@babylonjs/core 9.1.0 → 9.2.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (316) hide show
  1. package/Animations/animation.js +2 -2
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroup.js +1 -1
  4. package/Animations/animationGroup.js.map +1 -1
  5. package/Animations/animatorAvatar.js +13 -12
  6. package/Animations/animatorAvatar.js.map +1 -1
  7. package/Animations/easing.js +1 -1
  8. package/Animations/easing.js.map +1 -1
  9. package/Animations/pathCursor.js +1 -2
  10. package/Animations/pathCursor.js.map +1 -1
  11. package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
  12. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  13. package/Cameras/geospatialCameraMovement.js +6 -7
  14. package/Cameras/geospatialCameraMovement.js.map +1 -1
  15. package/Engines/Extensions/engine.multiview.js +6 -0
  16. package/Engines/Extensions/engine.multiview.js.map +1 -1
  17. package/Engines/abstractEngine.js +2 -2
  18. package/Engines/abstractEngine.js.map +1 -1
  19. package/Engines/constants.d.ts +9 -4
  20. package/Engines/constants.js +9 -4
  21. package/Engines/constants.js.map +1 -1
  22. package/Engines/webgpuEngine.js +2 -0
  23. package/Engines/webgpuEngine.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  25. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +38 -11
  26. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
  28. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
  29. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
  30. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  31. package/FrameGraph/Node/Blocks/index.js +1 -0
  32. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  33. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +4 -0
  34. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -0
  35. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  36. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
  37. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
  38. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
  39. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
  40. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
  41. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
  42. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
  43. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
  44. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
  45. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
  46. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
  47. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
  48. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
  49. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
  50. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
  51. package/FrameGraph/frameGraph.js +1 -0
  52. package/FrameGraph/frameGraph.js.map +1 -1
  53. package/FrameGraph/index.d.ts +1 -0
  54. package/FrameGraph/index.js +1 -0
  55. package/FrameGraph/index.js.map +1 -1
  56. package/Gizmos/boundingBoxGizmo.js +4 -0
  57. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  58. package/Layers/selectionOutlineLayer.d.ts +7 -0
  59. package/Layers/selectionOutlineLayer.js +18 -1
  60. package/Layers/selectionOutlineLayer.js.map +1 -1
  61. package/Layers/thinSelectionOutlineLayer.d.ts +7 -0
  62. package/Layers/thinSelectionOutlineLayer.js +86 -36
  63. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  64. package/Lights/Clustered/clusteredLightContainer.d.ts +6 -0
  65. package/Lights/Clustered/clusteredLightContainer.js +50 -5
  66. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  67. package/Lights/light.d.ts +7 -0
  68. package/Lights/light.js +10 -0
  69. package/Lights/light.js.map +1 -1
  70. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +13 -3
  71. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  72. package/Materials/PBR/openpbrMaterial.d.ts +166 -53
  73. package/Materials/PBR/openpbrMaterial.js +180 -61
  74. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  75. package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
  76. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  77. package/Materials/PBR/pbrBaseMaterial.d.ts +36 -31
  78. package/Materials/PBR/pbrBaseMaterial.js +2 -32
  79. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  80. package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
  81. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  82. package/Materials/Textures/cubeTexture.js +10 -0
  83. package/Materials/Textures/cubeTexture.js.map +1 -1
  84. package/Materials/Textures/envCubeTexture.js +13 -13
  85. package/Materials/Textures/envCubeTexture.js.map +1 -1
  86. package/Materials/environmentLighting.defines.d.ts +31 -0
  87. package/Materials/environmentLighting.defines.js +33 -0
  88. package/Materials/environmentLighting.defines.js.map +1 -0
  89. package/Materials/material.js +1 -0
  90. package/Materials/material.js.map +1 -1
  91. package/Materials/materialHelper.functions.js +9 -3
  92. package/Materials/materialHelper.functions.js.map +1 -1
  93. package/Materials/materialHelper.geometryrendering.js +10 -3
  94. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  95. package/Materials/prepass.defines.d.ts +43 -0
  96. package/Materials/prepass.defines.js +45 -0
  97. package/Materials/prepass.defines.js.map +1 -0
  98. package/Materials/standardMaterial.d.ts +36 -31
  99. package/Materials/standardMaterial.js +2 -32
  100. package/Materials/standardMaterial.js.map +1 -1
  101. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +101 -62
  102. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  103. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +39 -25
  104. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
  105. package/Meshes/abstractMesh.d.ts +8 -1
  106. package/Meshes/abstractMesh.js +9 -2
  107. package/Meshes/abstractMesh.js.map +1 -1
  108. package/Meshes/mesh.js +31 -4
  109. package/Meshes/mesh.js.map +1 -1
  110. package/Misc/greasedLineTools.js +5 -0
  111. package/Misc/greasedLineTools.js.map +1 -1
  112. package/Misc/textureTools.d.ts +3 -1
  113. package/Misc/textureTools.js +74 -13
  114. package/Misc/textureTools.js.map +1 -1
  115. package/Misc/tools.js +1 -1
  116. package/Misc/tools.js.map +1 -1
  117. package/Particles/EmitterTypes/coneParticleEmitter.js +2 -4
  118. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  119. package/Particles/baseParticleSystem.d.ts +33 -1
  120. package/Particles/baseParticleSystem.js +65 -0
  121. package/Particles/baseParticleSystem.js.map +1 -1
  122. package/Particles/computeShaderParticleSystem.js +6 -0
  123. package/Particles/computeShaderParticleSystem.js.map +1 -1
  124. package/Particles/gpuParticleSystem.d.ts +24 -6
  125. package/Particles/gpuParticleSystem.js +85 -36
  126. package/Particles/gpuParticleSystem.js.map +1 -1
  127. package/Particles/particleSystem.d.ts +0 -6
  128. package/Particles/particleSystem.js +3 -14
  129. package/Particles/particleSystem.js.map +1 -1
  130. package/Particles/thinParticleSystem.d.ts +1 -3
  131. package/Particles/thinParticleSystem.js +1 -27
  132. package/Particles/thinParticleSystem.js.map +1 -1
  133. package/Particles/webgl2ParticleSystem.js +7 -0
  134. package/Particles/webgl2ParticleSystem.js.map +1 -1
  135. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  136. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
  137. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  138. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +6 -10
  139. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +46 -13
