisionNumSkip: f32,\nstartPixel: ptr<function,vec2f>,\nhitPixel: ptr<function,vec2f>,\ncsHitPoint: ptr<function,vec3f>,\nnumIterations: ptr<function,f32>\n#ifdef SSRAYTRACE_DEBUG\n,debugColor: ptr<function,vec3f>\n#endif\n)->bool\n{\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nvar rayLength: f32=select(maxRayTraceDistance,(-nearPlaneZ-csOrigin.z)/csDirection.z,(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ);\n#else\nvar rayLength: f32=select(maxRayTraceDistance,(nearPlaneZ-csOrigin.z)/csDirection.z,(csOrigin.z+csDirection.z*maxRayTraceDistance)<nearPlaneZ);\n#endif\nvar csEndPoint: vec3f=csOrigin+csDirection*rayLength;*hitPixel= vec2f(-1.0,-1.0);var H0: vec4f=projectToPixelMatrix* vec4f(csOrigin,1.0);var H1: vec4f=projectToPixelMatrix* vec4f(csEndPoint,1.0);var k0: f32=1.0/H0.w;var k1: f32=1.0/H1.w;var Q0: vec3f=csOrigin*k0;var Q1: vec3f=csEndPoint*k1;var P0: vec2f=H0.xy*k0;var P1: vec2f=H1.xy*k1;\n#ifdef SSRAYTRACE_CLIP_TO_FRUSTUM\nvar xMax: f32=csZBufferSize.x-0.5;var xMin=0.5;var yMax=csZBufferSize.y-0.5;var yMin=0.5;var alpha: f32=0.0;if ((P1.y>yMax) || (P1.y<yMin)) {alpha=(P1.y-select(yMin,yMax,(P1.y>yMax)))/(P1.y-P0.y);}\nif ((P1.x>xMax) || (P1.x<xMin)) {alpha=max(alpha,(P1.x-select(xMin,xMax,(P1.x>xMax)))/(P1.x-P0.x));}\nP1=mix(P1,P0,alpha); k1=mix(k1,k0,alpha); Q1=mix(Q1,Q0,alpha);\n#endif\nP1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) { \npermute=true;delta=delta.yx;P0=P0.yx;P1=P1.yx; }\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f= vec2f(stepDirection,delta.y*invdx);var dQ: vec3f=(Q1-Q0)*invdx;var dk: f32=(k1-k0)*invdx;var zMin: f32=min(csEndPoint.z,csOrigin.z);var zMax: f32=max(csEndPoint.z,csOrigin.z);dP*=stride; dQ*=stride; dk*=stride;P0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;var pqk: vec4f= vec4f(P0,Q0.z,k0);var dPQK: vec4f= vec4f(dP,dQ.z,dk);*startPixel=select(P0.xy,P0.yx,permute);var prevZMaxEstimate: f32=csOrigin.z;var rayZMin: f32=prevZMaxEstimate;var rayZMax=prevZMaxEstimate;var sceneZMax: f32=rayZMax+1e4;var end: f32=P1.x*stepDirection;var hit: bool=false;var stepCount: f32;for (stepCount=0.0;(stepCount<=selfCollisionNumSkip) ||\n((pqk.x*stepDirection)<=end &&\nstepCount<maxSteps &&\n!hit);pqk+=dPQK \n)\n{*hitPixel=select(pqk.xy,pqk.yx,permute);\n#ifndef SSRAYTRACE_CLIP_TO_FRUSTUM\nif ((*hitPixel).x<0.0 || (*hitPixel).x>=csZBufferSize.x ||\n(*hitPixel).y<0.0 || (*hitPixel).y>=csZBufferSize.y) { break; }\n#endif\nrayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nif (prevZMaxEstimate<-farPlaneZ) { break; }\n#else\nif (prevZMaxEstimate>farPlaneZ) { break; }\n#endif\nif (rayZMin>rayZMax) { \nvar t: f32=rayZMin; rayZMin=rayZMax; rayZMax=t;}\nsceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\nif (sceneZMax==0.0) { sceneZMax=1e8; }\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nif (sceneBackZ==0.0) { sceneBackZ=-1e8; }\nhit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);\n#else\nhit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);\n#endif\n#else\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nif (sceneBackZ==0.0) { sceneBackZ=1e8; }\nhit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax);\n#else\nhit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);\n#endif\n#endif\nstepCount+=1.0;}\npqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps) {hit=false;}\n#ifdef SSRAYTRACE_ENABLE_REFINEMENT\nif (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;var invStride: f32=1.0/stride;dPQK*=invStride;var refinementStepCount: f32=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||\n((refinementStepCount<=stride*1.4) &&\n(rayZMax<sceneZMax));pqk+=dPQK)\n{rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);*hitPixel=select(pqk.xy,pqk.yx,permute);sceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\nif (sceneZMax==0.0) { sceneZMax=1e8; }\nrefinementStepCount+=1.0;}\npqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}\n#endif\nQ0=vec3f(Q0.xy+dQ.xy*stepCount,pqk.z);*csHitPoint=Q0/pqk.w;*numIterations=stepCount+1.0;\n#ifdef SSRAYTRACE_DEBUG\nif (((pqk.x+dPQK.x)*stepDirection)>end) {*debugColor= vec3f(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {*debugColor= vec3f(1,0,0);} else if (!hit) {*debugColor= vec3f(1,1,0);} else {*debugColor= vec3f(0,stepCount/maxSteps,0);}\n#endif\nreturn hit;}\n/**\ntexCoord: in the [0,1] range\ndepth: depth in view space (range [znear,zfar]])\n*/\nfn computeViewPosFromUVDepth(texCoord: vec2f,depth: f32,projection: mat4x4f,invProjectionMatrix: mat4x4f)->vec3f {var xy=texCoord*2.0-1.0;var z: f32;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef ORTHOGRAPHIC_CAMERA\nz=-projection[2].z*depth+projection[3].z;\n#else\nz=-projection[2].z-projection[3].z/depth;\n#endif\n#else\n#ifdef ORTHOGRAPHIC_CAMERA\nz=projection[2].z*depth+projection[3].z;\n#else\nz=projection[2].z+projection[3].z/depth;\n#endif\n#endif\nvar w=1.0;var ndc=vec4f(xy,z,w);var eyePos: vec4f=invProjectionMatrix*ndc;var result=eyePos.xyz/eyePos.w;return result;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const screenSpaceRayTraceWGSL = { name, shader };\n"]}
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@@ -60,26 +60,26 @@ varying vDirectionW: vec3f;
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fn main(input : VertexInputs)->FragmentInputs {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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#ifdef REFLECTIONMAP_SKYBOX
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if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(vertexInputs.position,1.0);} else {vertexOutputs.position=scene.viewProjectionR*finalWorld* vec4f(vertexInputs.position,1.0);}
