@babylonjs/lite 1.0.0 → 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-CjDoht2w.js → _mat4-storage-f64-BW9sTaVh.js} +2 -2
- package/{_mat4-storage-f64-CjDoht2w.js.map → _mat4-storage-f64-BW9sTaVh.js.map} +1 -1
- package/{alpha-test-fragment-B7DjSnF7.js → alpha-test-fragment-eUG971h3.js} +2 -2
- package/{alpha-test-fragment-B7DjSnF7.js.map → alpha-test-fragment-eUG971h3.js.map} +1 -1
- package/{background-dds-skybox-BEX309u3.js → background-dds-skybox-BwG0kYQP.js} +3 -3
- package/{background-dds-skybox-BEX309u3.js.map → background-dds-skybox-BwG0kYQP.js.map} +1 -1
- package/{background-ground-BU0HOcM4.js → background-ground-DiFpKJzF.js} +2 -2
- package/{background-ground-BU0HOcM4.js.map → background-ground-DiFpKJzF.js.map} +1 -1
- package/{background-hdr-skybox--RRRic_K.js → background-hdr-skybox-DIgJhvfj.js} +3 -3
- package/{background-hdr-skybox--RRRic_K.js.map → background-hdr-skybox-DIgJhvfj.js.map} +1 -1
- package/{background-solid-skybox-BrH2fXSu.js → background-solid-skybox--fqHdan_.js} +2 -2
- package/{background-solid-skybox-BrH2fXSu.js.map → background-solid-skybox--fqHdan_.js.map} +1 -1
- package/{billboard-renderable-BHWryAeC.js → billboard-renderable-HY2XCd52.js} +2 -2
- package/{billboard-renderable-BHWryAeC.js.map → billboard-renderable-HY2XCd52.js.map} +1 -1
- package/{clamp-block-DqbwnQGW.js → clamp-block-XHdUk2Va.js} +2 -2
- package/{clamp-block-DqbwnQGW.js.map → clamp-block-XHdUk2Va.js.map} +1 -1
- package/{clearcoat-fragment-D6FSCie1.js → clearcoat-fragment-CHYw8MPB.js} +2 -2
- package/{clearcoat-fragment-D6FSCie1.js.map → clearcoat-fragment-CHYw8MPB.js.map} +1 -1
- package/{create-skeleton-D_uplboC.js → create-skeleton-9tdiUjRP.js} +2 -2
- package/{create-skeleton-D_uplboC.js.map → create-skeleton-9tdiUjRP.js.map} +1 -1
- package/{cubemap-skybox-material-DQcMMdf-.js → cubemap-skybox-material-DqQ0dyz8.js} +2 -2
- package/{cubemap-skybox-material-DQcMMdf-.js.map → cubemap-skybox-material-DqQ0dyz8.js.map} +1 -1
- package/{curve-block-21rT0JjG.js → curve-block-S27sXrJQ.js} +2 -2
- package/{curve-block-21rT0JjG.js.map → curve-block-S27sXrJQ.js.map} +1 -1
- package/{emissive-fragment-C5FtBs3y.js → emissive-fragment-CZMQ0_bF.js} +2 -2
- package/{emissive-fragment-C5FtBs3y.js.map → emissive-fragment-CZMQ0_bF.js.map} +1 -1
- package/{esm-shadow-view-Gtd1LWRP.js → esm-shadow-view-CUwxbnMR.js} +2 -2
- package/{esm-shadow-view-Gtd1LWRP.js.map → esm-shadow-view-CUwxbnMR.js.map} +1 -1
- package/{esm-shadow-view-c5YV4Eg9.js → esm-shadow-view-Cl36rOrK.js} +2 -2
- package/{esm-shadow-view-c5YV4Eg9.js.map → esm-shadow-view-Cl36rOrK.js.map} +1 -1