  140. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  141. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
  142. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
  143. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  144. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
  145. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
  146. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  147. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
  148. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  149. package/Rendering/depthRenderer.js +6 -0
  150. package/Rendering/depthRenderer.js.map +1 -1
  151. package/Rendering/geometryBufferRenderer.d.ts +34 -5
  152. package/Rendering/geometryBufferRenderer.js +209 -16
  153. package/Rendering/geometryBufferRenderer.js.map +1 -1
  154. package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
  155. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  156. package/Rendering/iblCdfGenerator.d.ts +10 -0
  157. package/Rendering/iblCdfGenerator.js +52 -17
  158. package/Rendering/iblCdfGenerator.js.map +1 -1
  159. package/Rendering/index.d.ts +0 -6
  160. package/Rendering/index.js +0 -6
  161. package/Rendering/index.js.map +1 -1
  162. package/Rendering/objectRenderer.js +1 -0
  163. package/Rendering/objectRenderer.js.map +1 -1
  164. package/Rendering/prePassRenderer.js +7 -1
  165. package/Rendering/prePassRenderer.js.map +1 -1
  166. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  167. package/Shaders/ShadersInclude/helperFunctions.js +5 -0
  168. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  169. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
  170. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  171. package/Shaders/{iblVoxelSlabDebug.fragment.d.ts → ShadersInclude/openpbrBlockPrePass.d.ts} +1 -1
  172. package/Shaders/ShadersInclude/openpbrBlockPrePass.js +77 -0
  173. package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  174. package/Shaders/ShadersInclude/openpbrDirectLighting.js +42 -17
  175. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  176. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +43 -17
  177. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  178. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +10 -1
  179. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  180. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  181. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -38
  182. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  183. package/Shaders/ShadersInclude/openpbrIblFunctions.js +4 -2
  184. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  185. package/Shaders/{iblVoxelSlabDebug.vertex.d.ts → ShadersInclude/openpbrSubsurfaceLayerData.d.ts} +1 -1
  186. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  187. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  188. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  189. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  190. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  191. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  192. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +9 -0
  193. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  194. package/Shaders/{iblVoxelGrid3dDebug.fragment.d.ts → ShadersInclude/openpbrVolumeFunctions.d.ts} +1 -1
  195. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +67 -0
  196. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  197. package/Shaders/ShadersInclude/pbrBlockPrePass.js +14 -3
  198. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  199. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -1
  200. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  201. package/{ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts → Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts} +1 -1
  202. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js +43 -0
  203. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  204. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  205. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -32
  206. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  207. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +1 -1
  208. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
  209. package/Shaders/ShadersInclude/sceneUboDeclaration.js +1 -1
  210. package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  211. package/Shaders/geometry.fragment.d.ts +12 -0
  212. package/Shaders/geometry.fragment.js +102 -1
  213. package/Shaders/geometry.fragment.js.map +1 -1
  214. package/Shaders/geometry.vertex.d.ts +1 -0
  215. package/Shaders/geometry.vertex.js +46 -2
  216. package/Shaders/geometry.vertex.js.map +1 -1
  217. package/Shaders/gpuUpdateParticles.vertex.js +12 -6
  218. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  219. package/Shaders/iblShadowVoxelTracing.fragment.d.ts +1 -0
  220. package/Shaders/iblShadowVoxelTracing.fragment.js +7 -6
  221. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  222. package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
  223. package/Shaders/iblVoxelGrid.fragment.js +33 -5
  224. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  225. package/Shaders/lod3D.fragment.d.ts +5 -0
  226. package/Shaders/lod3D.fragment.js +13 -0
  227. package/Shaders/lod3D.fragment.js.map +1 -0
  228. package/Shaders/openpbr.fragment.d.ts +3 -1
  229. package/Shaders/openpbr.fragment.js +74 -8
  230. package/Shaders/openpbr.fragment.js.map +1 -1
  231. package/Shaders/openpbr.vertex.js +11 -5
  232. package/Shaders/openpbr.vertex.js.map +1 -1
  233. package/ShadersWGSL/ShadersInclude/helperFunctions.js +5 -0
  234. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  235. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +3 -2
  236. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  237. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
  238. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  239. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
  240. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +101 -0
  241. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  242. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +44 -19
  243. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  244. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -13
  245. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  246. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  247. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -34
  248. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  249. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
  250. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  251. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
  252. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  253. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  254. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  255. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  256. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  257. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  258. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
  259. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +68 -0
  260. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  261. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +15 -4
  262. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  263. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +2 -2
