@babylonjs/core 8.53.1 → 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.
@@ -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;rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (rayZMin>rayZMax) {
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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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+ 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
@@ -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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  #endif
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- if (sceneBackZ==0.0) sceneBackZ=1e8;hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);
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+ if (sceneBackZ==0.0) sceneBackZ=1e8;hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax);
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  #else
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  hit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);
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  #endif
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  #endif
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  }
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- pqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps || sceneZMax==0.0) {hit=false;}
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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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  (refinementStepCount<=stride*1.4) &&
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- (rayZMax<sceneZMax) && (sceneZMax != 0.0);pqk+=dPQK,refinementStepCount+=1.0)
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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 (sceneZMax==0.0) {debugColor=vec3(1,1,0);} else {debugColor=vec3(0,stepCount/maxSteps,0);}
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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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  /**
@@ -1 +1 @@
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- {"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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiJd,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 &&\nsceneZMax != 0.0; \npqk+=dPQK,++stepCount)\n{hitPixel=permute ? pqk.yx : pqk.xy;rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (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) && (sceneZMax != 0.0);\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 || sceneZMax==0.0) {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) && (sceneZMax != 0.0);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\n}\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 (sceneZMax==0.0) {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"]}
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"]}
@@ -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) ||
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);rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (rayZMin>rayZMax) {
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);
108
118
  #endif
109
119
  if (sceneBackZ==0.0) { sceneBackZ=1e8; }
110
- hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);
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 || sceneZMax==0.0) {hit=false;}
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) && (sceneZMax != 0.0));pqk+=dPQK)
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 (sceneZMax==0.0) {*debugColor= vec3f(1,1,0);} else {*debugColor= vec3f(0,stepCount/maxSteps,0);}
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoJd,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 &&\nsceneZMax != 0.0);pqk+=dPQK \n)\n{*hitPixel=select(pqk.xy,pqk.yx,permute);rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (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) && (sceneZMax != 0.0);\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 || sceneZMax==0.0) {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) && (sceneZMax != 0.0));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\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 (sceneZMax==0.0) {*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"]}
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"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "8.53.1",
3
+ "version": "8.54.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",