- package/{esm-shadow-view-Cl3rPGof.js → esm-shadow-view-DKQ-FSoV.js} +2 -2
- package/{esm-shadow-view-Cl3rPGof.js.map → esm-shadow-view-DKQ-FSoV.js.map} +1 -1
- package/{gaussian-splatting-pipeline-sh-7J31V23x.js → gaussian-splatting-pipeline-sh-DDo7QQ8l.js} +2 -2
- package/{gaussian-splatting-pipeline-sh-7J31V23x.js.map → gaussian-splatting-pipeline-sh-DDo7QQ8l.js.map} +1 -1
- package/{geometry-texture-output-dXk4E9uu.js → geometry-texture-output-BmuAquio.js} +2 -2
- package/{geometry-texture-output-dXk4E9uu.js.map → geometry-texture-output-BmuAquio.js.map} +1 -1
- package/{geometry-view-BsFJpBJa.js → geometry-view-xWZmq799.js} +4 -4
- package/{geometry-view-BsFJpBJa.js.map → geometry-view-xWZmq799.js.map} +1 -1
- package/{gltf-animation-K_zZxj_d.js → gltf-animation-Bq7k_5HA.js} +2 -2
- package/{gltf-animation-K_zZxj_d.js.map → gltf-animation-Bq7k_5HA.js.map} +1 -1
- package/{gltf-ext-basisu-CDbPclzZ.js → gltf-ext-basisu-C5teqxzQ.js} +2 -202
- package/gltf-ext-basisu-C5teqxzQ.js.map +1 -0
- package/{gltf-ext-node-visibility-DXCJEYr6.js → gltf-ext-node-visibility-DnGTKkMf.js} +2 -2
- package/{gltf-ext-node-visibility-DXCJEYr6.js.map → gltf-ext-node-visibility-DnGTKkMf.js.map} +1 -1
- package/{gltf-ext-quantization-CvHI_0Vg.js → gltf-ext-quantization-DheC7FhB.js} +2 -2
- package/{gltf-ext-quantization-CvHI_0Vg.js.map → gltf-ext-quantization-DheC7FhB.js.map} +1 -1
- package/{gltf-ext-uv-transform-DgYazJBs.js → gltf-ext-uv-transform-DljdVllE.js} +2 -2
- package/{gltf-ext-uv-transform-DgYazJBs.js.map → gltf-ext-uv-transform-DljdVllE.js.map} +1 -1
- package/{gltf-feature-animation-pointer-D1RJRFBw.js → gltf-feature-animation-pointer-DVhymFLK.js} +3 -3
- package/{gltf-feature-animation-pointer-D1RJRFBw.js.map → gltf-feature-animation-pointer-DVhymFLK.js.map} +1 -1
- package/{gltf-feature-animations-Cmc1uoIu.js → gltf-feature-animations-hxC3y3bJ.js} +2 -2
- package/{gltf-feature-animations-Cmc1uoIu.js.map → gltf-feature-animations-hxC3y3bJ.js.map} +1 -1
- package/{gltf-feature-draco-CKKzT5E3.js → gltf-feature-draco-B7Q_cMUv.js} +2 -2
- package/{gltf-feature-draco-CKKzT5E3.js.map → gltf-feature-draco-B7Q_cMUv.js.map} +1 -1
- package/{gltf-feature-gpu-instancing-n87SO6Vh.js → gltf-feature-gpu-instancing-C7sRzWv7.js} +2 -2
- package/{gltf-feature-gpu-instancing-n87SO6Vh.js.map → gltf-feature-gpu-instancing-C7sRzWv7.js.map} +1 -1
- package/{gltf-feature-lights-punctual-Ckm3ciL8.js → gltf-feature-lights-punctual-DF7kya14.js} +5 -5
- package/{gltf-feature-lights-punctual-Ckm3ciL8.js.map → gltf-feature-lights-punctual-DF7kya14.js.map} +1 -1
- package/{gltf-feature-meshopt-DLC4SF1E.js → gltf-feature-meshopt-DRG9hEqT.js} +2 -2