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vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(
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var worldPos: vec4f=finalWorld* vec4f(
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var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;
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var normalWorld: mat3x3f=mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
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vertexOutputs.vNormalW=normalize(normalWorld*vertexInputs.normal);
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vertexOutputs.vDirectionW=normalize((finalWorld*vec4f(vertexInputs.position,0.0)).xyz);
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var screenToWorld: mat3x3f=inverseMat3( mat3x3f(finalWorld*scene.viewProjection));var segment: vec3f=mix(vertexOutputs.vDirectionW,screenToWorld* vec3f(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vertexOutputs.vDirectionW=normalize(segment);} else {vertexOutputs.vDirectionW=normalize(vertexOutputs.vDirectionW+(vertexOutputs.vDirectionW-segment));}
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#ifndef UV1
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{"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/background.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,wCAAwC,CAAC;AAChD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkGd,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,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"backgroundVertexShader\";\nconst shader = `#include<backgroundUboDeclaration>\n#include<helperFunctions>\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif\n#ifdef MAINUV2\nvarying vMainUV2: vec2f;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vDiffuseUV: vec2f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=
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{"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/background.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,wCAAwC,CAAC;AAChD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkGd,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,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"backgroundVertexShader\";\nconst shader = `#include<backgroundUboDeclaration>\n#include<helperFunctions>\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif\n#ifdef MAINUV2\nvarying vMainUV2: vec2f;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vDiffuseUV: vec2f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=vertexInputs.position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(vertexInputs.position,1.0);} else {vertexOutputs.position=scene.viewProjectionR*finalWorld* vec4f(vertexInputs.position,1.0);}\n#else\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(vertexInputs.position,1.0);\n#endif\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvar normalWorld: mat3x3f=mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*vertexInputs.normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(vertexInputs.position,0.0)).xyz);\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nvar screenToWorld: mat3x3f=inverseMat3( mat3x3f(finalWorld*scene.viewProjection));var segment: vec3f=mix(vertexOutputs.vDirectionW,screenToWorld* vec3f(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vertexOutputs.vDirectionW=normalize(segment);} else {vertexOutputs.vDirectionW=normalize(vertexOutputs.vDirectionW+(vertexOutputs.vDirectionW-segment));}\n#endif\n#endif\n#ifndef UV1\nvar uv: vec2f=vec2f(0.,0.);\n#else\nvar uv=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f=vec2f(0.,0.);\n#else\nvar uv2=vertexInputs.uv2;\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvertexOutputs.vColor=vertexInputs.color;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const backgroundVertexShaderWGSL = { name, shader };\n"]}
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@@ -10,9 +10,9 @@ attribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec
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fn main(input : VertexInputs)->FragmentInputs {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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#ifdef INSTANCES
|
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-
var finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);var worldPos: vec4f=finalWorld* vec4f(
|
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+
var finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);
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#else
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var worldPos: vec4f=uniforms.world* vec4f(
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+
var worldPos: vec4f=uniforms.world* vec4f(vertexInputs.position,1.0);
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#endif
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vertexOutputs.position=uniforms.viewProjection*worldPos;
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#define CUSTOM_VERTEX_MAIN_END
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"boundingBoxRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingBoxRenderer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererVertexShader\";\nconst shader = `attribute position: vec3f;uniform world: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);var worldPos: vec4f=finalWorld* vec4f(
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1
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+