  264. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  265. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  266. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  267. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
  268. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js +39 -0
  269. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  270. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  271. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -28
  272. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  273. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +2 -1
  274. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  275. package/ShadersWGSL/geometry.fragment.d.ts +11 -0
  276. package/ShadersWGSL/geometry.fragment.js +103 -1
  277. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  278. package/ShadersWGSL/geometry.vertex.d.ts +1 -0
  279. package/ShadersWGSL/geometry.vertex.js +47 -3
  280. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  281. package/ShadersWGSL/gpuUpdateParticles.compute.js +14 -7
  282. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  283. package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +1 -0
  284. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +8 -8
  285. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  286. package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
  287. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  288. package/ShadersWGSL/lod3D.fragment.d.ts +5 -0
  289. package/ShadersWGSL/lod3D.fragment.js +13 -0
  290. package/ShadersWGSL/lod3D.fragment.js.map +1 -0
  291. package/ShadersWGSL/openpbr.fragment.d.ts +3 -1
  292. package/ShadersWGSL/openpbr.fragment.js +75 -9
  293. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  294. package/ShadersWGSL/openpbr.vertex.js +6 -0
  295. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  296. package/XR/webXRSessionManager.js +7 -5
  297. package/XR/webXRSessionManager.js.map +1 -1
  298. package/package.json +1 -1
  299. package/readme.md +4 -0
  300. package/scene.d.ts +7 -0
  301. package/scene.js +13 -0
  302. package/scene.js.map +1 -1
  303. package/Shaders/iblVoxelGrid3dDebug.fragment.js +0 -24
  304. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +0 -1
  305. package/Shaders/iblVoxelSlabDebug.fragment.js +0 -13
  306. package/Shaders/iblVoxelSlabDebug.fragment.js.map +0 -1
  307. package/Shaders/iblVoxelSlabDebug.vertex.js +0 -11
  308. package/Shaders/iblVoxelSlabDebug.vertex.js.map +0 -1
  309. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +0 -5
  310. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +0 -23
  311. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +0 -1
  312. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +0 -14
  313. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +0 -1
  314. package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +0 -5
  315. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +0 -12
  316. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +0 -1
@@ -0,0 +1,5 @@
1
+ /** @internal */
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+ export declare const pbrFragmentReflectionDeclarationWGSL: {
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+ name: string;
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+ shader: string;
5
+ };
@@ -0,0 +1,39 @@
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+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "pbrFragmentReflectionDeclaration";
4
+ const shader = `#ifdef REFLECTION
5
+ #ifdef REFLECTIONMAP_3D
6
+ var reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;
7
+ #ifdef LODBASEDMICROSFURACE
8
+ #else
9
+ var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;
10
+ #endif
11
+ #ifdef USEIRRADIANCEMAP
12
+ var irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;
13
+ #endif
14
+ #else
15
+ var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;
16
+ #ifdef LODBASEDMICROSFURACE
17
+ #else
18
+ var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;
19
+ #endif
20
+ #ifdef USEIRRADIANCEMAP
21
+ var irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;
22
+ #endif
23
+ #endif
24
+ #ifdef REFLECTIONMAP_SKYBOX
25
+ varying vPositionUVW: vec3f;
26
+ #else
27
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
28
+ varying vDirectionW: vec3f;
29
+ #endif
30
+ #endif
31
+ #endif
32
+ `;
33
+ // Sideeffect
34
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
35
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
36
+ }
37
+ /** @internal */
38
+ export const pbrFragmentReflectionDeclarationWGSL = { name, shader };
39
+ //# sourceMappingURL=pbrFragmentReflectionDeclaration.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbrFragmentReflectionDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,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,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrFragmentReflectionDeclaration\";\nconst shader = `#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrFragmentReflectionDeclarationWGSL = { name, shader };\n"]}
@@ -1,5 +1,6 @@
1
1
  import "./samplerFragmentDeclaration.js";
2
2
  import "./samplerFragmentAlternateDeclaration.js";
3
+ import "./pbrFragmentReflectionDeclaration.js";
3
4
  /** @internal */
4
5
  export declare const pbrFragmentSamplersDeclarationWGSL: {
5
6
  name: string;
@@ -2,6 +2,7 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  import "./samplerFragmentDeclaration.js";
4
4
  import "./samplerFragmentAlternateDeclaration.js";
5
+ import "./pbrFragmentReflectionDeclaration.js";
5
6
  const name = "pbrFragmentSamplersDeclaration";
6
7
  const shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)
7
8
  #include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)
@@ -38,34 +39,7 @@ var sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<
38
39
  #ifdef ANISOTROPIC
39
40
  #include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)
40
41
  #endif
41
- #ifdef REFLECTION
42
- #ifdef REFLECTIONMAP_3D
43
- var reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;
44
- #ifdef LODBASEDMICROSFURACE
45
- #else
46
- var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;
47
- #endif
48
- #ifdef USEIRRADIANCEMAP
49
- var irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;
50
- #endif
51
- #else
52
- var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;
53
- #ifdef LODBASEDMICROSFURACE
54
- #else
55
- var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;
56
- #endif
57
- #ifdef USEIRRADIANCEMAP
58
- var irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;
59
- #endif
60
- #endif
61
- #ifdef REFLECTIONMAP_SKYBOX
62
- varying vPositionUVW: vec3f;
63
- #else
64
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
65
- varying vDirectionW: vec3f;
66
- #endif
67
- #endif
68
- #endif
42
+ #include<pbrFragmentReflectionDeclaration>
69
43
  #ifdef ENVIRONMENTBRDF
70
44
  var environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;
71
45