- package/{gltf-feature-meshopt-DLC4SF1E.js.map → gltf-feature-meshopt-DRG9hEqT.js.map} +1 -1
- package/{gltf-feature-morph-Cjtu7hYa.js → gltf-feature-morph-DZydYgWp.js} +3 -3
- package/{gltf-feature-morph-Cjtu7hYa.js.map → gltf-feature-morph-DZydYgWp.js.map} +1 -1
- package/{gltf-feature-registry-C63Hjp9w.js → gltf-feature-registry-DeYdy3DV.js} +15 -15
- package/{gltf-feature-registry-C63Hjp9w.js.map → gltf-feature-registry-DeYdy3DV.js.map} +1 -1
- package/{gltf-feature-skeleton-DKbOGidp.js → gltf-feature-skeleton-B9och1W0.js} +3 -3
- package/{gltf-feature-skeleton-DKbOGidp.js.map → gltf-feature-skeleton-B9och1W0.js.map} +1 -1
- package/{gltf-feature-variants-Cmzu0O0e.js → gltf-feature-variants-CY_Qft7f.js} +2 -2
- package/{gltf-feature-variants-Cmzu0O0e.js.map → gltf-feature-variants-CY_Qft7f.js.map} +1 -1
- package/{gltf-glb-parser-Cj5MHS-v.js → gltf-glb-parser-CqOeXFOz.js} +2 -2
- package/{gltf-glb-parser-Cj5MHS-v.js.map → gltf-glb-parser-CqOeXFOz.js.map} +1 -1
- package/{gltf-interleave-gHf9_t0i.js → gltf-interleave-DWf27t-h.js} +2 -3
- package/{gltf-interleave-gHf9_t0i.js.map → gltf-interleave-DWf27t-h.js.map} +1 -1
- package/{gltf-pbr-builder-ext-edNcjwPf.js → gltf-pbr-builder-ext-DvFxuOqN.js} +2 -2
- package/{gltf-pbr-builder-ext-edNcjwPf.js.map → gltf-pbr-builder-ext-DvFxuOqN.js.map} +1 -1
- package/{gltf-variants-CPxNdtP4.js → gltf-variants-CUvzYGYX.js} +4 -4
- package/{gltf-variants-CPxNdtP4.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-DYaW_Lg3.js → gs-picking-pipeline-55sM5LzV.js} +2 -2
- package/{gs-picking-pipeline-DYaW_Lg3.js.map → gs-picking-pipeline-55sM5LzV.js.map} +1 -1
- package/{havok-floating-origin-Dr-18Nds.js → havok-floating-origin-5xp32P-C.js} +2 -2
- package/{havok-floating-origin-Dr-18Nds.js.map → havok-floating-origin-5xp32P-C.js.map} +1 -1
- package/{index-CLElg2Bo.js → index-C-tEgwbZ.js} +2712 -865
- package/index-C-tEgwbZ.js.map +1 -0
- package/index.d.ts +486 -6
- package/index.js +473 -444
- package/{input-block-DqEedWF2.js → input-block-DbRYCnet.js} +2 -2
- package/{input-block-DqEedWF2.js.map → input-block-DbRYCnet.js.map} +1 -1
- package/{iridescence-fragment-BHU59-gQ.js → iridescence-fragment-S3Ko1jvC.js} +2 -2
- package/{iridescence-fragment-BHU59-gQ.js.map → iridescence-fragment-S3Ko1jvC.js.map} +1 -1
- package/{light-block-Bv37V8vl.js → light-block-CAqWkucp.js} +2 -2
- package/{light-block-Bv37V8vl.js.map → light-block-CAqWkucp.js.map} +1 -1
- package/{loop-block-qTg8vb99.js → loop-block-ch-biPFY.js} +2 -2
- package/{loop-block-qTg8vb99.js.map → loop-block-ch-biPFY.js.map} +1 -1
