@babylonjs/lite 0.2.0 → 1.0.1
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.
- package/{_mat4-storage-f64-Bvh5TymE.js → _mat4-storage-f64-BW9sTaVh.js} +3 -2
- package/_mat4-storage-f64-BW9sTaVh.js.map +1 -0
- package/{alpha-test-fragment-BCChpzaV.js → alpha-test-fragment-eUG971h3.js} +2 -2
- package/{alpha-test-fragment-BCChpzaV.js.map → alpha-test-fragment-eUG971h3.js.map} +1 -1
- package/assets/splat-sort-worker-DT3eybMZ.js.map +1 -0
- package/{background-dds-skybox-ZjrSIxrT.js → background-dds-skybox-BwG0kYQP.js} +13 -13
- package/background-dds-skybox-BwG0kYQP.js.map +1 -0
- package/{background-ground-B2Mie-MI.js → background-ground-DiFpKJzF.js} +19 -19
- package/background-ground-DiFpKJzF.js.map +1 -0
- package/{background-hdr-skybox-DDRJYuT2.js → background-hdr-skybox-DIgJhvfj.js} +10 -10
- package/background-hdr-skybox-DIgJhvfj.js.map +1 -0
- package/{background-solid-skybox-fjXlnWaD.js → background-solid-skybox--fqHdan_.js} +11 -12
- package/background-solid-skybox--fqHdan_.js.map +1 -0
- package/{billboard-renderable-DKmlOgbM.js → billboard-renderable-HY2XCd52.js} +46 -10
- package/billboard-renderable-HY2XCd52.js.map +1 -0
- package/{clamp-block-CxRBPlUq.js → clamp-block-XHdUk2Va.js} +2 -2
- package/{clamp-block-CxRBPlUq.js.map → clamp-block-XHdUk2Va.js.map} +1 -1
- package/{clearcoat-fragment-KbZAa0TA.js → clearcoat-fragment-CHYw8MPB.js} +2 -2
- package/{clearcoat-fragment-KbZAa0TA.js.map → clearcoat-fragment-CHYw8MPB.js.map} +1 -1
- package/{create-skeleton-BBI5urcj.js → create-skeleton-9tdiUjRP.js} +9 -9
- package/create-skeleton-9tdiUjRP.js.map +1 -0
- package/{cubemap-skybox-material-DvW81drX.js → cubemap-skybox-material-DqQ0dyz8.js} +6 -7
- package/cubemap-skybox-material-DqQ0dyz8.js.map +1 -0
- package/{curve-block-Dh_xdUj-.js → curve-block-S27sXrJQ.js} +2 -2
- package/{curve-block-Dh_xdUj-.js.map → curve-block-S27sXrJQ.js.map} +1 -1
- package/{emissive-fragment-DD8cvHyx.js → emissive-fragment-CZMQ0_bF.js} +3 -3
- package/emissive-fragment-CZMQ0_bF.js.map +1 -0
- package/{esm-shadow-view-DHVS9r7H.js → esm-shadow-view-CUwxbnMR.js} +2 -2
- package/{esm-shadow-view-DHVS9r7H.js.map → esm-shadow-view-CUwxbnMR.js.map} +1 -1
- package/{esm-shadow-view-15S4JK6p.js → esm-shadow-view-Cl36rOrK.js} +2 -2
- package/{esm-shadow-view-15S4JK6p.js.map → esm-shadow-view-Cl36rOrK.js.map} +1 -1
- package/{esm-shadow-view-DYAc62Kl.js → esm-shadow-view-DKQ-FSoV.js} +2 -2
- package/{esm-shadow-view-DYAc62Kl.js.map → esm-shadow-view-DKQ-FSoV.js.map} +1 -1
- package/{gaussian-splatting-pipeline-sh-BvkUhA9V.js → gaussian-splatting-pipeline-sh-DDo7QQ8l.js} +19 -19
- package/gaussian-splatting-pipeline-sh-DDo7QQ8l.js.map +1 -0
- package/geometry-texture-output-BmuAquio.js +41 -0
- package/geometry-texture-output-BmuAquio.js.map +1 -0
- package/geometry-view-xWZmq799.js +404 -0
- package/geometry-view-xWZmq799.js.map +1 -0
- package/{gltf-animation-KnPzeOIY.js → gltf-animation-Bq7k_5HA.js} +6 -6
- package/gltf-animation-Bq7k_5HA.js.map +1 -0
- package/{gltf-ext-basisu-kmth3UWX.js → gltf-ext-basisu-C5teqxzQ.js} +43 -211
- package/gltf-ext-basisu-C5teqxzQ.js.map +1 -0
- package/{gltf-ext-node-visibility-BjRRd6si.js → gltf-ext-node-visibility-DnGTKkMf.js} +2 -2
- package/{gltf-ext-node-visibility-BjRRd6si.js.map → gltf-ext-node-visibility-DnGTKkMf.js.map} +1 -1
- package/{gltf-ext-quantization-CpZyLDIz.js → gltf-ext-quantization-DheC7FhB.js} +4 -3
- package/gltf-ext-quantization-DheC7FhB.js.map +1 -0
- package/{gltf-ext-uv-transform-MHmR-YyM.js → gltf-ext-uv-transform-DljdVllE.js} +2 -2
- package/{gltf-ext-uv-transform-MHmR-YyM.js.map → gltf-ext-uv-transform-DljdVllE.js.map} +1 -1
- package/{gltf-feature-animation-pointer-rFqLfbO_.js → gltf-feature-animation-pointer-DVhymFLK.js} +9 -9
- package/gltf-feature-animation-pointer-DVhymFLK.js.map +1 -0
- package/{gltf-feature-animations-DikONdzi.js → gltf-feature-animations-hxC3y3bJ.js} +2 -2
- package/{gltf-feature-animations-DikONdzi.js.map → gltf-feature-animations-hxC3y3bJ.js.map} +1 -1
- package/{gltf-feature-draco-yGSMGTE3.js → gltf-feature-draco-B7Q_cMUv.js} +6 -5
- package/gltf-feature-draco-B7Q_cMUv.js.map +1 -0
- package/{gltf-feature-gpu-instancing-Cj1XjmM6.js → gltf-feature-gpu-instancing-C7sRzWv7.js} +4 -4
- package/gltf-feature-gpu-instancing-C7sRzWv7.js.map +1 -0
- package/{gltf-feature-lights-punctual-C-0SlGmD.js → gltf-feature-lights-punctual-DF7kya14.js} +5 -5
- package/{gltf-feature-lights-punctual-C-0SlGmD.js.map → gltf-feature-lights-punctual-DF7kya14.js.map} +1 -1
- package/{gltf-feature-meshopt-Des96YFI.js → gltf-feature-meshopt-DRG9hEqT.js} +7 -6
- package/gltf-feature-meshopt-DRG9hEqT.js.map +1 -0
- package/{gltf-feature-morph-BAcY14XU.js → gltf-feature-morph-DZydYgWp.js} +4 -4
- package/gltf-feature-morph-DZydYgWp.js.map +1 -0
- package/{gltf-feature-registry-97sY_x5O.js → gltf-feature-registry-DeYdy3DV.js} +15 -15
- package/{gltf-feature-registry-97sY_x5O.js.map → gltf-feature-registry-DeYdy3DV.js.map} +1 -1
- package/{gltf-feature-skeleton-lVjkDfIU.js → gltf-feature-skeleton-B9och1W0.js} +3 -3
- package/{gltf-feature-skeleton-lVjkDfIU.js.map → gltf-feature-skeleton-B9och1W0.js.map} +1 -1
- package/{gltf-feature-variants-BphF4JmV.js → gltf-feature-variants-CY_Qft7f.js} +2 -2
- package/{gltf-feature-variants-BphF4JmV.js.map → gltf-feature-variants-CY_Qft7f.js.map} +1 -1
- package/{gltf-glb-parser-D6UZWFuC.js → gltf-glb-parser-CqOeXFOz.js} +5 -4
- package/gltf-glb-parser-CqOeXFOz.js.map +1 -0
- package/{gltf-interleave-C9eBqH_F.js → gltf-interleave-DWf27t-h.js} +14 -15
- package/gltf-interleave-DWf27t-h.js.map +1 -0
- package/{gltf-pbr-builder-ext-DPC0zg_u.js → gltf-pbr-builder-ext-DvFxuOqN.js} +5 -5
- package/gltf-pbr-builder-ext-DvFxuOqN.js.map +1 -0
- package/{gltf-variants-CnBEZr0o.js → gltf-variants-CUvzYGYX.js} +4 -4
- package/{gltf-variants-CnBEZr0o.js.map → gltf-variants-CUvzYGYX.js.map} +1 -1
- package/gpu-task-timer-Dgkff80h.js +236 -0
- package/gpu-task-timer-Dgkff80h.js.map +1 -0
- package/gpu-timer-CUpqT_hK.js +55 -0
- package/gpu-timer-CUpqT_hK.js.map +1 -0
- package/{gs-picking-pipeline-Bx8LTav6.js → gs-picking-pipeline-55sM5LzV.js} +14 -14
- package/gs-picking-pipeline-55sM5LzV.js.map +1 -0
- package/havok-floating-origin-5xp32P-C.js +198 -0
- package/havok-floating-origin-5xp32P-C.js.map +1 -0
- package/index-C-tEgwbZ.js +41056 -0
- package/index-C-tEgwbZ.js.map +1 -0
- package/index-CYZDclhF.js +918 -0
- package/index-CYZDclhF.js.map +1 -0
- package/index-SMJ67XwT.js +3330 -0
- package/index-SMJ67XwT.js.map +1 -0
- package/index.d.ts +2490 -108
- package/index.js +476 -323
- package/{input-block-Coi_aZwl.js → input-block-DbRYCnet.js} +2 -2
- package/{input-block-Coi_aZwl.js.map → input-block-DbRYCnet.js.map} +1 -1
- package/{iridescence-fragment-DwZcCTdD.js → iridescence-fragment-S3Ko1jvC.js} +2 -2
- package/{iridescence-fragment-DwZcCTdD.js.map → iridescence-fragment-S3Ko1jvC.js.map} +1 -1
- package/{light-block-Np_h5gPI.js → light-block-CAqWkucp.js} +2 -2
- package/{light-block-Np_h5gPI.js.map → light-block-CAqWkucp.js.map} +1 -1
- package/{loop-block-BFkLFYGm.js → loop-block-ch-biPFY.js} +2 -2
- package/{loop-block-BFkLFYGm.js.map → loop-block-ch-biPFY.js.map} +1 -1
- package/{morph-fragment-DqH-w61u.js → morph-fragment-D9he3Ksk.js} +2 -2
- package/{morph-fragment-DqH-w61u.js.map → morph-fragment-D9he3Ksk.js.map} +1 -1
- package/{multilight-wgsl-B9Mf9d-q.js → multilight-wgsl-74aXpcJG.js} +2 -2
- package/{multilight-wgsl-B9Mf9d-q.js.map → multilight-wgsl-74aXpcJG.js.map} +1 -1
- package/{node-env-BPZXZzBf.js → node-env-B2bjGcMS.js} +6 -5
- package/node-env-B2bjGcMS.js.map +1 -0
- package/node-geometry-view-CSXlEAhG.js +291 -0
- package/node-geometry-view-CSXlEAhG.js.map +1 -0
- package/{node-registry-extra-compat-Ch7ApZHF.js → node-registry-extra-compat-BEQH_ksg.js} +2 -2
- package/{node-registry-extra-compat-Ch7ApZHF.js.map → node-registry-extra-compat-BEQH_ksg.js.map} +1 -1
- package/{node-registry-extra-math-6ezzTkPj.js → node-registry-extra-math-Bm32WBAa.js} +2 -2
- package/{node-registry-extra-math-6ezzTkPj.js.map → node-registry-extra-math-Bm32WBAa.js.map} +1 -1
- package/{node-renderable-CS0CmsSp.js → node-renderable-BMHny4tC.js} +15 -13
- package/node-renderable-BMHny4tC.js.map +1 -0
- package/{node-shadow-CpnrdvtJ.js → node-shadow-BRiz7CT1.js} +7 -7
- package/node-shadow-BRiz7CT1.js.map +1 -0
- package/{normal-map-fragment-DradEMl-.js → normal-map-fragment-sE3TjF4U.js} +2 -2
- package/{normal-map-fragment-DradEMl-.js.map → normal-map-fragment-sE3TjF4U.js.map} +1 -1
- package/package.json +3 -10
- package/{parse-camera-CgV4bWc0.js → parse-camera-CmZBS423.js} +2 -2
- package/{parse-camera-CgV4bWc0.js.map → parse-camera-CmZBS423.js.map} +1 -1
- package/pbr-geometry-view-T3vMABM8.js +491 -0
- package/pbr-geometry-view-T3vMABM8.js.map +1 -0
- package/{pbr-metallic-roughness-block-BFwZj2Nw.js → pbr-metallic-roughness-block-DbozMlHU.js} +2 -2
- package/{pbr-metallic-roughness-block-BFwZj2Nw.js.map → pbr-metallic-roughness-block-DbozMlHU.js.map} +1 -1
- package/{pbr-metallic-roughness-block-full-5t0HT3xl.js → pbr-metallic-roughness-block-full-CHC8w-Uv.js} +2 -2
- package/{pbr-metallic-roughness-block-full-5t0HT3xl.js.map → pbr-metallic-roughness-block-full-CHC8w-Uv.js.map} +1 -1
- package/{pbr-mr-helper-core-R5tOZ8Ap.js → pbr-mr-helper-core-DGRgbRXl.js} +2 -2
- package/{pbr-mr-helper-core-R5tOZ8Ap.js.map → pbr-mr-helper-core-DGRgbRXl.js.map} +1 -1
- package/{pbr-refraction-Dd11HnaI.js → pbr-refraction-CquDP9JO.js} +2 -2
- package/{pbr-refraction-Dd11HnaI.js.map → pbr-refraction-CquDP9JO.js.map} +1 -1
- package/{pbr-renderable-BHAdF5Vw.js → pbr-renderable-CaHKHU0g.js} +60 -42
- package/pbr-renderable-CaHKHU0g.js.map +1 -0
- package/{pbr-shadow-fragment-BxUrFJYZ.js → pbr-shadow-fragment-DmnNe6yz.js} +2 -2
- package/{pbr-shadow-fragment-BxUrFJYZ.js.map → pbr-shadow-fragment-DmnNe6yz.js.map} +1 -1
- package/{pbr-tracking-D6i3yPb7.js → pbr-tracking-Bo7RTANK.js} +2 -2
- package/{pbr-tracking-D6i3yPb7.js.map → pbr-tracking-Bo7RTANK.js.map} +1 -1
- package/{pbr-transmission-ext-Dll8EYwE.js → pbr-transmission-ext-CoGcJBGE.js} +2 -2
- package/{pbr-transmission-ext-Dll8EYwE.js.map → pbr-transmission-ext-CoGcJBGE.js.map} +1 -1
- package/recast-navigation.wasm-DG_0AFuk.js +8706 -0
- package/recast-navigation.wasm-DG_0AFuk.js.map +1 -0
- package/recast-navigation.wasm-compat-C-Bf2ylB.js +8692 -0
- package/recast-navigation.wasm-compat-C-Bf2ylB.js.map +1 -0
- package/{reflectance-fragment-ejMJ4O1o.js → reflectance-fragment-CExe6qDY.js} +2 -2
- package/{reflectance-fragment-ejMJ4O1o.js.map → reflectance-fragment-CExe6qDY.js.map} +1 -1
- package/{rgbd-decode-DCvzUYeI.js → rgbd-decode-DkiiiIlt.js} +7 -6
- package/rgbd-decode-DkiiiIlt.js.map +1 -0
- package/{scene-material-swap-C2ykv55W.js → scene-material-swap-4qM0tpBK.js} +11 -5
- package/scene-material-swap-4qM0tpBK.js.map +1 -0
- package/screenshot-readback-avr_tYGZ.js +92 -0
- package/screenshot-readback-avr_tYGZ.js.map +1 -0
- package/{mesh-features-BAJpbMog.js → shader-composer-CZagsJDS.js} +3 -54
- package/shader-composer-CZagsJDS.js.map +1 -0
- package/{shader-renderable-BMf_vvO0.js → shader-renderable-D5sbgzxt.js} +62 -24
- package/shader-renderable-D5sbgzxt.js.map +1 -0
- package/{shader-thin-instance-5_WUfi3m.js → shader-thin-instance-CkQ8rrfH.js} +4 -4