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Fd,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,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\nimport \"./samplerFragmentAlternateDeclaration\";\n\nconst name = \"pbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef CLEARCOAT\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nvar clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>;\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)\nvar sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor)\n#endif\n#ifdef IBL_CDF_FILTERING\nvar icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrFragmentSamplersDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,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,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\nimport \"./samplerFragmentAlternateDeclaration\";\nimport \"./pbrFragmentReflectionDeclaration\";\n\nconst name = \"pbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef CLEARCOAT\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nvar clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>;\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)\nvar sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)\n#endif\n#include<pbrFragmentReflectionDeclaration>\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor)\n#endif\n#ifdef IBL_CDF_FILTERING\nvar icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrFragmentSamplersDeclarationWGSL = { name, shader };\n"]}
@@ -7,7 +7,8 @@ viewProjectionR : mat4x4<f32>,
7
7
  #endif
8
8
  view : mat4x4<f32>,
9
9
  projection : mat4x4<f32>,
10
- vEyePosition : vec4<f32>,};
10
+ vEyePosition : vec4<f32>,
11
+ inverseProjection : mat4x4<f32>,};
11
12
  #define SCENE_UBO
12
13
  var<uniform> scene : Scene;
13
14
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"sceneUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/sceneUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;CASd,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 = \"sceneUboDeclaration\";\nconst shader = `struct Scene {viewProjection : mat4x4<f32>,\n#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\n#endif \nview : mat4x4<f32>,\nprojection : mat4x4<f32>,\nvEyePosition : vec4<f32>,};\n#define SCENE_UBO\nvar<uniform> scene : Scene;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const sceneUboDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"sceneUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/sceneUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,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 = \"sceneUboDeclaration\";\nconst shader = `struct Scene {viewProjection : mat4x4<f32>,\n#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\n#endif \nview : mat4x4<f32>,\nprojection : mat4x4<f32>,\nvEyePosition : vec4<f32>,\ninverseProjection : mat4x4<f32>,};\n#define SCENE_UBO\nvar<uniform> scene : Scene;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const sceneUboDeclarationWGSL = { name, shader };\n"]}
@@ -2,8 +2,19 @@ import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
2
2
  import "./ShadersInclude/bumpFragmentMainFunctions.js";
3
3
  import "./ShadersInclude/bumpFragmentFunctions.js";
4
4
  import "./ShadersInclude/helperFunctions.js";
5
+ import "./ShadersInclude/pbrFragmentReflectionDeclaration.js";
6
+ import "./ShadersInclude/sceneUboDeclaration.js";
7
+ import "./ShadersInclude/pbrBRDFFunctions.js";
8
+ import "./ShadersInclude/openpbrDielectricReflectance.js";
9
+ import "./ShadersInclude/pbrIBLFunctions.js";
10
+ import "./ShadersInclude/reflectionFunction.js";
11
+ import "./ShadersInclude/openpbrGeometryInfo.js";
12
+ import "./ShadersInclude/openpbrIblFunctions.js";
13
+ import "./ShadersInclude/samplerFragmentDeclaration.js";
5
14
  import "./ShadersInclude/clipPlaneFragment.js";
6
15
  import "./ShadersInclude/bumpFragment.js";
16
+ import "./ShadersInclude/openpbrSubsurfaceLayerData.js";
17
+ import "./ShadersInclude/openpbrTransmissionLayerData.js";
7
18
  /** @internal */
8
19
  export declare const geometryPixelShaderWGSL: {
9
20
  name: string;
@@ -4,8 +4,19 @@ import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
4
4
  import "./ShadersInclude/bumpFragmentMainFunctions.js";
5
5
  import "./ShadersInclude/bumpFragmentFunctions.js";
6
6
  import "./ShadersInclude/helperFunctions.js";
7
+ import "./ShadersInclude/pbrFragmentReflectionDeclaration.js";
8
+ import "./ShadersInclude/sceneUboDeclaration.js";
9
+ import "./ShadersInclude/pbrBRDFFunctions.js";
10
+ import "./ShadersInclude/openpbrDielectricReflectance.js";
11
+ import "./ShadersInclude/pbrIBLFunctions.js";
12
+ import "./ShadersInclude/reflectionFunction.js";
13
+ import "./ShadersInclude/openpbrGeometryInfo.js";
14
+ import "./ShadersInclude/openpbrIblFunctions.js";
15
+ import "./ShadersInclude/samplerFragmentDeclaration.js";
7
16
  import "./ShadersInclude/clipPlaneFragment.js";
8
17
  import "./ShadersInclude/bumpFragment.js";
18
+ import "./ShadersInclude/openpbrSubsurfaceLayerData.js";
19
+ import "./ShadersInclude/openpbrTransmissionLayerData.js";
9
20
  const name = "geometryPixelShader";
10
21
  const shader = `#ifdef BUMP
11
22
  varying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;
@@ -13,7 +24,7 @@ varying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f
13
24
  varying vNormalV: vec3f;
14
25
  #endif
15
26
  varying vViewPos: vec4f;
16
- #if defined(POSITION) || defined(BUMP)
27
+ #if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)
17
28
  varying vPositionW: vec3f;
18
29
  #endif
19
30
  #if defined(VELOCITY) || defined(VELOCITY_LINEAR)
@@ -59,6 +70,33 @@ var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
59
70
  #include<bumpFragmentMainFunctions>
60
71
  #include<bumpFragmentFunctions>
61
72
  #include<helperFunctions>
73
+ #ifdef IRRADIANCE
74
+ #include<pbrFragmentReflectionDeclaration>
75
+ #ifdef REFLECTION
76
+ #ifdef USEIRRADIANCEMAP
77
+ #include<sceneUboDeclaration>
78
+ uniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionDominantDirection: vec3f;
79
+ #include<pbrBRDFFunctions>
80
+ #include<openpbrDielectricReflectance>
81
+ #include<pbrIBLFunctions>
82
+ #include<reflectionFunction>
83
+ #include<openpbrGeometryInfo>
84
+ #include<openpbrIblFunctions>
85
+ #elif defined(USESPHERICALFROMREFLECTIONMAP)
86
+ varying vEnvironmentIrradiance: vec3f;
87
+ #endif
88
+ #ifdef IBL_SHADOW_TEXTURE
89
+ var iblShadowSampler: texture_2d<f32>;var iblShadowSamplerSampler: sampler;uniform shadowTextureSize: vec2f;
90
+ #endif
91
+ #ifdef IRRADIANCE_SCATTER_MASK
92
+ uniform vSubsurfaceWeight: f32;
93
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)
94
+ uniform vSubsurfaceScatterAnisotropy: f32;uniform vTransmissionWeight: f32;
95
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)
96
+ uniform vTransmissionScatterAnisotropy: f32;
97
+ #endif
98
+ #endif
99
+ #endif
62
100
  @fragment
63
101
  fn main(input: FragmentInputs)->FragmentOutputs {
64
102
  #include<clipPlaneFragment>
@@ -152,6 +190,70 @@ reflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness);
152
190
  #endif
153
191
  fragData[REFLECTIVITY_INDEX]=reflectivity;
154
192
  #endif
193
+ #ifdef IRRADIANCE
194
+ var irradiance: vec3f=vec3f(0.0);var irradiance_alpha: f32=1.0;
195
+ #ifdef REFLECTION
196
+ #ifdef IRRADIANCE_SCATTER_MASK
197
+ var vSubsurfaceColor: vec3f=vec3f(1.0);var vSubsurfaceRadius: f32=0.0;var vSubsurfaceRadiusScale: vec3f=vec3f(1.0);
198
+ #include<openpbrSubsurfaceLayerData>(uniforms.vSubsurfaceColor,vSubsurfaceColor,uniforms.vSubsurfaceRadius,vSubsurfaceRadius,uniforms.vSubsurfaceRadiusScale,vSubsurfaceRadiusScale)
199
+ var vTransmissionDepth: f32=1.0;var vTransmissionColor: vec3f=vec3f(1.0);var vTransmissionScatter: vec3f=vec3f(0.0);var vTransmissionDispersionScale: f32=0.0;var vTransmissionDispersionAbbeNumber: f32=0.0;
200
+ #include<openpbrTransmissionLayerData>(uniforms.vTransmissionDispersionScale,vTransmissionDispersionScale,uniforms.vTransmissionDispersionAbbeNumber,vTransmissionDispersionAbbeNumber,uniforms.vTransmissionColor,vTransmissionColor,uniforms.vTransmissionDepth,vTransmissionDepth,uniforms.vTransmissionScatter\\.,vTransmissionScatter.)