- package/{morph-fragment-BRCUr2wQ.js → morph-fragment-D9he3Ksk.js} +2 -2
- package/{morph-fragment-BRCUr2wQ.js.map → morph-fragment-D9he3Ksk.js.map} +1 -1
- package/{multilight-wgsl-DMeppAdZ.js → multilight-wgsl-74aXpcJG.js} +2 -2
- package/{multilight-wgsl-DMeppAdZ.js.map → multilight-wgsl-74aXpcJG.js.map} +1 -1
- package/{node-env-Bc559GmY.js → node-env-B2bjGcMS.js} +2 -2
- package/{node-env-Bc559GmY.js.map → node-env-B2bjGcMS.js.map} +1 -1
- package/{node-geometry-view-COmWsRXK.js → node-geometry-view-CSXlEAhG.js} +3 -3
- package/{node-geometry-view-COmWsRXK.js.map → node-geometry-view-CSXlEAhG.js.map} +1 -1
- package/{node-registry-extra-compat-dWrv7gpS.js → node-registry-extra-compat-BEQH_ksg.js} +2 -2
- package/{node-registry-extra-compat-dWrv7gpS.js.map → node-registry-extra-compat-BEQH_ksg.js.map} +1 -1
- package/{node-registry-extra-math-Bn854sX9.js → node-registry-extra-math-Bm32WBAa.js} +2 -2
- package/{node-registry-extra-math-Bn854sX9.js.map → node-registry-extra-math-Bm32WBAa.js.map} +1 -1
- package/{node-renderable-B5G8WcdH.js → node-renderable-BMHny4tC.js} +2 -2
- package/{node-renderable-B5G8WcdH.js.map → node-renderable-BMHny4tC.js.map} +1 -1
- package/{node-shadow-CVIUlNf0.js → node-shadow-BRiz7CT1.js} +2 -2
- package/{node-shadow-CVIUlNf0.js.map → node-shadow-BRiz7CT1.js.map} +1 -1
- package/{normal-map-fragment-CQSxhjCy.js → normal-map-fragment-sE3TjF4U.js} +2 -2
- package/{normal-map-fragment-CQSxhjCy.js.map → normal-map-fragment-sE3TjF4U.js.map} +1 -1
- package/package.json +3 -3
- package/{parse-camera-pBRT_6i5.js → parse-camera-CmZBS423.js} +2 -2
- package/{parse-camera-pBRT_6i5.js.map → parse-camera-CmZBS423.js.map} +1 -1
- package/{pbr-geometry-view-NiZY_juX.js → pbr-geometry-view-T3vMABM8.js} +3 -3
- package/{pbr-geometry-view-NiZY_juX.js.map → pbr-geometry-view-T3vMABM8.js.map} +1 -1
- package/{pbr-metallic-roughness-block-JBSi-tQN.js → pbr-metallic-roughness-block-DbozMlHU.js} +2 -2
- package/{pbr-metallic-roughness-block-JBSi-tQN.js.map → pbr-metallic-roughness-block-DbozMlHU.js.map} +1 -1
- package/{pbr-metallic-roughness-block-full-Ta9lR2cz.js → pbr-metallic-roughness-block-full-CHC8w-Uv.js} +2 -2
- package/{pbr-metallic-roughness-block-full-Ta9lR2cz.js.map → pbr-metallic-roughness-block-full-CHC8w-Uv.js.map} +1 -1
- package/{pbr-mr-helper-core-BVWNR08D.js → pbr-mr-helper-core-DGRgbRXl.js} +2 -2
- package/{pbr-mr-helper-core-BVWNR08D.js.map → pbr-mr-helper-core-DGRgbRXl.js.map} +1 -1
- package/{pbr-refraction-C9FvFmAp.js → pbr-refraction-CquDP9JO.js} +2 -2
- package/{pbr-refraction-C9FvFmAp.js.map → pbr-refraction-CquDP9JO.js.map} +1 -1