- package/shader-thin-instance-CkQ8rrfH.js.map +1 -0
- package/{sheen-fragment-CS6z29Fs.js → sheen-fragment-BEigjpTX.js} +2 -2
- package/{sheen-fragment-CS6z29Fs.js.map → sheen-fragment-BEigjpTX.js.map} +1 -1
- package/{singlelight-directional-wgsl-4MIgZMeC.js → singlelight-directional-wgsl-Ccsk-ys3.js} +2 -2
- package/{singlelight-directional-wgsl-4MIgZMeC.js.map → singlelight-directional-wgsl-Ccsk-ys3.js.map} +1 -1
- package/{singlelight-hemispheric-wgsl-CK-GUYWe.js → singlelight-hemispheric-wgsl-DL-jpc97.js} +2 -2
- package/{singlelight-hemispheric-wgsl-CK-GUYWe.js.map → singlelight-hemispheric-wgsl-DL-jpc97.js.map} +1 -1
- package/{singlelight-point-wgsl-CYtzqCbP.js → singlelight-point-wgsl-hYmiP6ys.js} +2 -2
- package/{singlelight-point-wgsl-CYtzqCbP.js.map → singlelight-point-wgsl-hYmiP6ys.js.map} +1 -1
- package/{singlelight-spot-wgsl-DVbaVufF.js → singlelight-spot-wgsl-DSjp1p1C.js} +2 -2
- package/{singlelight-spot-wgsl-DVbaVufF.js.map → singlelight-spot-wgsl-DSjp1p1C.js.map} +1 -1
- package/{skeleton-fragment-BOVmc8YS.js → skeleton-fragment-B__bUbPK.js} +2 -2
- package/{skeleton-fragment-BOVmc8YS.js.map → skeleton-fragment-B__bUbPK.js.map} +1 -1
- package/{skybox-renderable-DDcCPSly.js → skybox-renderable-BH6uUkal.js} +7 -8
- package/skybox-renderable-BH6uUkal.js.map +1 -0
- package/{splat-ply-compressed-BahdBG1r.js → splat-ply-compressed-BGNK6dnh.js} +9 -8
- package/splat-ply-compressed-BGNK6dnh.js.map +1 -0
- package/{standard-renderable-D1bhoF0K.js → standard-pipeline-BvFynkwL.js} +11 -202
- package/standard-pipeline-BvFynkwL.js.map +1 -0
- package/standard-renderable-1Q3zemys.js +191 -0
- package/standard-renderable-1Q3zemys.js.map +1 -0
- package/{std-ambient-fragment-C6WNm8dQ.js → std-ambient-fragment-__F1KTEu.js} +2 -2
- package/{std-ambient-fragment-C6WNm8dQ.js.map → std-ambient-fragment-__F1KTEu.js.map} +1 -1
- package/{std-cube-reflection-fragment-Bqutpy2q.js → std-cube-reflection-fragment-DidM0byH.js} +2 -2
- package/{std-cube-reflection-fragment-Bqutpy2q.js.map → std-cube-reflection-fragment-DidM0byH.js.map} +1 -1
- package/{std-emissive-fragment-B-A83rqX.js → std-emissive-fragment-Bj62X4Np.js} +2 -2
- package/{std-emissive-fragment-B-A83rqX.js.map → std-emissive-fragment-Bj62X4Np.js.map} +1 -1
- package/{std-lightmap-fragment-Df7KJezh.js → std-lightmap-fragment-DXvfWvKc.js} +2 -2
- package/{std-lightmap-fragment-Df7KJezh.js.map → std-lightmap-fragment-DXvfWvKc.js.map} +1 -1
- package/{std-opacity-fragment-D9et2jip.js → std-opacity-fragment-BzMMb1K_.js} +2 -2
- package/{std-opacity-fragment-D9et2jip.js.map → std-opacity-fragment-BzMMb1K_.js.map} +1 -1
- package/{std-reflection-fragment-DBJeT-yg.js → std-reflection-fragment-DC9Kvu1C.js} +2 -2
- package/{std-reflection-fragment-DBJeT-yg.js.map → std-reflection-fragment-DC9Kvu1C.js.map} +1 -1
- package/{std-shadow-fragment-C6fD8rW-.js → std-shadow-fragment-BnMHeF1-.js} +2 -2
- package/{std-shadow-fragment-C6fD8rW-.js.map → std-shadow-fragment-BnMHeF1-.js.map} +1 -1
- package/{std-specular-fragment-C2ZOss-t.js → std-specular-fragment-Bio681OG.js} +2 -2
- package/{std-specular-fragment-C2ZOss-t.js.map → std-specular-fragment-Bio681OG.js.map} +1 -1
- package/{std-tracking-C4L4nQGc.js → std-tracking-BTcrry2o.js} +2 -2
- package/{std-tracking-C4L4nQGc.js.map → std-tracking-BTcrry2o.js.map} +1 -1
- package/{subsurface-fragment-C1H4ytqK.js → subsurface-fragment-DpKib445.js} +2 -2
- package/{subsurface-fragment-C1H4ytqK.js.map → subsurface-fragment-DpKib445.js.map} +1 -1
- package/swapchain-overlay-UCLilhbq.js +37 -0
- package/swapchain-overlay-UCLilhbq.js.map +1 -0
- package/{thin-instance-cull-binding-CCxrPNO6.js → thin-instance-cull-binding-DwZi7mlE.js} +12 -12
- package/thin-instance-cull-binding-DwZi7mlE.js.map +1 -0
- package/{thin-instance-gpu-E8DBd8XL.js → thin-instance-gpu-uY2NOv0J.js} +15 -7
- package/thin-instance-gpu-uY2NOv0J.js.map +1 -0
- package/{tracking-primitives-w4BVV9p9.js → tracking-primitives-Ck5bgCuo.js} +2 -2
- package/{tracking-primitives-w4BVV9p9.js.map → tracking-primitives-Ck5bgCuo.js.map} +1 -1
- package/{unlit-fragment-DU9_mhzZ.js → unlit-fragment-nc6hu3Mw.js} +2 -2
- package/{unlit-fragment-DU9_mhzZ.js.map → unlit-fragment-nc6hu3Mw.js.map} +1 -1
- package/_mat4-storage-f64-Bvh5TymE.js.map +0 -1
- package/assets/splat-sort-worker-Crg3CaCc.js.map +0 -1
- package/background-dds-skybox-ZjrSIxrT.js.map +0 -1
- package/background-ground-B2Mie-MI.js.map +0 -1
- package/background-hdr-skybox-DDRJYuT2.js.map +0 -1
- package/background-solid-skybox-fjXlnWaD.js.map +0 -1
- package/billboard-renderable-DKmlOgbM.js.map +0 -1
- package/create-skeleton-BBI5urcj.js.map +0 -1
- package/cubemap-skybox-material-DvW81drX.js.map +0 -1
- package/emissive-fragment-DD8cvHyx.js.map +0 -1
- package/gaussian-splatting-pipeline-sh-BvkUhA9V.js.map +0 -1
- package/gltf-animation-KnPzeOIY.js.map +0 -1
- package/gltf-ext-basisu-kmth3UWX.js.map +0 -1
- package/gltf-ext-quantization-CpZyLDIz.js.map +0 -1
- package/gltf-feature-animation-pointer-rFqLfbO_.js.map +0 -1
- package/gltf-feature-draco-yGSMGTE3.js.map +0 -1
- package/gltf-feature-gpu-instancing-Cj1XjmM6.js.map +0 -1
- package/gltf-feature-meshopt-Des96YFI.js.map +0 -1
- package/gltf-feature-morph-BAcY14XU.js.map +0 -1
- package/gltf-glb-parser-D6UZWFuC.js.map +0 -1
- package/gltf-interleave-C9eBqH_F.js.map +0 -1
- package/gltf-pbr-builder-ext-DPC0zg_u.js.map +0 -1
- package/gs-picking-pipeline-Bx8LTav6.js.map +0 -1
- package/index-B7Qhw0xL.js +0 -21232
- package/index-B7Qhw0xL.js.map +0 -1
- package/mesh-features-BAJpbMog.js.map +0 -1
- package/no-color-view-DsyLSL-W.js +0 -8
- package/no-color-view-DsyLSL-W.js.map +0 -1
- package/node-env-BPZXZzBf.js.map +0 -1
- package/node-registry-Bd-AlrgC.js +0 -190
- package/node-registry-Bd-AlrgC.js.map +0 -1
- package/node-renderable-CS0CmsSp.js.map +0 -1
- package/node-shadow-CpnrdvtJ.js.map +0 -1
- package/pbr-renderable-BHAdF5Vw.js.map +0 -1
- package/rgbd-decode-DCvzUYeI.js.map +0 -1
- package/scene-material-swap-C2ykv55W.js.map +0 -1
- package/shader-renderable-BMf_vvO0.js.map +0 -1
- package/shader-thin-instance-5_WUfi3m.js.map +0 -1
- package/skybox-renderable-DDcCPSly.js.map +0 -1
- package/splat-ply-compressed-BahdBG1r.js.map +0 -1
- package/standard-renderable-D1bhoF0K.js.map +0 -1
- package/swapchain-overlay-DcCSFDp7.js +0 -35
- package/swapchain-overlay-DcCSFDp7.js.map +0 -1
- package/thin-instance-cull-binding-CCxrPNO6.js.map +0 -1
- package/thin-instance-gpu-E8DBd8XL.js.map +0 -1
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import { as as clearSamplerCache, at as _computeStandardMaterialFeatures, au as _computeMeshFeatures, av as _getStdExts, Q as ESM_SHADOW_OUTPUT, a as F32, p as packMat4IntoF32, b as writeMeshLightSelection, aw as createUniformBuffer, an as HAS_OPACITY_TEXTURE, ax as collectStdBoundTextures, ay as acquireTexture, az as releaseTexture, aA as NO_COLOR_OUTPUT, aB as NEEDS_UV, aC as MSH_HAS_INSTANCE_COLOR, aD as NEEDS_UV2, aE as MSH_HAS_THIN_INSTANCES, aF as MSH_RECEIVE_SHADOWS, aG as _standardShaderVariantKey } from "./index-C-tEgwbZ.js";
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import { c as clearStandardPipelineCache, g as getOrCreateStandardBindings, w as writeStdMaterialData, a as createStandardMeshBindGroup, b as getOrCreateStandardPipeline } from "./standard-pipeline-BvFynkwL.js";
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const _stdMatScratch = new F32(24);
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function buildStandardMeshRenderables(scene, meshes, factories) {
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const engine = scene.surface.engine;
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const device = engine._device;
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const { tiSync, tiFragment, shadowFragment, cull } = factories;
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const shadowLights = [];
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for (let i = 0; i < scene.lights.length; i++) {
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const sg = scene.lights[i].shadowGenerator;
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if (sg) {
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shadowLights.push({ lightIndex: i, shadowType: sg._shadowType, gen: sg });
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}
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}
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const hasSomeShadows = shadowLights.length > 0;
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const shadowBGCache = /* @__PURE__ */ new Map();
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const rebuildSingle = (s, mesh, materialOverride) => {
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var _a, _b;
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const mat = materialOverride ?? mesh.material;
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const renderFeatures = mat._renderFeatures ?? (mat._renderFeatures = { features: _computeStandardMaterialFeatures(mat) });
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const isOverride = materialOverride != null;
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const features = renderFeatures.features;
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const shadowOutput = (features & (NO_COLOR_OUTPUT | ESM_SHADOW_OUTPUT)) !== 0;
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const receiveShadows = !shadowOutput && mesh.receiveShadows && hasSomeShadows;
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const meshFeatures = _computeMeshFeatures(mesh, receiveShadows);
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const frags = [];
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for (const ext of _getStdExts().values()) {
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if (features & ext._feature) {
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const f = ext._frag(features);
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if (f) {
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frags.push(f);
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}
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}
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}
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let shaderKey = "";
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if (meshFeatures & MSH_RECEIVE_SHADOWS && shadowFragment) {
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const slots = shadowLights.map((sl) => ({ lightIndex: sl.lightIndex, shadowType: sl.shadowType }));
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shaderKey = _standardShaderVariantKey(slots);
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frags.push(shadowFragment(slots));
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}
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if (meshFeatures & MSH_HAS_THIN_INSTANCES && tiFragment) {
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const hasColor = !!(meshFeatures & MSH_HAS_INSTANCE_COLOR);
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const tiFrag = tiFragment(hasColor);
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if (hasColor) {