201
+ #endif
202
+ #ifdef IBL_SHADOW_TEXTURE
203
+ #ifdef COLORED_IBL_SHADOWS
204
+ let iblShadowValue: vec3f=textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).rgb;
205
+ #else
206
+ let iblShadowValue: vec3f=vec3f(textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).r);
207
+ #endif
208
+ #endif
209
+ #if defined(USEIRRADIANCEMAP)
210
+ #ifdef IRRADIANCE_SCATTER_MASK
211
+ let bendAmount: f32=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);let mixedBendAmount: f32=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);let viewVector: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);let bentNormal: vec3f=mix(normalOutput,viewVector,mixedBendAmount*dot(normalOutput,viewVector));
212
+ #else
213
+ let bentNormal: vec3f=normalOutput;
214
+ #endif
215
+ irradiance=sampleIrradiance(
216
+ bentNormal
217
+ #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
218
+ ,input.vEnvironmentIrradiance
219
+ #endif
220
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
221
+ ,uniforms.reflectionMatrix
222
+ #endif
223
+ #ifdef USEIRRADIANCEMAP
224
+ ,irradianceSampler
225
+ ,irradianceSamplerSampler
226
+ #ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
227
+ ,uniforms.vReflectionDominantDirection
228
+ #endif
229
+ #endif
230
+ #ifdef REALTIME_FILTERING
231
+ ,uniforms.vReflectionFilteringInfo
232
+ #ifdef IBL_CDF_FILTERING
233
+ ,icdfSampler
234
+ ,icdfSamplerSampler
235
+ #endif
236
+ #endif
237
+ ,uniforms.vReflectionInfos
238
+ ,input.vViewPos.xyz
239
+ ,1.0
240
+ ,vec3f(1.0)
241
+ );
242
+ #elif defined(USESPHERICALFROMREFLECTIONMAP)
243
+ irradiance=input.vEnvironmentIrradiance;
244
+ #endif
245
+ #ifdef IBL_SHADOW_TEXTURE
246
+ irradiance*=iblShadowValue;
247
+ #endif
248
+ #ifndef BUMP
249
+ let uvOffset: vec2f=vec2f(0.0);
250
+ #endif
251
+ #ifdef IRRADIANCE_SCATTER_MASK
252
+ irradiance_alpha=min(subsurface_weight+transmission_weight,1.0);
253
+ #endif
254
+ #endif
255
+ fragData[IRRADIANCE_INDEX]=vec4f(irradiance,irradiance_alpha);
256
+ #endif
155
257
  #if SCENE_MRT_COUNT>0
156
258
  fragmentOutputs.fragData0=fragData[0];
157
259
  #endif
@@ -1 +1 @@
1
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\"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(input.vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mDAAmD,CAAC;AAC3D,OAAO,sCAAsC,CAAC;AAC9C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,+CAA+C,CAAC;AACvD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,6CAA6C,CAAC;AACrD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AACvC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqQd,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrFragmentReflectionDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n#ifdef IRRADIANCE\n#include<pbrFragmentReflectionDeclaration>\n#ifdef REFLECTION\n#ifdef USEIRRADIANCEMAP\n#include<sceneUboDeclaration>\nuniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionDominantDirection: vec3f;\n#include<pbrBRDFFunctions>\n#include<openpbrDielectricReflectance>\n#include<pbrIBLFunctions>\n#include<reflectionFunction>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nvarying vEnvironmentIrradiance: vec3f;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nvar iblShadowSampler: texture_2d<f32>;var iblShadowSamplerSampler: sampler;uniform shadowTextureSize: vec2f;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nuniform vSubsurfaceWeight: f32;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)\nuniform vSubsurfaceScatterAnisotropy: f32;uniform vTransmissionWeight: f32;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)\nuniform vTransmissionScatterAnisotropy: f32;\n#endif\n#endif\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(input.vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#ifdef IRRADIANCE\nvar irradiance: vec3f=vec3f(0.0);var irradiance_alpha: f32=1.0;\n#ifdef REFLECTION\n#ifdef IRRADIANCE_SCATTER_MASK\nvar vSubsurfaceColor: vec3f=vec3f(1.0);var vSubsurfaceRadius: f32=0.0;var vSubsurfaceRadiusScale: vec3f=vec3f(1.0);\n#include<openpbrSubsurfaceLayerData>(uniforms.vSubsurfaceColor,vSubsurfaceColor,uniforms.vSubsurfaceRadius,vSubsurfaceRadius,uniforms.vSubsurfaceRadiusScale,vSubsurfaceRadiusScale)\nvar vTransmissionDepth: f32=1.0;var vTransmissionColor: vec3f=vec3f(1.0);var vTransmissionScatter: vec3f=vec3f(0.0);var vTransmissionDispersionScale: f32=0.0;var vTransmissionDispersionAbbeNumber: f32=0.0;\n#include<openpbrTransmissionLayerData>(uniforms.vTransmissionDispersionScale,vTransmissionDispersionScale,uniforms.vTransmissionDispersionAbbeNumber,vTransmissionDispersionAbbeNumber,uniforms.vTransmissionColor,vTransmissionColor,uniforms.vTransmissionDepth,vTransmissionDepth,uniforms.vTransmissionScatter\\\\.,vTransmissionScatter.)