{"version":3,"file":"boundingBoxRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingBoxRenderer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererVertexShader\";\nconst shader = `attribute position: vec3f;uniform world: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);\n#else\nvar worldPos: vec4f=uniforms.world* vec4f(vertexInputs.position,1.0);\n#endif\nvertexOutputs.position=uniforms.viewProjection*worldPos;\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const boundingBoxRendererVertexShaderWGSL = { name, shader };\n"]}
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@@ -11,7 +11,7 @@ vec2f(1.0,-1.0)
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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-
vertexOutputs.position=vec4f(pos[
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vertexOutputs.position=vec4f(pos[vertexInputs.vertexIndex],uniforms.depthValue,1.0);
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#define CUSTOM_VERTEX_MAIN_END
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}
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`;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"clearQuad.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/clearQuad.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,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,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"clearQuadVertexShader\";\nconst shader = `uniform depthValue: f32;const pos=array(\nvec2f(-1.0,1.0),\nvec2f(1.0,1.0),\nvec2f(-1.0,-1.0),\nvec2f(1.0,-1.0)\n);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.position=vec4f(pos[
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1
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+
{"version":3,"file":"clearQuad.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/clearQuad.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,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,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"clearQuadVertexShader\";\nconst shader = `uniform depthValue: f32;const pos=array(\nvec2f(-1.0,1.0),\nvec2f(1.0,1.0),\nvec2f(-1.0,-1.0),\nvec2f(1.0,-1.0)\n);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.position=vec4f(pos[vertexInputs.vertexIndex],uniforms.depthValue,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const clearQuadVertexShaderWGSL = { name, shader };\n"]}
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@@ -38,7 +38,7 @@ var colorUpdated: vec4f=vertexInputs.color;
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#include<instancesVertex>
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#include<bonesVertex>
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#include<bakedVertexAnimation>
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-
var worldPos: vec4f=finalWorld* vec4f(
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var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;
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#include<clipPlaneVertex>
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#include<fogVertex>
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#include<vertexColorMixing>
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"color.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/color.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Bb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\n\nconst name = \"colorVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#ifdef FOG\nuniform view: mat4x4f;\n#endif\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(
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1
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+
{"version":3,"file":"color.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/color.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Bb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\n\nconst name = \"colorVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#ifdef FOG\nuniform view: mat4x4f;\n#endif\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const colorVertexShaderWGSL = { name, shader };\n"]}
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@@ -36,12 +36,12 @@ uniform view: mat4x4f;varying vViewPos: vec4f;
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varying vDepthMetric: f32;
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#define CUSTOM_VERTEX_DEFINITIONS
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=
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+
fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;
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#ifdef UV1
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var uvUpdated: vec2f=
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var uvUpdated: vec2f=vertexInputs.uv;
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#ifdef UV2
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var uv2Updated: vec2f=
|
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+
var uv2Updated: vec2f=vertexInputs.uv2;
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#endif
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#include<morphTargetsVertexGlobal>
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#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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@@ -1 +1 @@
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|
-