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const { _fragmentSlots, ...rest } = tiFrag;
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frags.push({
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...rest,
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_fragmentSlots: {
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BC: `color = vec4<f32>(color.rgb * input.vInstanceColor.rgb, color.a * input.vInstanceColor.a);`
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}
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});
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} else {
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frags.push(tiFrag);
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}
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}
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const esmShadowDepthCode = (features & ESM_SHADOW_OUTPUT) !== 0 ? mat._esmShadowDepthCode : "";
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const bindings = getOrCreateStandardBindings(engine, features, meshFeatures, frags, shaderKey, esmShadowDepthCode);
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const meshShadowGens = receiveShadows ? shadowLights.map((sl) => sl.gen) : [];
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const meshUboData = new F32(bindings._composed._meshUboSpec._totalBytes / 4);
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const _packMeshWorld = ((_a = engine._makePackMeshWorld) == null ? void 0 : _a.call(engine, s)) ?? packMat4IntoF32;
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_packMeshWorld(meshUboData, mesh.worldMatrix, 0, 0);
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writeMeshLightSelection(mesh, s.lights, meshUboData);
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const meshUBO = createUniformBuffer(engine, meshUboData);
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const textureLevel = (features & NEEDS_UV) !== 0 ? 1 : 0;
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const matData = new F32(24);
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writeStdMaterialData(matData, mat, textureLevel);
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const materialUBO = createUniformBuffer(engine, matData);
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const meshBindGroup = createStandardMeshBindGroup(engine, bindings, meshUBO, materialUBO, mat);
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let shadowBindGroup = null;
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if (meshShadowGens.length > 0 && bindings._shadowBGL) {
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let cached = shadowBGCache.get(bindings._shadowBGL);
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if (!cached) {
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const entries = [];
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let b = 0;
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for (const sg of meshShadowGens) {
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entries.push({ binding: b++, resource: sg._depthTexture.createView() });
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entries.push({ binding: b++, resource: sg._depthSampler });
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entries.push({ binding: b++, resource: { buffer: sg._shadowUBO } });
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}
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cached = device.createBindGroup({ layout: bindings._shadowBGL, entries });
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shadowBGCache.set(bindings._shadowBGL, cached);
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}
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shadowBindGroup = cached;
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}
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const needsUV = (features & NEEDS_UV) !== 0;
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const needsUV2 = (features & NEEDS_UV2) !== 0;
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const hasThinInstances = (meshFeatures & MSH_HAS_THIN_INSTANCES) !== 0;
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const hasInstanceColor = (meshFeatures & MSH_HAS_INSTANCE_COLOR) !== 0;
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const isTransparent = !shadowOutput && ((features & HAS_OPACITY_TEXTURE) !== 0 || mat.alpha < 1);
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const boundTextures = collectStdBoundTextures(mat);
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for (const t of boundTextures) {
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acquireTexture(t);
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}
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s._meshDisposables.set(mesh, [
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() => {
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for (const t of boundTextures) {
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releaseTexture(t);
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}
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}
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]);
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let _lastWorldVersion = mesh.worldMatrixVersion;
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let _lastLightsCount = s.lights.length;
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const sortCenter = [mesh.worldMatrix[12], mesh.worldMatrix[13], mesh.worldMatrix[14]];
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const _baseUpdate = () => {
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const worldVersion = mesh.worldMatrixVersion;
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if (worldVersion !== _lastWorldVersion || s.lights.length !== _lastLightsCount) {
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sortCenter[0] = mesh.worldMatrix[12];
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sortCenter[1] = mesh.worldMatrix[13];
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sortCenter[2] = mesh.worldMatrix[14];
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_packMeshWorld(meshUboData, mesh.worldMatrix, 0, 0);
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writeMeshLightSelection(mesh, s.lights, meshUboData);
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device.queue.writeBuffer(meshUBO, 0, meshUboData);
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_lastWorldVersion = worldVersion;
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_lastLightsCount = s.lights.length;
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}
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const uboVersion = mat._uboVersion;
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if (uboVersion !== _lastUboVersion) {
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_lastUboVersion = uboVersion;
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_stdMatScratch.fill(0);
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writeStdMaterialData(_stdMatScratch, mat, textureLevel);
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device.queue.writeBuffer(materialUBO, 0, _stdMatScratch.buffer, 0, 96);
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}
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};
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const _invalidate = () => {
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_lastWorldVersion = -1;
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};
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const update = ((_b = engine._wrapRenderableForFO) == null ? void 0 : _b.call(engine, _baseUpdate, s, _invalidate)) ?? _baseUpdate;
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const draw = (pass, cullBinding) => {
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var _a2, _b2, _c, _d;
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if (!isOverride && mesh.material !== mat) {
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return 0;
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}
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const g = mesh._gpu;
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let slot = 0;
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const vb = g._vbLayout;
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pass.setVertexBuffer(slot++, g.positionBuffer, (_a2 = vb == null ? void 0 : vb._p) == null ? void 0 : _a2._offset);
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pass.setVertexBuffer(slot++, g.normalBuffer, (_b2 = vb == null ? void 0 : vb._n) == null ? void 0 : _b2._offset);
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if (needsUV) {
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pass.setVertexBuffer(slot++, g.uvBuffer, (_c = vb == null ? void 0 : vb._u) == null ? void 0 : _c._offset);
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}
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if (needsUV2 && g.uv2Buffer) {
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pass.setVertexBuffer(slot++, g.uv2Buffer, (_d = vb == null ? void 0 : vb._u2) == null ? void 0 : _d._offset);
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}
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const ti = hasThinInstances ? mesh.thinInstances : null;
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if (ti && tiSync) {
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slot = tiSync(engine, ti, pass, slot, hasInstanceColor, cullBinding == null ? void 0 : cullBinding.cullDrawBufs);
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}
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pass.setIndexBuffer(g.indexBuffer, g.indexFormat);
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pass.setBindGroup(1, meshBindGroup);
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if (receiveShadows && shadowBindGroup) {
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pass.setBindGroup(2, shadowBindGroup);
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}
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if (cullBinding) {
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cullBinding.draw(pass, g.indexCount, ti.count);
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} else if (ti && ti.count > 0) {
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pass.drawIndexed(g.indexCount, ti.count);
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} else {
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pass.drawIndexed(g.indexCount);
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}
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return 1;
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};
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const r = {
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order: mesh.renderOrder ?? (isTransparent ? 200 : 100),
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isTransparent,
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mesh,
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bind(eng, sig) {