\n#endif\n#ifdef IBL_SHADOW_TEXTURE\n#ifdef COLORED_IBL_SHADOWS\nlet iblShadowValue: vec3f=textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).rgb;\n#else\nlet iblShadowValue: vec3f=vec3f(textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).r);\n#endif\n#endif\n#if defined(USEIRRADIANCEMAP)\n#ifdef IRRADIANCE_SCATTER_MASK\nlet bendAmount: f32=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);let mixedBendAmount: f32=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);let viewVector: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);let bentNormal: vec3f=mix(normalOutput,viewVector,mixedBendAmount*dot(normalOutput,viewVector));\n#else\nlet bentNormal: vec3f=normalOutput;\n#endif\nirradiance=sampleIrradiance(\nbentNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,input.vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,input.vViewPos.xyz\n,1.0\n,vec3f(1.0)\n);\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nirradiance=input.vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nirradiance*=iblShadowValue;\n#endif\n#ifndef BUMP\nlet uvOffset: vec2f=vec2f(0.0);\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nirradiance_alpha=min(subsurface_weight+transmission_weight,1.0);\n#endif\n#endif\nfragData[IRRADIANCE_INDEX]=vec4f(irradiance,irradiance_alpha);\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
@@ -5,6 +5,7 @@ import "./ShadersInclude/morphTargetsVertexDeclaration.js";
5
5
  import "./ShadersInclude/instancesDeclaration.js";
6
6
  import "./ShadersInclude/sceneUboDeclaration.js";
7
7
  import "./ShadersInclude/clipPlaneVertexDeclaration.js";
8
+ import "./ShadersInclude/harmonicsFunctions.js";
8
9
  import "./ShadersInclude/morphTargetsVertexGlobal.js";
9
10
  import "./ShadersInclude/morphTargetsVertex.js";
10
11
  import "./ShadersInclude/instancesVertex.js";
@@ -7,6 +7,7 @@ import "./ShadersInclude/morphTargetsVertexDeclaration.js";
7
7
  import "./ShadersInclude/instancesDeclaration.js";
8
8
  import "./ShadersInclude/sceneUboDeclaration.js";
9
9
  import "./ShadersInclude/clipPlaneVertexDeclaration.js";
10
+ import "./ShadersInclude/harmonicsFunctions.js";
10
11
  import "./ShadersInclude/morphTargetsVertexGlobal.js";
11
12
  import "./ShadersInclude/morphTargetsVertex.js";
12
13
  import "./ShadersInclude/instancesVertex.js";
@@ -22,7 +23,21 @@ const shader = `#include<bonesDeclaration>
22
23
  #include<instancesDeclaration>
23
24
  #include<sceneUboDeclaration>
24
25
  #include<clipPlaneVertexDeclaration>
25
- attribute position: vec3f;
26
+ #ifdef IRRADIANCE
27
+ #ifdef REFLECTION
28
+ uniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionColor: vec3f;
29
+ #ifdef USESPHERICALFROMREFLECTIONMAP
30
+ varying vEnvironmentIrradiance: vec3f;
31
+ #ifdef SPHERICAL_HARMONICS
32
+ uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;
33
+ #else
34
+ uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;
35
+ #endif
36
+ #include<harmonicsFunctions>
37
+ #endif
38
+ #endif
39
+ #endif
40
+ attribute position : vec3<f32>;
26
41
  #ifdef HAS_NORMAL_ATTRIBUTE
27
42
  attribute normal: vec3f;
28
43
  #endif
@@ -43,6 +58,12 @@ varying vMetallicUV: vec2f;uniform metallicMatrix: mat4x4f;
43
58
  #ifdef ROUGHNESS_TEXTURE
44
59
  varying vRoughnessUV: vec2f;uniform roughnessMatrix: mat4x4f;
45
60
  #endif
61
+ #ifdef SUBSURFACE_WEIGHT
62
+ varying vSubsurfaceWeightUV: vec2f;uniform subsurfaceWeightMatrix: mat4x4f;
63
+ #endif
64
+ #ifdef TRANSMISSION_WEIGHT
65
+ varying vTransmissionWeightUV: vec2f;uniform transmissionWeightMatrix: mat4x4f;
66
+ #endif
46
67
  #ifdef UV1
47
68
  attribute uv: vec2f;
48
69
  #endif
@@ -59,7 +80,7 @@ varying vNormalW: vec3f;
59
80
  varying vNormalV: vec3f;
60
81
  #endif
61
82
  varying vViewPos: vec4f;
62
- #if defined(POSITION) || defined(BUMP)
83
+ #if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)
63
84
  varying vPositionW: vec3f;
64
85
  #endif
65
86
  #if defined(VELOCITY) || defined(VELOCITY_LINEAR)
@@ -128,7 +149,7 @@ vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWor
128
149
  vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
129
150
  #endif
130
151
  #endif
131
- #if defined(POSITION) || defined(BUMP)
152
+ #if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)
132
153
  vertexOutputs.vPositionW=worldPos.xyz/worldPos.w;
133
154
  #endif
134
155
  vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);
@@ -156,6 +177,12 @@ vertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uvUpdated,1.0,0.0)).