{"version":3,"file":"depth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/depth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"depthVertexShader\";\nconst shader = `attribute position: vec3f;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;uniform depthValues: vec2f;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nuniform view: mat4x4f;varying vViewPos: vec4f;\n#endif\nvarying vDepthMetric: f32;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=
|
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1
|
+
{"version":3,"file":"depth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/depth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"depthVertexShader\";\nconst shader = `attribute position: vec3f;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;uniform depthValues: vec2f;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nuniform view: mat4x4f;varying vViewPos: vec4f;\n#endif\nvarying vDepthMetric: f32;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\nvertexOutputs.position=uniforms.viewProjection*worldPos;\n#ifdef STORE_CAMERASPACE_Z\nvertexOutputs.vViewPos=uniforms.view*worldPos;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#else\nvertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#endif\n#endif\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef UV2\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const depthVertexShaderWGSL = { name, shader };\n"]}
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@@ -7,9 +7,9 @@ attribute velocity: vec3f;varying velocityNorm: f32;
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7
7
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#endif
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8
8
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@vertex
|
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9
9
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fn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(
|
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10
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-
vec2f(
|
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10
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+
vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*uniforms.size,
|
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11
11
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0.0
|
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12
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-
);vertexOutputs.viewPos=(uniforms.view*vec4f(
|
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12
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+
);vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.sphereRadius=uniforms.size.x/2.0;
|
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13
13
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#ifdef FLUIDRENDERING_VELOCITY
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vertexOutputs.velocityNorm=length(velocity);
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15
15
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#endif
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,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,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute velocity: vec3f;varying velocityNorm: f32;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(
|
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1
|
+
{"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,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,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute velocity: vec3f;varying velocityNorm: f32;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*uniforms.size,\n0.0\n);vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.sphereRadius=uniforms.size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvertexOutputs.velocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShaderWGSL = { name, shader };\n"]}
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@@ -3,9 +3,9 @@ import { ShaderStore } from "../Engines/shaderStore.js";
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3
3
|
const name = "fluidRenderingParticleDiffuseVertexShader";
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4
4
|
const shader = `attribute position: vec3f;attribute offset: vec2f;attribute color: vec4f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying diffuseColor: vec3f;@vertex
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5
5
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fn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(
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6
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-
vec2f(
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6
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+
vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*uniforms.size,
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7
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0.0
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8
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-
);var viewPos: vec3f=(uniforms.view*vec4f(
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8
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+
);var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.diffuseColor=vertexInputs.color.rgb;}
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9
9
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`;
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10
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// Sideeffect
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11
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if (!ShaderStore.ShadersStoreWGSL[name]) {
|