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const pipeline = getOrCreateStandardPipeline(eng, sig, bindings);
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const cb = cull == null ? void 0 : cull.tryBind(r, s, mesh, engine, hasInstanceColor, isTransparent, update);
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return {
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renderable: r,
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pipeline,
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update: cb ? cb.update : update,
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draw: (pass) => draw(pass, cb)
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};
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}
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};
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r._worldCenter = sortCenter;
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let _lastUboVersion = mat._uboVersion;
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return r;
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};
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const renderables = meshes.map((m) => rebuildSingle(scene, m));
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scene._disposables.push(
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() => clearStandardPipelineCache(),
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() => clearSamplerCache(engine)
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);
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return { renderables, rebuildSingle };
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}
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export {
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buildStandardMeshRenderables
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};
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//# sourceMappingURL=standard-renderable-1Q3zemys.js.map
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{"version":3,"file":"standard-renderable-1Q3zemys.js","sources":["../src/material/standard/standard-renderable.ts"],"sourcesContent":["/** Standard mesh renderable — builds Renderables from Mesh + StandardMaterial.\n *\n * `buildStandardMeshRenderables` does shared per-scene setup, then delegates\n * per-mesh work to `buildSingleStandardRenderable`. The same single-mesh\n * function is reused by the material-swap path. */\n\nimport { F32 } from \"../../engine/typed-arrays.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh } from \"../../mesh/mesh.js\";\nimport type { Renderable, MeshGroupBuildResult } from \"../../render/renderable.js\";\nimport { collectStdBoundTextures } from \"./collect-std-bound-textures.js\";\nimport type { StandardMaterialProps } from \"./standard-material.js\";\nimport { _computeStandardMaterialFeatures, _standardShaderVariantKey } from \"./standard-material.js\";\nimport { acquireTexture, releaseTexture, clearSamplerCache } from \"../../resource/gpu-pool.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { getOrCreateStandardBindings, getOrCreateStandardPipeline, createStandardMeshBindGroup, clearStandardPipelineCache, writeStdMaterialData } from \"./standard-pipeline.js\";\nimport { ESM_SHADOW_OUTPUT, NO_COLOR_OUTPUT, NEEDS_UV, NEEDS_UV2, HAS_OPACITY_TEXTURE, _getStdExts } from \"./standard-flags.js\";\nimport type { ShaderFragment } from \"../../shader/fragment-types.js\";\nimport type { ShadowGenerator } from \"../../shadow/shadow-generator.js\";\nimport { writeMeshLightSelection } from \"../../render/lights-ubo.js\";\nimport type { Material, MaterialRenderFeatures } from \"../material.js\";\nimport { _computeMeshFeatures, MSH_HAS_INSTANCE_COLOR, MSH_HAS_THIN_INSTANCES, MSH_RECEIVE_SHADOWS } from \"../mesh-features.js\";\nimport { packMat4IntoF32 } from \"../../math/pack-mat4-into-f32.js\";\n\n/** Scratch buffer for material UBO writes (24 floats = 96 bytes). Reused across\n * every Standard renderable since binding updates are single-threaded per frame. */\nconst _stdMatScratch = new F32(24);\n\n/** Thin instance GPU sync callback type — loaded dynamically only when needed. */\ntype ThinInstanceSync = (\n engine: EngineContext,\n ti: any,\n pass: GPURenderPassEncoder | GPURenderBundleEncoder,\n slot: number,\n hasColor: boolean,\n drawBuffers?: import(\"../../mesh/thin-instance-gpu.js\").ThinInstanceDrawBuffers | null\n) => number;\n\n/** Fragment factories passed from the async group builder. */\nexport interface StdFragmentFactories {\n tiSync?: ThinInstanceSync;\n tiFragment?: (hasColor: boolean) => ShaderFragment;\n shadowFragment?: (shadowLights: import(\"./fragments/std-shadow-fragment.js\").ShadowLightSlot[]) => ShaderFragment;\n /** Present only when the scene has at least one culling-enabled thin-instance mesh. */\n cull?: typeof import(\"../../mesh/thin-instance-cull-binding.js\");\n}\n\n/** Build Renderable(s) + a SceneUniformUpdater for a set of standard meshes.\n * The `rebuildSingle` closure is reused later (via `_rebuildSingle` on the group\n * builder) for material swaps + per-pass material overrides. */\nexport function buildStandardMeshRenderables(scene: SceneContext, meshes: Mesh[], factories: StdFragmentFactories): MeshGroupBuildResult {\n const engine = scene.surface.engine;\n const device = engine._device;\n const { tiSync, tiFragment, shadowFragment, cull } = factories;\n\n // Collect per-light shadow info.\n const shadowLights: { lightIndex: number; shadowType: \"esm\" | \"pcf\" | \"csm\"; gen: ShadowGenerator }[] = [];\n for (let i = 0; i < scene.lights.length; i++) {\n const sg = scene.lights[i]!.shadowGenerator;\n if (sg) {\n shadowLights.push({ lightIndex: i, shadowType: sg._shadowType, gen: sg });\n }\n }\n const hasSomeShadows = shadowLights.length > 0;\n\n // All receiving meshes in this build share the same shadow generators,\n // so keying the shadow BG by `bindings._shadowBGL` alone is correct.\n const shadowBGCache = new Map<GPUBindGroupLayout, GPUBindGroup>();\n // Closure used both for the initial per-mesh build below AND for later\n // material-swap / per-pass-override rebuilds (set on standardGroupBuilder._rebuildSingle).\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable => {\n const mat = (materialOverride ?? mesh.material) as StandardMaterialProps;\n const renderFeatures = (mat._renderFeatures ??= { features: _computeStandardMaterialFeatures(mat) }) as MaterialRenderFeatures;\n const isOverride = materialOverride != null;\n const features = renderFeatures.features;\n const shadowOutput = (features & (NO_COLOR_OUTPUT | ESM_SHADOW_OUTPUT)) !== 0;\n const receiveShadows = !shadowOutput && mesh.receiveShadows && hasSomeShadows;\n const meshFeatures = _computeMeshFeatures(mesh, receiveShadows);\n // Build per-feature fragment list (deduped via pipeline cache).\n const frags: ShaderFragment[] = [];\n for (const ext of _getStdExts().values()) {\n if (features & ext._feature) {\n const f = ext._frag(features);\n if (f) {\n frags.push(f);\n }\n }\n }\n let shaderKey = \"\";\n if (meshFeatures & MSH_RECEIVE_SHADOWS && shadowFragment) {\n const slots = shadowLights.map((sl) => ({ lightIndex: sl.lightIndex, shadowType: sl.shadowType }));\n shaderKey = _standardShaderVariantKey(slots);\n frags.push(shadowFragment(slots));\n }\n if (meshFeatures & MSH_HAS_THIN_INSTANCES && tiFragment) {\n const hasColor = !!(meshFeatures & MSH_HAS_INSTANCE_COLOR);\n const tiFrag = tiFragment(hasColor);\n if (hasColor) {\n // Standard applies instance color to final color (BC), not to baseColor (AT) like PBR.\n const { _fragmentSlots: _fragmentSlots, ...rest } = tiFrag;\n frags.push({\n ...rest,\n _fragmentSlots: {\n BC: `color = vec4<f32>(color.rgb * input.vInstanceColor.rgb, color.a * input.vInstanceColor.a);`,\n },\n });\n } else {\n frags.push(tiFrag);\n }\n }\n const esmShadowDepthCode = (features & ESM_SHADOW_OUTPUT) !== 0 ? (mat as StandardMaterialProps & { readonly _esmShadowDepthCode: string })._esmShadowDepthCode : \"\";\n const bindings = getOrCreateStandardBindings(engine, features, meshFeatures, frags, shaderKey, esmShadowDepthCode);\n\n const meshShadowGens = receiveShadows ? shadowLights.map((sl) => sl.gen) : [];\n\n const meshUboData = new F32(bindings._composed._meshUboSpec._totalBytes / 4);\n const _packMeshWorld = engine._makePackMeshWorld?.(s as SceneContext) ?? packMat4IntoF32;\n _packMeshWorld(meshUboData, mesh.worldMatrix, 0, 0);\n writeMeshLightSelection(mesh, s.lights, meshUboData);\n const meshUBO = createUniformBuffer(engine, meshUboData);\n const textureLevel = (features & NEEDS_UV) !== 0 ? 1.0 : 0;\n const matData = new F32(24);\n writeStdMaterialData(matData, mat, textureLevel);\n const materialUBO = createUniformBuffer(engine, matData);\n const meshBindGroup = createStandardMeshBindGroup(engine, bindings, meshUBO, materialUBO, mat);\n\n // Shadow bind group (group 2) — shared across receiving meshes via shadowBGCache.\n let shadowBindGroup: GPUBindGroup | null = null;\n if (meshShadowGens.length > 0 && bindings._shadowBGL) {\n let cached = shadowBGCache.get(bindings._shadowBGL);\n if (!cached) {\n const entries: GPUBindGroupEntry[] = [];\n let b = 0;\n for (const sg of meshShadowGens) {\n entries.push({ binding: b++, resource: sg._depthTexture.createView() });\n entries.push({ binding: b++, resource: sg._depthSampler });\n entries.push({ binding: b++, resource: { buffer: sg._shadowUBO } });\n }\n cached = device.createBindGroup({ layout: bindings._shadowBGL, entries });\n shadowBGCache.set(bindings._shadowBGL, cached);\n }\n shadowBindGroup = cached;\n }\n\n const needsUV = (features & NEEDS_UV) !== 0;\n const needsUV2 = (features & NEEDS_UV2) !== 0;\n const hasThinInstances = (meshFeatures & MSH_HAS_THIN_INSTANCES) !== 0;\n const hasInstanceColor = (meshFeatures & MSH_HAS_INSTANCE_COLOR) !== 0;\n const isTransparent = !shadowOutput && ((features & HAS_OPACITY_TEXTURE) !== 0 || mat.alpha < 1);\n\n const boundTextures = collectStdBoundTextures(mat);\n for (const t of boundTextures) {\n acquireTexture(t);\n }\n s._meshDisposables.set(mesh, [\n () => {\n for (const t of boundTextures) {\n releaseTexture(t);\n }\n },\n ]);\n\n let _lastWorldVersion = mesh.worldMatrixVersion;\n let _lastLightsCount = s.lights.length;\n const sortCenter = [mesh.worldMatrix[12]!, mesh.worldMatrix[13]!, mesh.worldMatrix[14]!] as [number, number, number];\n const _baseUpdate = (): void => {\n const worldVersion = mesh.worldMatrixVersion;\n if (worldVersion !== _lastWorldVersion || s.lights.length !== _lastLightsCount) {\n sortCenter[0] = mesh.worldMatrix[12]!;\n sortCenter[1] = mesh.worldMatrix[13]!;\n sortCenter[2] = mesh.worldMatrix[14]!;\n _packMeshWorld(meshUboData, mesh.worldMatrix, 0, 0);\n writeMeshLightSelection(mesh, s.lights, meshUboData);\n device.queue.writeBuffer(meshUBO, 0, meshUboData as Float32Array<ArrayBuffer>);\n _lastWorldVersion = worldVersion;\n _lastLightsCount = s.lights.length;\n }\n const uboVersion = mat._uboVersion;\n if (uboVersion !== _lastUboVersion) {\n _lastUboVersion = uboVersion;\n _stdMatScratch.fill(0);\n writeStdMaterialData(_stdMatScratch, mat, textureLevel);\n device.queue.writeBuffer(materialUBO, 0, _stdMatScratch.buffer, 0, 96);\n }\n };\n // FO-version wrapper applied only when the engine has floating-origin\n // on. The wrapper lives in the dynamic-imported `floating-origin.ts`\n // module and is the sole owner of `_lastFoVersion` tracking. For\n // non-LWR engines `_wrapRenderableForFO` is undefined and `update`\n // is the bare closure — no FO bytes in the closure body.