156
177
  #ifdef ALBEDO_UV1
157
178
  vertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
158
179
  #endif
180
+ #ifdef SUBSURFACE_WEIGHT_UV1
181
+ vertexOutputs.vSubsurfaceWeightUV=(uniforms.subsurfaceWeightMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
182
+ #endif
183
+ #ifdef TRANSMISSION_WEIGHT_UV1
184
+ vertexOutputs.vTransmissionWeightUV=(uniforms.transmissionWeightMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
185
+ #endif
159
186
  #endif
160
187
  #ifdef UV2
161
188
  #if defined(ALPHATEST) && defined(ALPHATEST_UV2)
@@ -179,9 +206,26 @@ vertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uv2Updated,1.0,0.0))
179
206
  #ifdef ALBEDO_UV2
180
207
  vertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
181
208
  #endif
209
+ #ifdef SUBSURFACE_WEIGHT_UV2
210
+ vertexOutputs.vSubsurfaceWeightUV=(uniforms.subsurfaceWeightMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
211
+ #endif
212
+ #ifdef TRANSMISSION_WEIGHT_UV2
213
+ vertexOutputs.vTransmissionWeightUV=(uniforms.transmissionWeightMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
214
+ #endif
182
215
  #endif
183
216
  #endif
184
217
  #include<bumpVertex>
218
+ #ifdef IRRADIANCE
219
+ #ifdef REFLECTION
220
+ #ifdef USESPHERICALFROMREFLECTIONMAP
221
+ var reflectionVector: vec3f=(uniforms.reflectionMatrix*vec4f(normalUpdated,0.0)).xyz;
222
+ #ifdef REFLECTIONMAP_OPPOSITEZ
223
+ reflectionVector.z*=-1.0f;
224
+ #endif
225
+ vertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector)*uniforms.vReflectionInfos.x;
226
+ #endif
227
+ #endif
228
+ #endif
185
229
  }
186
230
  `;
187
231
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.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,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwKd,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,wBAAwB,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/instancesDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute position: vec3f;\n#ifdef HAS_NORMAL_ATTRIBUTE\nattribute normal: vec3f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#ifdef ALPHATEST\nuniform diffuseMatrix: mat4x4f;\n#endif\n#ifdef BUMP\nuniform bumpMatrix: mat4x4f;varying vBumpUV: vec2f;\n#endif\n#ifdef REFLECTIVITY\nuniform reflectivityMatrix: mat4x4f;uniform albedoMatrix: mat4x4f;varying vReflectivityUV: vec2f;varying vAlbedoUV: vec2f;\n#endif\n#ifdef METALLIC_TEXTURE\nvarying vMetallicUV: vec2f;uniform metallicMatrix: mat4x4f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvarying vRoughnessUV: vec2f;uniform roughnessMatrix: mat4x4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;\n#endif\n#ifdef BUMP\nvarying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;\n#ifdef HAS_NORMAL_ATTRIBUTE\nvar normalUpdated: vec3f=vertexInputs.normal;\n#else\nvar normalUpdated: vec3f=vec3f(0.0,0.0,0.0);\n#endif\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#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f= vec4f(finalWorld* vec4f(positionUpdated,1.0));\n#ifdef BUMP\nlet vWorldView=scene.view*finalWorld;vertexOutputs.vWorldView0=vWorldView[0];vertexOutputs.vWorldView1=vWorldView[1];vertexOutputs.vWorldView2=vWorldView[2];vertexOutputs.vWorldView3=vWorldView[3];let normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvertexOutputs.vNormalV=normalize((finalWorld* vec4f(normalUpdated,0.0)).xyz);\n#else\nvertexOutputs.vNormalV=normalize(((scene.view*finalWorld)* vec4f(normalUpdated,0.0)).xyz);\n#endif\n#endif\nvertexOutputs.vViewPos=scene.view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvertexOutputs.vPositionW=worldPos.xyz/worldPos.w;\n#endif\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV1\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV1\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV1\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV1\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV2\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV2\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV2\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV2\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.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,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,6CAA6C,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmNd,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,wBAAwB,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/instancesDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<clipPlaneVertexDeclaration>\n#ifdef IRRADIANCE\n#ifdef REFLECTION\nuniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionColor: vec3f;\n#ifdef USESPHERICALFROMREFLECTIONMAP\nvarying vEnvironmentIrradiance: vec3f;\n#ifdef SPHERICAL_HARMONICS\nuniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;\n#else\nuniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#endif\n#include<harmonicsFunctions>\n#endif\n#endif\n#endif\nattribute position : vec3<f32>;\n#ifdef HAS_NORMAL_ATTRIBUTE\nattribute normal: vec3f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#ifdef ALPHATEST\nuniform diffuseMatrix: mat4x4f;\n#endif\n#ifdef BUMP\nuniform bumpMatrix: mat4x4f;varying vBumpUV: vec2f;\n#endif\n#ifdef REFLECTIVITY\nuniform reflectivityMatrix: mat4x4f;uniform albedoMatrix: mat4x4f;varying vReflectivityUV: vec2f;varying vAlbedoUV: vec2f;\n#endif\n#ifdef METALLIC_TEXTURE\nvarying vMetallicUV: vec2f;uniform metallicMatrix: mat4x4f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvarying vRoughnessUV: vec2f;uniform roughnessMatrix: mat4x4f;\n#endif\n#ifdef SUBSURFACE_WEIGHT\nvarying vSubsurfaceWeightUV: vec2f;uniform subsurfaceWeightMatrix: mat4x4f;\n#endif\n#ifdef TRANSMISSION_WEIGHT\nvarying vTransmissionWeightUV: vec2f;uniform transmissionWeightMatrix: mat4x4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;\n#endif\n#ifdef BUMP\nvarying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;\n#ifdef HAS_NORMAL_ATTRIBUTE\nvar normalUpdated: vec3f=vertexInputs.normal;\n#else\nvar normalUpdated: vec3f=vec3f(0.0,0.0,0.0);\n#endif\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#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f= vec4f(finalWorld* vec4f(positionUpdated,1.0));\n#ifdef