\n const _invalidate = (): void => {\n _lastWorldVersion = -1;\n };\n const update = engine._wrapRenderableForFO?.(_baseUpdate, s as SceneContext, _invalidate) ?? _baseUpdate;\n\n const draw = (pass: GPURenderPassEncoder | GPURenderBundleEncoder, cullBinding?: import(\"../../mesh/thin-instance-cull-binding.js\").TiCullBinding): number => {\n // For per-pass material overrides, skip the mesh.material === mat guard\n // because the override material is intentionally not the mesh's current one.\n if (!isOverride && mesh.material !== mat) {\n return 0;\n }\n const g = mesh._gpu;\n let slot = 0;\n const vb = g._vbLayout;\n pass.setVertexBuffer(slot++, g.positionBuffer, vb?._p?._offset);\n pass.setVertexBuffer(slot++, g.normalBuffer, vb?._n?._offset);\n if (needsUV) {\n pass.setVertexBuffer(slot++, g.uvBuffer, vb?._u?._offset);\n }\n if (needsUV2 && g.uv2Buffer) {\n pass.setVertexBuffer(slot++, g.uv2Buffer, vb?._u2?._offset);\n }\n\n const ti = hasThinInstances ? mesh.thinInstances : null;\n if (ti && tiSync) {\n slot = tiSync(engine, ti, pass, slot, hasInstanceColor, cullBinding?.cullDrawBufs);\n }\n\n pass.setIndexBuffer(g.indexBuffer, g.indexFormat);\n pass.setBindGroup(1, meshBindGroup);\n if (receiveShadows && shadowBindGroup) {\n pass.setBindGroup(2, shadowBindGroup);\n }\n if (cullBinding) {\n cullBinding.draw(pass, g.indexCount, ti!.count);\n } else if (ti && ti.count > 0) {\n pass.drawIndexed(g.indexCount, ti.count);\n } else {\n pass.drawIndexed(g.indexCount);\n }\n return 1;\n };\n\n const r: Renderable = {\n order: mesh.renderOrder ?? (isTransparent ? 200 : 100),\n isTransparent,\n mesh,\n bind(eng, sig) {\n const pipeline = getOrCreateStandardPipeline(eng as EngineContext, sig, bindings);\n // Opaque-only GPU culling (opt-in): tryBind gates on opt-in + transparency, returns the per-binding cull lifecycle.\n const cb = cull?.tryBind(r, s, mesh, engine, hasInstanceColor, isTransparent, update);\n return {\n renderable: r,\n pipeline,\n update: cb ? cb.update : update,\n draw: (pass) => draw(pass, cb),\n };\n },\n };\n r._worldCenter = sortCenter;\n let _lastUboVersion = mat._uboVersion;\n return r;\n };\n\n const renderables = meshes.map((m) => rebuildSingle(scene, m));\n\n scene._disposables.push(\n () => clearStandardPipelineCache(),\n () => clearSamplerCache(engine)\n );\n\n return { renderables, rebuildSingle 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@@ -1,4 +1,4 @@
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1
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-
import {
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1
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+
import { aj as HAS_AMBIENT_TEXTURE, ak as AMBIENT_USES_UV2 } from "./index-C-tEgwbZ.js";
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2
2
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const STAGE_FRAGMENT = 2;
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3
3
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function createStdAmbientFragment(usesUV2) {
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4
4
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const uv = usesUV2 ? "input.vv" : "input.vu";
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@@ -34,4 +34,4 @@ export {
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34
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createStdAmbientFragment,
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stdAmbientExt
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};
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//# sourceMappingURL=std-ambient-fragment-
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+
//# sourceMappingURL=std-ambient-fragment-__F1KTEu.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"std-ambient-fragment-
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1
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{"version":3,"file":"std-ambient-fragment-__F1KTEu.js","sources":["../src/material/standard/fragments/std-ambient-fragment.ts"],"sourcesContent":["/** Standard Ambient Texture Fragment — multiplies final diffuse by ambient occlusion texture. */\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { StandardMaterialProps } from \"../standard-material.js\";\nimport type { Texture2D } from \"../../../texture/texture-2d.js\";\nimport type { StdExt } from \"../standard-flags.js\";\nimport { HAS_AMBIENT_TEXTURE, AMBIENT_USES_UV2 } from \"../standard-flags.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\nexport function createStdAmbientFragment(usesUV2: boolean): ShaderFragment {\n const uv = usesUV2 ? \"input.vv\" : \"input.vu\";\n return {\n _id: \"std-ambient\",\n _bindings: [\n { _name: \"aT\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"aS\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT },\n ],\n _fragmentSlots: {\n AD: `baseAmbientColor = textureSample(aT, aS, ${uv}).rgb * mat.ambTexLvl;`,\n },\n };\n}\n\nexport const stdAmbientExt: StdExt = {\n _id: \"std-ambient\",\n _phase: \"mesh\",\n _feature: HAS_AMBIENT_TEXTURE,\n _frag: (features) => createStdAmbientFragment((features & AMBIENT_USES_UV2) !== 0),\n _bind(mat, entries, b) {\n const tex = mat.ambientTexture!;\n entries.push({ binding: b++, resource: tex.texture.createView() });\n entries.push({ binding: b++, resource: tex.sampler });\n return b;\n },\n _textures(mat: StandardMaterialProps, out: Texture2D[]): void {\n if (mat.ambientTexture) {\n out.push(mat.ambientTexture);\n }\n },\n};\n"],"names":[],"mappings":";AAOA,MAAM,iBAAiB;AAEhB,SAAS,yBAAyB,SAAkC;AACvE,QAAM,KAAK,UAAU,aAAa;AAClC,SAAO;AAAA,IACH,KAAK;AAAA,IACL,WAAW;AAAA,MACP,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,kBAAA,GAAqB,aAAa,eAAA;AAAA,MAC1F,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,aAAa,aAAa,eAAA;AAAA,IAAe;AAAA,IAErG,gBAAgB;AAAA,MACZ,IAAI,4CAA4C,EAAE;AAAA,IAAA;AAAA,EACtD;AAER;AAEO,MAAM,gBAAwB;AAAA,EACjC,KAAK;AAAA,EACL,QAAQ;AAAA,EACR,UAAU;AAAA,EACV,OAAO,CAAC,aAAa,0BAA0B,WAAW,sBAAsB,CAAC;AAAA,EACjF,MAAM,KAAK,SAAS,GAAG;AACnB,UAAM,MAAM,IAAI;AAChB,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,QAAQ,WAAA,GAAc;AACjE,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,SAAS;AACpD,WAAO;AAAA,EACX;AAAA,EACA,UAAU,KAA4B,KAAwB;AAC1D,QAAI,IAAI,gBAAgB;AACpB,UAAI,KAAK,IAAI,cAAc;AAAA,IAC/B;AAAA,EACJ;AACJ;"}
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package/{std-cube-reflection-fragment-Bqutpy2q.js → std-cube-reflection-fragment-DidM0byH.js}
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import {
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import { aq as HAS_CUBE_REFLECTION } from "./index-C-tEgwbZ.js";
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function createStdCubeReflectionFragment() {
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createStdCubeReflectionFragment,
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{"version":3,"file":"std-cube-reflection-fragment-
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{"version":3,"file":"std-cube-reflection-fragment-DidM0byH.js","sources":["../src/material/standard/fragments/std-cube-reflection-fragment.ts"],"sourcesContent":["/** Cube reflection fragment — dynamically imported for scenes with cube reflection textures. */\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { StdExt } from \"../standard-flags.js\";\nimport { HAS_CUBE_REFLECTION } from \"../standard-flags.js\";\n\nexport function createStdCubeReflectionFragment(): ShaderFragment {\n return {\n _id: \"std-cube-reflection\",\n _bindings: [\n { _name: \"cRT\", _type: { _kind: \"texture\", _textureType: \"texture_cube<f32>\" }, _visibility: 0x2 },\n { _name: \"cRS\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: 0x2 },\n ],\n _fragmentSlots: {\n AD: `{let v=normalize(input.vp-scene.vEyePosition.xyz);reflectionColor=textureSample(cRT,cRS,reflect(v,normalW)).rgb*mat.rLvl;}`,\n },\n };\n}\n\nexport const stdCubeReflectionExt: StdExt = {\n _id: \"std-cube-reflection\",\n _phase: \"mesh\",\n _feature: HAS_CUBE_REFLECTION,\n _frag: createStdCubeReflectionFragment,\n _bind(mat, entries, b) {\n const cube = mat.reflectionCubeTexture!;\n entries.push({ binding: b++, resource: cube.view });\n entries.push({ binding: b++, resource: cube.sampler });\n return b;\n },\n // Cube textures are tracked separately; no Texture2D[] contribution.\n};\n"],"names":[],"mappings":";AAKO,SAAS,kCAAkD;AAC9D,SAAO;AAAA,IACH,KAAK;AAAA,IACL,WAAW;AAAA,MACP,EAAE,OAAO,OAAO,OAAO,EAAE,OAAO,WAAW,cAAc,oBAAA,GAAuB,aAAa,EAAA;AAAA,MAC7F,EAAE,OAAO,OAAO,OAAO,EAAE,OAAO,WAAW,cAAc,aAAa,aAAa,EAAA;AAAA,IAAI;AAAA,IAE3F,gBAAgB;AAAA,MACZ,IAAI;AAAA,IAAA;AAAA,EACR;AAER;AAEO,MAAM,uBAA+B;AAAA,EACxC,KAAK;AAAA,EACL,QAAQ;AAAA,EACR,UAAU;AAAA,EACV,OAAO;AAAA,EACP,MAAM,KAAK,SAAS,GAAG;AACnB,UAAM,OAAO,IAAI;AACjB,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,KAAK,MAAM;AAClD,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,KAAK,SAAS;AACrD,WAAO;AAAA,EACX;AAAA;AAEJ;"}
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import {
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import { af as HAS_EMISSIVE_TEXTURE, ag as HAS_DEPTH_EMISSIVE_TEXTURE } from "./index-C-tEgwbZ.js";
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const STAGE_FRAGMENT = 2;
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function createStdEmissiveFragment(depthTexture) {
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{"version":3,"file":"std-emissive-fragment-
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{"version":3,"file":"std-emissive-fragment-Bj62X4Np.js","sources":["../src/material/standard/fragments/std-emissive-fragment.ts"],"sourcesContent":["/** Standard Emissive Texture Fragment — multiplies emissive contribution by texture sample. */\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { StandardMaterialProps } from \"../standard-material.js\";\nimport type { Texture2D } from \"../../../texture/texture-2d.js\";\nimport type { StdExt } from \"../standard-flags.js\";\nimport { HAS_DEPTH_EMISSIVE_TEXTURE, HAS_EMISSIVE_TEXTURE } from \"../standard-flags.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\nexport function createStdEmissiveFragment(depthTexture: boolean): ShaderFragment {\n return {\n _id: \"std-emissive\",\n _bindings: [\n {\n _name: \"eT\",\n _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\", _sampleType: depthTexture ? \"unfilterable-float\" : undefined },\n _visibility: STAGE_FRAGMENT,\n },\n { _name: \"eS\", _type: { _kind: \"sampler\", _samplerType: depthTexture ? \"sampler_non_filtering\" : \"sampler\" }, _visibility: STAGE_FRAGMENT },\n ],\n _fragmentSlots: {\n AT: `emissiveContrib = mat.ec + textureSample(eT, eS, input.vu).rgb * mat.tl;`,\n },\n };\n}\n\nexport const stdEmissiveExt: StdExt = {\n _id: \"std-emissive\",\n _phase: \"mesh\",\n _feature: HAS_EMISSIVE_TEXTURE,\n _frag: (features) => createStdEmissiveFragment((features & HAS_DEPTH_EMISSIVE_TEXTURE) !== 0),\n _bind(mat: StandardMaterialProps, entries: GPUBindGroupEntry[], b: number): number {\n const tex = mat.emissiveTexture!;\n entries.push({ binding: b++, resource: tex.view });\n entries.push({ binding: b++, resource: tex.sampler });\n return b;\n },\n _textures(mat: StandardMaterialProps, out: Texture2D[]): void {\n if (mat.emissiveTexture) {\n out.push(mat.emissiveTexture);\n }\n },\n};\n"],"names":[],"mappings":";AAOA,MAAM,iBAAiB;AAEhB,SAAS,0BAA0B,cAAuC;AAC7E,SAAO;AAAA,IACH,KAAK;AAAA,IACL,WAAW;AAAA,MACP;AAAA,QACI,OAAO;AAAA,QACP,OAAO,EAAE,OAAO,WAAW,cAAc,mBAAmB,aAAa,eAAe,uBAAuB,OAAA;AAAA,QAC/G,aAAa;AAAA,MAAA;AAAA,MAEjB,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,eAAe,0BAA0B,UAAA,GAAa,aAAa,eAAA;AAAA,IAAe;AAAA,IAE9I,gBAAgB;AAAA,MACZ,IAAI;AAAA,IAAA;AAAA,EACR;AAER;AAEO,MAAM,iBAAyB;AAAA,EAClC,KAAK;AAAA,EACL,QAAQ;AAAA,EACR,UAAU;AAAA,EACV,OAAO,CAAC,aAAa,2BAA2B,WAAW,gCAAgC,CAAC;AAAA,EAC5F,MAAM,KAA4B,SAA8B,GAAmB;AAC/E,UAAM,MAAM,IAAI;AAChB,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,MAAM;AACjD,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,SAAS;AACpD,WAAO;AAAA,EACX;AAAA,EACA,UAAU,KAA4B,KAAwB;AAC1D,QAAI,IAAI,iBAAiB;AACrB,UAAI,KAAK,IAAI,eAAe;AAAA,IAChC;AAAA,EACJ;AACJ;"}
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import {
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import { al as HAS_LIGHTMAP_TEXTURE, am as LIGHTMAP_USES_UV2 } from "./index-C-tEgwbZ.js";
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function createStdLightmapFragment(usesUV2) {
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{"version":3,"file":"std-lightmap-fragment-
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{"version":3,"file":"std-lightmap-fragment-DXvfWvKc.js","sources":["../src/material/standard/fragments/std-lightmap-fragment.ts"],"sourcesContent":["/** Standard Lightmap Fragment — additively blends lightmap into final color. */\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { StandardMaterialProps } from \"../standard-material.js\";\nimport type { Texture2D } from \"../../../texture/texture-2d.js\";\nimport type { StdExt } from \"../standard-flags.js\";\nimport { HAS_LIGHTMAP_TEXTURE, LIGHTMAP_USES_UV2 } from \"../standard-flags.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\nexport function createStdLightmapFragment(usesUV2: boolean): ShaderFragment {\n const uv = usesUV2 ? \"input.vv\" : \"input.vu\";\n return {\n _id: \"std-lightmap\",\n _bindings: [\n { _name: \"lT\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"lS\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT },\n ],\n _fragmentSlots: {\n BC: `color = vec4<f32>(color.rgb + textureSample(lT, lS, ${uv}).rgb * mat.lmLvl, color.a);`,\n },\n };\n}\n\nexport const stdLightmapExt: StdExt = {\n _id: \"std-lightmap\",\n _phase: \"mesh\",\n _feature: HAS_LIGHTMAP_TEXTURE,\n _frag: (features) => createStdLightmapFragment((features & LIGHTMAP_USES_UV2) !== 0),\n _bind(mat, entries, b) {\n const tex = mat.lightmapTexture!;\n entries.push({ binding: b++, resource: tex.texture.createView() });\n entries.push({ binding: b++, resource: tex.sampler });\n return b;\n },\n _textures(mat: StandardMaterialProps, out: Texture2D[]): void {\n if (mat.lightmapTexture) {\n out.push(mat.lightmapTexture);\n }\n },\n};\n"],"names":[],"mappings":";AAOA,MAAM,iBAAiB;AAEhB,SAAS,0BAA0B,SAAkC;AACxE,QAAM,KAAK,UAAU,aAAa;AAClC,SAAO;AAAA,IACH,KAAK;AAAA,IACL,WAAW;AAAA,MACP,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,kBAAA,GAAqB,aAAa,eAAA;AAAA,MAC1F,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,aAAa,aAAa,eAAA;AAAA,IAAe;AAAA,IAErG,gBAAgB;AAAA,MACZ,IAAI,uDAAuD,EAAE;AAAA,IAAA;AAAA,EACjE;AAER;AAEO,MAAM,iBAAyB;AAAA,EAClC,KAAK;AAAA,EACL,QAAQ;AAAA,EACR,UAAU;AAAA,EACV,OAAO,CAAC,aAAa,2BAA2B,WAAW,uBAAuB,CAAC;AAAA,EACnF,MAAM,KAAK,SAAS,GAAG;AACnB,UAAM,MAAM,IAAI;AAChB,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,QAAQ,WAAA,GAAc;AACjE,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,SAAS;AACpD,WAAO;AAAA,EACX;AAAA,EACA,UAAU,KAA4B,KAAwB;AAC1D,QAAI,IAAI,iBAAiB;AACrB,UAAI,KAAK,IAAI,eAAe;AAAA,IAChC;AAAA,EACJ;AACJ;"}
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function createStdOpacityFragment(fromRGB) {
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const opacityCalc = fromRGB ? `{ let opSample = textureSample(oT, oS, input.vu); alpha *= dot(opSample.rgb, vec3<f32>(0.3, 0.59, 0.11)) * mat.opLvl; }` : `alpha *= textureSample(oT, oS, input.vu).a * mat.opLvl;`;
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{"version":3,"file":"std-opacity-fragment-BzMMb1K_.js","sources":["../src/material/standard/fragments/std-opacity-fragment.ts"],"sourcesContent":["/** Standard Opacity Texture Fragment — modulates alpha by opacity texture. */\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { StandardMaterialProps } from \"../standard-material.js\";\nimport type { Texture2D } from \"../../../texture/texture-2d.js\";\nimport type { StdExt } from \"../standard-flags.js\";\nimport { HAS_OPACITY_TEXTURE, OPACITY_FROM_RGB } from \"../standard-flags.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\nexport function createStdOpacityFragment(fromRGB: boolean): ShaderFragment {\n const opacityCalc = fromRGB\n ? `{ let opSample = textureSample(oT, oS, input.vu); alpha *= dot(opSample.rgb, vec3<f32>(0.3, 0.59, 0.11)) * mat.opLvl; }`\n : `alpha *= textureSample(oT, oS, input.vu).a * mat.opLvl;`;\n return {\n _id: \"std-opacity\",\n _bindings: [\n { _name: \"oT\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"oS\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT },\n ],\n _fragmentSlots: {\n AT: opacityCalc,\n },\n };\n}\n\nexport const stdOpacityExt: StdExt = {\n _id: \"std-opacity\",\n _phase: \"mesh\",\n _feature: HAS_OPACITY_TEXTURE,\n _frag: (features) => createStdOpacityFragment((features & OPACITY_FROM_RGB) !== 0),\n _bind(mat, entries, b) {\n const tex = mat.opacityTexture!;\n entries.push({ binding: b++, resource: tex.texture.createView() });\n entries.push({ binding: b++, resource: tex.sampler });\n return b;\n },\n _textures(mat: StandardMaterialProps, out: Texture2D[]): void {\n if (mat.opacityTexture) {\n out.push(mat.opacityTexture);\n }\n },\n};\n"],"names":[],"mappings":";AAOA,MAAM,iBAAiB;AAEhB,SAAS,yBAAyB,SAAkC;AACvE,QAAM,cAAc,UACd,4HACA;AACN,SAAO;AAAA,IACH,KAAK;AAAA,IACL,WAAW;AAAA,MACP,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,kBAAA,GAAqB,aAAa,eAAA;AAAA,MAC1F,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,aAAa,aAAa,eAAA;AAAA,IAAe;AAAA,IAErG,gBAAgB;AAAA,MACZ,IAAI;AAAA,IAAA;AAAA,EACR;AAER;AAEO,MAAM,gBAAwB;AAAA,EACjC,KAAK;AAAA,EACL,QAAQ;AAAA,EACR,UAAU;AAAA,EACV,OAAO,CAAC,aAAa,0BAA0B,WAAW,sBAAsB,CAAC;AAAA,EACjF,MAAM,KAAK,SAAS,GAAG;AACnB,UAAM,MAAM,IAAI;AAChB,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,QAAQ,WAAA,GAAc;AACjE,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,SAAS;AACpD,WAAO;AAAA,EACX;AAAA,EACA,UAAU,KAA4B,KAAwB;AAC1D,QAAI,IAAI,gBAAgB;AACpB,UAAI,KAAK,IAAI,cAAc;AAAA,IAC/B;AAAA,EACJ;AACJ;"}
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import {
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import { ap as HAS_REFLECTION_TEXTURE } from "./index-C-tEgwbZ.js";
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const REFLECTION_HELPERS = `
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{"version":3,"file":"std-reflection-fragment-
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{"version":3,"file":"std-reflection-fragment-DC9Kvu1C.js","sources":["../src/material/standard/fragments/std-reflection-fragment.ts"],"sourcesContent":["/** Standard Reflection Texture Fragment — spherical/planar environment reflection. */\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\nconst REFLECTION_HELPERS = `\nfn computeSphericalCoords(worldPos: vec3<f32>, worldNormal: vec3<f32>) -> vec2<f32> {\nlet viewDir = normalize((scene.view * vec4<f32>(worldPos, 1.0)).xyz);\nlet viewNormal = normalize((scene.view * vec4<f32>(worldNormal, 0.0)).xyz);\nvar r = reflect(viewDir, viewNormal);\nr.z = r.z - 1.0;\nlet m = 2.0 * length(r);\nreturn vec2<f32>(r.x / m + 0.5, r.y / m + 0.5);\n}\nfn computePlanarCoords(worldPos: vec3<f32>, worldNormal: vec3<f32>) -> vec2<f32> {\nlet viewDir = worldPos - scene.vEyePosition.xyz;\nlet coords = normalize(reflect(viewDir, worldNormal));\nreturn vec2<f32>(coords.x, 1.0 - coords.y);\n}\n`;\n\nexport function createStdReflectionFragment(): ShaderFragment {\n return {\n _id: \"std-reflection\",\n _bindings: [\n { _name: \"rT\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"rS\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT },\n ],\n _helperFunctions: REFLECTION_HELPERS,\n _fragmentSlots: {\n AD: `{\nvar reflCoords: vec2<f32>;\nif (mat.rCm < 1.5) { reflCoords = computeSphericalCoords(input.vp, normalW); }\nelse { reflCoords = computePlanarCoords(input.vp, normalW); }\nreflectionColor = textureSample(rT, rS, reflCoords).rgb * mat.rLvl;\n}`,\n },\n };\n}\n\nimport type { StandardMaterialProps } from \"../standard-material.js\";\nimport type { Texture2D } from \"../../../texture/texture-2d.js\";\nimport type { StdExt } from \"../standard-flags.js\";\nimport { HAS_REFLECTION_TEXTURE } from \"../standard-flags.js\";\n\nexport const stdReflectionExt: StdExt = {\n _id: \"std-reflection\",\n _phase: \"mesh\",\n _feature: HAS_REFLECTION_TEXTURE,\n _frag: createStdReflectionFragment,\n _bind(mat, entries, b) {\n const tex = mat.reflectionTexture!;\n entries.push({ binding: b++, resource: tex.texture.createView() });\n entries.push({ binding: b++, resource: tex.sampler });\n return b;\n },\n _textures(mat: StandardMaterialProps, out: Texture2D[]): void {\n if (mat.reflectionTexture) {\n out.push(mat.reflectionTexture);\n }\n },\n};\n"],"names":[],"mappings":";AAGA,MAAM,iBAAiB;AAEvB,MAAM,qBAAqB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAgBpB,SAAS,8BAA8C;AAC1D,SAAO;AAAA,IACH,KAAK;AAAA,IACL,WAAW;AAAA,MACP,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,kBAAA,GAAqB,aAAa,eAAA;AAAA,MAC1F,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,aAAa,aAAa,eAAA;AAAA,IAAe;AAAA,IAErG,kBAAkB;AAAA,IAClB,gBAAgB;AAAA,MACZ,IAAI;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAA;AAAA,EAMR;AAER;AAOO,MAAM,mBAA2B;AAAA,EACpC,KAAK;AAAA,EACL,QAAQ;AAAA,EACR,UAAU;AAAA,EACV,OAAO;AAAA,EACP,MAAM,KAAK,SAAS,GAAG;AACnB,UAAM,MAAM,IAAI;AAChB,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,QAAQ,WAAA,GAAc;AACjE,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,SAAS;AACpD,WAAO;AAAA,EACX;AAAA,EACA,UAAU,KAA4B,KAAwB;AAC1D,QAAI,IAAI,mBAAmB;AACvB,UAAI,KAAK,IAAI,iBAAiB;AAAA,IAClC;AAAA,EACJ;AACJ;"}