BUMP\nlet vWorldView=scene.view*finalWorld;vertexOutputs.vWorldView0=vWorldView[0];vertexOutputs.vWorldView1=vWorldView[1];vertexOutputs.vWorldView2=vWorldView[2];vertexOutputs.vWorldView3=vWorldView[3];let normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvertexOutputs.vNormalV=normalize((finalWorld* vec4f(normalUpdated,0.0)).xyz);\n#else\nvertexOutputs.vNormalV=normalize(((scene.view*finalWorld)* vec4f(normalUpdated,0.0)).xyz);\n#endif\n#endif\nvertexOutputs.vViewPos=scene.view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvertexOutputs.vPositionW=worldPos.xyz/worldPos.w;\n#endif\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV1\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV1\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV1\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV1\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef SUBSURFACE_WEIGHT_UV1\nvertexOutputs.vSubsurfaceWeightUV=(uniforms.subsurfaceWeightMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef TRANSMISSION_WEIGHT_UV1\nvertexOutputs.vTransmissionWeightUV=(uniforms.transmissionWeightMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV2\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV2\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV2\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV2\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef SUBSURFACE_WEIGHT_UV2\nvertexOutputs.vSubsurfaceWeightUV=(uniforms.subsurfaceWeightMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef TRANSMISSION_WEIGHT_UV2\nvertexOutputs.vTransmissionWeightUV=(uniforms.transmissionWeightMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#endif\n#include<bumpVertex>\n#ifdef IRRADIANCE\n#ifdef REFLECTION\n#ifdef USESPHERICALFROMREFLECTIONMAP\nvar reflectionVector: vec3f=(uniforms.reflectionMatrix*vec4f(normalUpdated,0.0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0f;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector)*uniforms.vReflectionInfos.x;\n#endif\n#endif\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryVertexShaderWGSL = { name, shader };\n"]}
@@ -68,6 +68,10 @@ flowMapStrength : f32,
68
68
  #ifndef LOCAL
69
69
  emitterWM : mat4x4<f32>,
70
70
  #endif
71
+ #ifdef ATTRACTORS
72
+ attractorCount : i32,
73
+ attractorPositionAndStrength : array<vec4<f32>,MAX_ATTRACTORS>,
74
+ #endif
71
75
  #ifdef BOXEMITTER
72
76
  direction1 : vec3<f32>,
73
77
  direction2 : vec3<f32>,
@@ -156,7 +160,7 @@ particlesOut.particles[index].age=newAge-life;
156
160
  #endif
157
161
  particlesOut.particles[index].seed=seed;var sizex : f32;
158
162
  #ifdef SIZEGRADIENTS
159
- sizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;
163
+ let sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).rg;sizex=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;
160
164
  #else
161
165
  sizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;
162
166
  #endif
@@ -246,10 +250,10 @@ particlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noi
246
250
  #endif
247
251
  } else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;
248
252
  #ifdef VELOCITYGRADIENTS
249
- directionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;
253
+ let velocityGradientRange=textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(velocityGradientRange.x+(velocityGradientRange.y-velocityGradientRange.x)*seed.w);
250
254
  #endif
251
255
  #ifdef DRAGGRADIENTS
252
- directionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);
256
+ let dragGradientRange=textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(1.0-(dragGradientRange.x+(dragGradientRange.y-dragGradientRange.x)*seed.x));
253
257
  #endif
254
258
  let position : vec3<f32>=particlesIn.particles[index].position;
255
259
  #if defined(CUSTOMEMITTER)
@@ -263,8 +267,8 @@ particlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;
263
267
  particlesOut.particles[index].color=particlesIn.particles[index].color;
264
268
  #endif
265
269
  #ifdef SIZEGRADIENTS
266
- particlesOut.particles[index].size=vec3<f32>(
267
- textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,
270
+ let sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;particlesOut.particles[index].size=vec3<f32>(
271
+ sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y,
268
272
  particlesIn.particles[index].size.yz);
269
273
  #else
270
274
  particlesOut.particles[index].size=particlesIn.particles[index].size;
@@ -280,7 +284,10 @@ var updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;
280
284
  var clipSpace=(params.flowMapProjection*vec4f(position,1.));var ndcSpace=clipSpace.xyz/clipSpace.w;var flowMapUV=ndcSpace.xy*0.5+0.5;var flowMapValue=textureSampleLevel(flowMapTexture,flowMapSampler,flowMapUV,0.);var flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*params.flowMapStrength;
281
285
  #endif
282
286
  #ifdef LIMITVELOCITYGRADIENTS
283
- let limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}
287
+ let limitVelocityRange=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let limitVelocity : f32=limitVelocityRange.x+(limitVelocityRange.y-limitVelocityRange.x)*seed.y;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}
288
+ #endif
289
+ #ifdef ATTRACTORS
290
+ {for (var i : i32=0; i<params.attractorCount; i=i+1) {let toAttractor : vec3<f32>=params.attractorPositionAndStrength[i].xyz-position;let distSq : f32=dot(toAttractor,toAttractor)+1.0;updatedDirection=updatedDirection+(params.attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}
284
291
  #endif
285
292
  particlesOut.particles[index].direction=updatedDirection;
286
293
  #ifdef NOISE
@@ -288,7 +295,7 @@ let noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1
288
295
  #endif
289
296
  #endif
290
297
  #ifdef ANGULARSPEEDGRADIENTS
291
- let angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;
298
+ let angularSpeedRange=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let angularSpeed : f32=angularSpeedRange.x+(angularSpeedRange.y-angularSpeedRange.x)*seed.z;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;
292
299
  #else
293
300
  let angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);
294
301
  #endif