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{"version":3,"file":"std-shadow-fragment-BnMHeF1-.js","sources":["../src/material/standard/fragments/std-shadow-fragment.ts"],"sourcesContent":["/**\n * Standard Shadow Fragment — Per-Light Shadow Support\n *\n * Thin wrapper around the shared shadow-fragment-core for Standard materials.\n * Only bundled when a scene uses shadow-receiving Standard meshes.\n */\n\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport { createShadowFragment } from \"../../../shader/fragments/shadow-fragment-core.js\";\nimport { getCsmStdReceiverFactory } from \"../../../shadow/csm-receiver-registry.js\";\n\nexport type { ShadowLightSlot } from \"../../../shader/fragments/shadow-fragment-core.js\";\nimport type { ShadowLightSlot } from \"../../../shader/fragments/shadow-fragment-core.js\";\n\n/**\n * Create a per-light shadow fragment for Standard materials.\n * Each shadow-casting light gets its own varying, bindings, and sampling code.\n * The shadow factor for each light is stored in shadowFactors[lightIndex].\n *\n * If any slot is a cascaded-shadow (`\"csm\"`) light, the cascaded receiver factory\n * registered by the CSM generator is used (v1: a scene mixing CSM with ESM/PCF\n * receivers on the same mesh is unsupported). Otherwise the plain ESM/PCF core is used.\n */\nexport function createStdShadowFragment(shadowLights: ShadowLightSlot[]): ShaderFragment {\n const csmSlots = shadowLights.filter((sl) => sl.shadowType === \"csm\");\n if (csmSlots.length > 0) {\n return getCsmStdReceiverFactory()!(csmSlots.map((s) => ({ lightIndex: s.lightIndex })));\n }\n return createShadowFragment(\"std-shadow\", shadowLights);\n}\n"],"names":[],"mappings":";;AAuBO,SAAS,wBAAwB,cAAiD;AACrF,QAAM,WAAW,aAAa,OAAO,CAAC,OAAO,GAAG,eAAe,KAAK;AACpE,MAAI,SAAS,SAAS,GAAG;AACrB,WAAO,yBAAA,EAA4B,SAAS,IAAI,CAAC,OAAO,EAAE,YAAY,EAAE,WAAA,EAAa,CAAC;AAAA,EAC1F;AACA,SAAO,qBAAqB,cAAc,YAAY;AAC1D;"}
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{"version":3,"file":"std-specular-fragment-Bio681OG.js","sources":["../src/material/standard/fragments/std-specular-fragment.ts"],"sourcesContent":["/** Standard Specular Texture Fragment — replaces specular color with texture sample. */\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { StandardMaterialProps } from \"../standard-material.js\";\nimport type { Texture2D } from \"../../../texture/texture-2d.js\";\nimport type { StdExt } from \"../standard-flags.js\";\nimport { HAS_SPECULAR_TEXTURE, SPECULAR_USES_UV2 } from \"../standard-flags.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\nexport function createStdSpecularFragment(usesUV2: boolean): ShaderFragment {\n const uv = usesUV2 ? \"input.vv\" : \"input.vu\";\n return {\n _id: \"std-specular\",\n _bindings: [\n { _name: \"sT\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"sS\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT },\n ],\n _fragmentSlots: {\n AT: `specularColor = textureSample(sT, sS, ${uv}).rgb;`,\n },\n };\n}\n\nexport const stdSpecularExt: StdExt = {\n _id: \"std-specular\",\n _phase: \"mesh\",\n _feature: HAS_SPECULAR_TEXTURE,\n _frag: (features) => createStdSpecularFragment((features & SPECULAR_USES_UV2) !== 0),\n _bind(mat, entries, b) {\n const tex = mat.specularTexture!;\n entries.push({ binding: b++, resource: tex.texture.createView() });\n entries.push({ binding: b++, resource: tex.sampler });\n return b;\n },\n _textures(mat: StandardMaterialProps, out: Texture2D[]): void {\n if (mat.specularTexture) {\n out.push(mat.specularTexture);\n }\n },\n};\n"],"names":[],"mappings":";AAOA,MAAM,iBAAiB;AAEhB,SAAS,0BAA0B,SAAkC;AACxE,QAAM,KAAK,UAAU,aAAa;AAClC,SAAO;AAAA,IACH,KAAK;AAAA,IACL,WAAW;AAAA,MACP,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,kBAAA,GAAqB,aAAa,eAAA;AAAA,MAC1F,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,aAAa,aAAa,eAAA;AAAA,IAAe;AAAA,IAErG,gBAAgB;AAAA,MACZ,IAAI,yCAAyC,EAAE;AAAA,IAAA;AAAA,EACnD;AAER;AAEO,MAAM,iBAAyB;AAAA,EAClC,KAAK;AAAA,EACL,QAAQ;AAAA,EACR,UAAU;AAAA,EACV,OAAO,CAAC,aAAa,2BAA2B,WAAW,uBAAuB,CAAC;AAAA,EACnF,MAAM,KAAK,SAAS,GAAG;AACnB,UAAM,MAAM,IAAI;AAChB,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,QAAQ,WAAA,GAAc;AACjE,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,SAAS;AACpD,WAAO;AAAA,EACX;AAAA,EACA,UAAU,KAA4B,KAAwB;AAC1D,QAAI,IAAI,iBAAiB;AACrB,UAAI,KAAK,IAAI,eAAe;AAAA,IAChC;AAAA,EACJ;AACJ;"}
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{"version":3,"file":"std-tracking-BTcrry2o.js","sources":["../src/material/tracking/std-tracking.ts"],"sourcesContent":["/** Standard material auto-dirty tracking. Dynamically imported by enableMaterialTracking(). */\n\nimport type { StandardMaterialProps } from \"../standard/standard-material.js\";\nimport { trackScalar, observableColor3, observableVec2 } from \"./tracking-primitives.js\";\n\nexport function installStdTracking(mat: StandardMaterialProps): void {\n for (const key of [\"alpha\", \"specularPower\", \"bumpLevel\", \"ambientTexLevel\", \"lightmapLevel\", \"opacityLevel\", \"alphaCutOff\", \"reflectionLevel\"]) {\n trackScalar(mat, key);\n }\n mat.diffuseColor = observableColor3(mat.diffuseColor[0], mat.diffuseColor[1], mat.diffuseColor[2], mat as any);\n mat.specularColor = observableColor3(mat.specularColor[0], mat.specularColor[1], mat.specularColor[2], mat as any);\n mat.emissiveColor = observableColor3(mat.emissiveColor[0], mat.emissiveColor[1], mat.emissiveColor[2], mat as any);\n mat.ambientColor = observableColor3(mat.ambientColor[0], mat.ambientColor[1], mat.ambientColor[2], mat as any);\n mat.uvScale = observableVec2(mat.uvScale[0], mat.uvScale[1], mat as any);\n}\n"],"names":[],"mappings":";AAKO,SAAS,mBAAmB,KAAkC;AACjE,aAAW,OAAO,CAAC,SAAS,iBAAiB,aAAa,mBAAmB,iBAAiB,gBAAgB,eAAe,iBAAiB,GAAG;AAC7I,gBAAY,KAAK,GAAG;AAAA,EACxB;AACA,MAAI,eAAe,iBAAiB,IAAI,aAAa,CAAC,GAAG,IAAI,aAAa,CAAC,GAAG,IAAI,aAAa,CAAC,GAAG,GAAU;AAC7G,MAAI,gBAAgB,iBAAiB,IAAI,cAAc,CAAC,GAAG,IAAI,cAAc,CAAC,GAAG,IAAI,cAAc,CAAC,GAAG,GAAU;AACjH,MAAI,gBAAgB,iBAAiB,IAAI,cAAc,CAAC,GAAG,IAAI,cAAc,CAAC,GAAG,IAAI,cAAc,CAAC,GAAG,GAAU;AACjH,MAAI,eAAe,iBAAiB,IAAI,aAAa,CAAC,GAAG,IAAI,aAAa,CAAC,GAAG,IAAI,aAAa,CAAC,GAAG,GAAU;AAC7G,MAAI,UAAU,eAAe,IAAI,QAAQ,CAAC,GAAG,IAAI,QAAQ,CAAC,GAAG,GAAU;AAC3E;"}
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import { a$ as PBR_HAS_THICKNESS_MAP, b0 as PBR_HAS_SUBSURFACE, b1 as PBR2_HAS_THICKNESS_GLTF_CHANNEL } from "./index-C-tEgwbZ.js";
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{"version":3,"file":"subsurface-fragment-C1H4ytqK.js","sources":["../src/material/pbr/fragments/subsurface-fragment.ts"],"sourcesContent":["/**\n * Subsurface Fragment\n *\n * Adds translucency — light passing through thin surfaces.\n * Only bundled when a scene uses PbrMaterialProps.subsurface.\n *\n * Math follows BJS PBRSubSurfaceConfiguration:\n * - Burley transmittance BRDF: exp-based approximation\n * - Thickness from texture (.g channel, BJS glTF-style default)\n * - Direct: wrap-around diffuse scaled by transmittance\n * - IBL: irradiance reduced by (1 - intensity), transmittance-weighted contribution added\n */\n\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps, SubSurfaceProps } from \"../pbr-material.js\";\nimport type { Texture2D } from \"../../../texture/texture-2d.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { PBR_HAS_SUBSURFACE, PBR_HAS_THICKNESS_MAP, PBR2_HAS_THICKNESS_GLTF_CHANNEL } from \"../pbr-flag-bits.js\";\n\nconst SS_HELPERS = `\nfn transmittanceBRDF_Burley(tintColor: vec3<f32>, diffusionDistance: vec3<f32>, thickness: f32) -> vec3<f32> {\nlet S = 1.0 / max(vec3<f32>(0.000001), diffusionDistance);\nlet temp = exp((-0.333333333 * thickness) * S);\nreturn tintColor * 0.25 * (temp * temp * temp + 3.0 * temp);\n}\nfn computeWrappedDiffuseNdotL(NdotL: f32, w: f32) -> f32 {\nlet t = 1.0 + w;\nlet invt2 = 1.0 / (t * t);\nreturn saturate((NdotL + w) * invt2);\n}\n`;\n\n// SV: declare subsurface scope variables\nconst SS_SCOPE_VARS = `var translucencyDirect = vec3<f32>(0.0);\nvar ssTransmittance = vec3<f32>(0.0);\nvar ssIntensity = 0.0;`;\n\n// AT: sample thickness + compute transmittance.\n// Channel: R by default (matches existing non-glTF path); G when the glTF\n// KHR_materials_volume flag is on (spec mandates G channel).\nfunction makeThicknessBlock(hasThicknessMap: boolean, useGltfChannel: boolean): string {\n const chan = useGltfChannel ? \"g\" : \"r\";\n const texSample = hasThicknessMap ? `let thicknessSample = textureSample(thicknessTexture_, thicknessSampler_, input.uv).${chan};` : `let thicknessSample = 1.0;`;\n return `${texSample}\nlet ssThickness = max(material.subsurfaceParams.y + thicknessSample * material.subsurfaceParams.z, 0.000001);\nlet ssTranslucencyColor = material.subsurfaceParams3.rgb;\nlet ssDiffDist = material.subsurfaceParams2.rgb;\nssIntensity = material.subsurfaceParams.x;\nssTransmittance = transmittanceBRDF_Burley(ssTranslucencyColor, ssDiffDist, ssThickness) * ssIntensity;`;\n}\n\n// AD: direct-light translucency lobe (back-facing only, wrap 0.02, 1/PI diffuse BRDF).\n// BJS also scales the front-facing direct diffuse by (1 - ssIntensity); we cannot easily\n// modify `directDiffuse` at compute time, so compensate via `color -= directDiffuse * ssIntensity`\n// in the AI/NI slot below.\nconst SS_DIRECT = `{\nlet NdotLU = dot(N, L);\nif (NdotLU < 0.0) {\nlet wrapNdotL = computeWrappedDiffuseNdotL(abs(NdotLU), 0.02);\ntranslucencyDirect += (1.0 / PI) * wrapNdotL * ssTransmittance * lightAtten * lightColor * material.directIntensity;\n}\n}`;\n\n// AI: subsurface IBL modification (runs after IBL sets `color`).\n// BJS: finalIrradiance *= (1 - ssI); finalIrradiance += refractionIrradiance;\n// where refractionIrradiance = environmentIrradiance(-N) * transmittance (no albedo by default).\n// AO/occlusion applies to the full finalIrradiance in BJS.\n// Also: scale direct diffuse by (1-ssI) and add translucencyDirect lobe.\nconst SS_IBL_MOD = `{\nlet N_back = -N_env;\nlet envIrrBack = (scene.vSphericalL00.rgb\n + scene.vSphericalL1_1.rgb * N_back.y + scene.vSphericalL10.rgb * N_back.z + scene.vSphericalL11.rgb * N_back.x\n + scene.vSphericalL2_2.rgb * (N_back.y * N_back.x) + scene.vSphericalL2_1.rgb * (N_back.y * N_back.z)\n + scene.vSphericalL20.rgb * (3.0 * N_back.z * N_back.z - 1.0) + scene.vSphericalL21.rgb * (N_back.z * N_back.x)\n + scene.vSphericalL22.rgb * (N_back.x * N_back.x - N_back.y * N_back.y)) * material.environmentIntensity;\nlet refractionIrradiance = envIrrBack * ssTransmittance;\ncolor -= finalIrradiance * ssIntensity;\ncolor += refractionIrradiance * occlusion;\ncolor -= directDiffuse * ssIntensity;\ncolor += translucencyDirect * occlusion;\n}`;\n\n// NI: no-IBL path — just scale direct diffuse and add translucency lobe.\nconst SS_NO_IBL_MOD = `color -= directDiffuse * ssIntensity;\ncolor += translucencyDirect;`;\n\nconst STAGE_FRAGMENT = 0x2;\n\n/**\n * Create a subsurface translucency fragment.\n * @param hasThicknessMap - Whether the material has a thickness texture.\n * @param hasIbl - Whether the scene has IBL.\n * @param useGltfThicknessChannel - Sample the thickness texture's G channel\n * (KHR_materials_volume) instead of R (BJS default).\n */\nexport function createSubsurfaceFragment(hasThicknessMap: boolean, hasIbl: boolean, useGltfThicknessChannel: boolean): ShaderFragment {\n const bindings = hasThicknessMap\n ? [\n { _name: \"thicknessTexture_\", _type: { _kind: \"texture\" as const, _textureType: \"texture_2d<f32>\" as const }, _visibility: STAGE_FRAGMENT },\n { _name: \"thicknessSampler_\", _type: { _kind: \"sampler\" as const, _samplerType: \"sampler\" as const }, _visibility: STAGE_FRAGMENT },\n ]\n : [];\n\n const slots: Partial<Record<string, string>> = {\n SV: SS_SCOPE_VARS,\n AT: makeThicknessBlock(hasThicknessMap, useGltfThicknessChannel),\n AD: SS_DIRECT,\n };\n if (hasIbl) {\n slots.AI = SS_IBL_MOD;\n } else {\n slots.NI = SS_NO_IBL_MOD;\n }\n\n const deps: string[] = [];\n if (hasIbl) {\n deps.push(\"ibl\");\n }\n\n return {\n _id: \"subsurface\",\n _dependencies: deps.length > 0 ? deps : undefined,\n _bindings: bindings.length > 0 ? bindings : undefined,\n _uboFields: [\n { _name: \"subsurfaceParams\", _type: \"vec4<f32>\" as const },\n { _name: \"subsurfaceParams2\", _type: \"vec4<f32>\" as const },\n { _name: \"subsurfaceParams3\", _type: \"vec4<f32>\" as const },\n ],\n _helperFunctions: SS_HELPERS,\n _fragmentSlots: slots,\n };\n}\n\n/** Write subsurface UBO data. Called from pbr-renderable.ts only when subsurface is active. */\nexport function writeSubsurfaceUBO(data: Float32Array, ss: SubSurfaceProps, offsets: ReadonlyMap<string, number>): void {\n const trans = ss.translucency!;\n const thick = ss.thickness;\n\n const off = offsets.get(\"subsurfaceParams\")! / 4;\n data[off] = trans.intensity ?? 1.0;\n const minThick = thick?.min ?? 0;\n const maxThick = thick?.max ?? 1.0;\n data[off + 1] = minThick;\n data[off + 2] = maxThick - minThick;\n\n const off2 = offsets.get(\"subsurfaceParams2\")! / 4;\n const dd = trans.diffusionDistance ?? [1, 1, 1];\n data[off2] = dd[0]!;\n data[off2 + 1] = dd[1]!;\n data[off2 + 2] = dd[2]!;\n\n const off3 = offsets.get(\"subsurfaceParams3\")! / 4;\n const tc = trans.color ?? 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{"version":3,"file":"subsurface-fragment-DpKib445.js","sources":["../src/material/pbr/fragments/subsurface-fragment.ts"],"sourcesContent":["/**\n * Subsurface Fragment\n *\n * Adds translucency — light passing through thin surfaces.\n * Only bundled when a scene uses PbrMaterialProps.subsurface.\n *\n * Math follows BJS PBRSubSurfaceConfiguration:\n * - Burley transmittance BRDF: exp-based approximation\n * - Thickness from texture (.g channel, BJS glTF-style default)\n * - Direct: wrap-around diffuse scaled by transmittance\n * - IBL: irradiance reduced by (1 - intensity), transmittance-weighted contribution added\n */\n\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps, SubSurfaceProps } from \"../pbr-material.js\";\nimport type { Texture2D } from \"../../../texture/texture-2d.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { PBR_HAS_SUBSURFACE, PBR_HAS_THICKNESS_MAP, PBR2_HAS_THICKNESS_GLTF_CHANNEL } from \"../pbr-flag-bits.js\";\n\nconst SS_HELPERS = `\nfn transmittanceBRDF_Burley(tintColor: vec3<f32>, diffusionDistance: vec3<f32>, thickness: f32) -> vec3<f32> {\nlet S = 1.0 / max(vec3<f32>(0.000001), diffusionDistance);\nlet temp = exp((-0.333333333 * thickness) * S);\nreturn tintColor * 0.25 * (temp * temp * temp + 3.0 * temp);\n}\nfn computeWrappedDiffuseNdotL(NdotL: f32, w: f32) -> f32 {\nlet t = 1.0 + w;\nlet invt2 = 1.0 / (t * t);\nreturn saturate((NdotL + w) * invt2);\n}\n`;\n\n// SV: declare subsurface scope variables\nconst SS_SCOPE_VARS = `var translucencyDirect = vec3<f32>(0.0);\nvar ssTransmittance = vec3<f32>(0.0);\nvar ssIntensity = 0.0;`;\n\n// AT: sample thickness + compute transmittance.\n// Channel: R by default (matches existing non-glTF path); G when the glTF\n// KHR_materials_volume flag is on (spec mandates G channel).\nfunction makeThicknessBlock(hasThicknessMap: boolean, useGltfChannel: boolean): string {\n const chan = useGltfChannel ? \"g\" : \"r\";\n const texSample = hasThicknessMap ? `let thicknessSample = textureSample(thicknessTexture_, thicknessSampler_, input.uv).${chan};` : `let thicknessSample = 1.0;`;\n return `${texSample}\nlet ssThickness = max(material.subsurfaceParams.y + thicknessSample * material.subsurfaceParams.z, 0.000001);\nlet ssTranslucencyColor = material.subsurfaceParams3.rgb;\nlet ssDiffDist = material.subsurfaceParams2.rgb;\nssIntensity = material.subsurfaceParams.x;\nssTransmittance = transmittanceBRDF_Burley(ssTranslucencyColor, ssDiffDist, ssThickness) * ssIntensity;`;\n}\n\n// AD: direct-light translucency lobe (back-facing only, wrap 0.02, 1/PI diffuse BRDF).\n// BJS also scales the front-facing direct diffuse by (1 - ssIntensity); we cannot easily\n// modify `directDiffuse` at compute time, so compensate via `color -= directDiffuse * ssIntensity`\n// in the AI/NI slot below.\nconst SS_DIRECT = `{\nlet NdotLU = dot(N, L);\nif (NdotLU < 0.0) {\nlet wrapNdotL = computeWrappedDiffuseNdotL(abs(NdotLU), 0.02);\ntranslucencyDirect += (1.0 / PI) * wrapNdotL * ssTransmittance * lightAtten * lightColor * material.directIntensity;\n}\n}`;\n\n// AI: subsurface IBL modification (runs after IBL sets `color`).\n// BJS: finalIrradiance *= (1 - ssI); finalIrradiance += refractionIrradiance;\n// where refractionIrradiance = environmentIrradiance(-N) * transmittance (no albedo by default).\n// AO/occlusion applies to the full finalIrradiance in BJS.\n// Also: scale direct diffuse by (1-ssI) and add translucencyDirect lobe.\nconst SS_IBL_MOD = `{\nlet N_back = -N_env;\nlet envIrrBack = (scene.vSphericalL00.rgb\n + scene.vSphericalL1_1.rgb * N_back.y + scene.vSphericalL10.rgb * N_back.z + scene.vSphericalL11.rgb * N_back.x\n + scene.vSphericalL2_2.rgb * (N_back.y * N_back.x) + scene.vSphericalL2_1.rgb * (N_back.y * N_back.z)\n + scene.vSphericalL20.rgb * (3.0 * N_back.z * N_back.z - 1.0) + scene.vSphericalL21.rgb * (N_back.z * N_back.x)\n + scene.vSphericalL22.rgb * (N_back.x * N_back.x - N_back.y * N_back.y)) * material.environmentIntensity;\nlet refractionIrradiance = envIrrBack * ssTransmittance;\ncolor -= finalIrradiance * ssIntensity;\ncolor += refractionIrradiance * occlusion;\ncolor -= directDiffuse * ssIntensity;\ncolor += translucencyDirect * occlusion;\n}`;\n\n// NI: no-IBL path — just scale direct diffuse and add translucency lobe.\nconst SS_NO_IBL_MOD = `color -= directDiffuse * ssIntensity;\ncolor += translucencyDirect;`;\n\nconst STAGE_FRAGMENT = 0x2;\n\n/**\n * Create a subsurface translucency fragment.\n * @param hasThicknessMap - Whether the material has a thickness texture.\n * @param hasIbl - Whether the scene has IBL.\n * @param useGltfThicknessChannel - Sample the thickness texture's G channel\n * (KHR_materials_volume) instead of R (BJS default).\n */\nexport function createSubsurfaceFragment(hasThicknessMap: boolean, hasIbl: boolean, useGltfThicknessChannel: boolean): ShaderFragment {\n const bindings = hasThicknessMap\n ? 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@@ -0,0 +1,37 @@
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1
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+
function getDefaultSwapchainTask(scene, surface) {
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2
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+
for (const task of scene._frameGraph._tasks) {
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3
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const ptask = task;
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4
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+
if (!(ptask == null ? void 0 : ptask._config) || !ptask._colorAttachment) {
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5
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+
continue;
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6
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+
}
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7
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+
const renderTask = task;
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8
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+
if (renderTask._config.rt === surface.scRT || renderTask._config.rst === surface.scRT) {
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9
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+
return renderTask;
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10
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+
}
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11
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+
}
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12
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+
return null;
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13
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+
}
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14
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+
function configureSwapchainOverlayScene(surface, overlay) {
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15
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+
const base = surface._renderingContexts[surface._renderingContexts.length - 1];
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16
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+
if (!(base == null ? void 0 : base._frameGraph)) {
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17
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+
return;
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18
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+
}
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19
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+
const baseTask = getDefaultSwapchainTask(base, surface);
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20
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+
const overlayTask = getDefaultSwapchainTask(overlay, surface);
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21
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+
if (!baseTask || !overlayTask) {
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22
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+
return;
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23
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+
}
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24
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+
overlayTask._config.clr = false;
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25
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+
overlay._beforeRender.unshift(() => {
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26
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+
if (surface.msaaSamples > 1) {
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27
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+
const view = baseTask._config.rt._colorView;
|
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28
|
+
if (view) {
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29
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+
overlayTask._colorAttachment.view = view;
|
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30
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+
}
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31
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+
}
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32
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+
});
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33
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+
}
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34
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+
export {
|
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35
|
+
configureSwapchainOverlayScene
|
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36
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+
};
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37
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+
//# sourceMappingURL=swapchain-overlay-UCLilhbq.js.map
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