- package/{pbr-renderable-DzUF2QIk.js → pbr-renderable-CaHKHU0g.js} +22 -22
- package/{pbr-renderable-DzUF2QIk.js.map → pbr-renderable-CaHKHU0g.js.map} +1 -1
- package/{pbr-shadow-fragment-CnqnbGYS.js → pbr-shadow-fragment-DmnNe6yz.js} +2 -2
- package/{pbr-shadow-fragment-CnqnbGYS.js.map → pbr-shadow-fragment-DmnNe6yz.js.map} +1 -1
- package/{pbr-tracking-3tU1kqea.js → pbr-tracking-Bo7RTANK.js} +2 -2
- package/{pbr-tracking-3tU1kqea.js.map → pbr-tracking-Bo7RTANK.js.map} +1 -1
- package/{pbr-transmission-ext-BcLjRxfB.js → pbr-transmission-ext-CoGcJBGE.js} +2 -2
- package/{pbr-transmission-ext-BcLjRxfB.js.map → pbr-transmission-ext-CoGcJBGE.js.map} +1 -1
- package/{reflectance-fragment-Dbpgw3Jt.js → reflectance-fragment-CExe6qDY.js} +2 -2
- package/{reflectance-fragment-Dbpgw3Jt.js.map → reflectance-fragment-CExe6qDY.js.map} +1 -1
- package/{rgbd-decode-DoyUquy3.js → rgbd-decode-DkiiiIlt.js} +2 -2
- package/{rgbd-decode-DoyUquy3.js.map → rgbd-decode-DkiiiIlt.js.map} +1 -1
- package/{scene-material-swap-nNUH4nGn.js → scene-material-swap-4qM0tpBK.js} +1 -2
- package/scene-material-swap-4qM0tpBK.js.map +1 -0
- package/{screenshot-readback-D0Sj9qq3.js → screenshot-readback-avr_tYGZ.js} +2 -2
- package/{screenshot-readback-D0Sj9qq3.js.map → screenshot-readback-avr_tYGZ.js.map} +1 -1
- package/{shader-composer-BUD_pSX4.js → shader-composer-CZagsJDS.js} +2 -2
- package/{shader-composer-BUD_pSX4.js.map → shader-composer-CZagsJDS.js.map} +1 -1
- package/{shader-renderable-D7-RyVxa.js → shader-renderable-D5sbgzxt.js} +41 -9
- package/shader-renderable-D5sbgzxt.js.map +1 -0
- package/{shader-thin-instance-DuBotxDO.js → shader-thin-instance-CkQ8rrfH.js} +2 -2
- package/{shader-thin-instance-DuBotxDO.js.map → shader-thin-instance-CkQ8rrfH.js.map} +1 -1
- package/{sheen-fragment-1MkEMcbc.js → sheen-fragment-BEigjpTX.js} +2 -2
- package/{sheen-fragment-1MkEMcbc.js.map → sheen-fragment-BEigjpTX.js.map} +1 -1
- package/{singlelight-directional-wgsl-BsV8G456.js → singlelight-directional-wgsl-Ccsk-ys3.js} +2 -2
- package/{singlelight-directional-wgsl-BsV8G456.js.map → singlelight-directional-wgsl-Ccsk-ys3.js.map} +1 -1
- package/{singlelight-hemispheric-wgsl-Bo0jKlW5.js → singlelight-hemispheric-wgsl-DL-jpc97.js} +2 -2
- package/{singlelight-hemispheric-wgsl-Bo0jKlW5.js.map → singlelight-hemispheric-wgsl-DL-jpc97.js.map} +1 -1
- package/{singlelight-point-wgsl-DV39UP5Y.js → singlelight-point-wgsl-hYmiP6ys.js} +2 -2
- package/{singlelight-point-wgsl-DV39UP5Y.js.map → singlelight-point-wgsl-hYmiP6ys.js.map} +1 -1
- package/{singlelight-spot-wgsl-yg3od6vL.js → singlelight-spot-wgsl-DSjp1p1C.js} +2 -2
- package/{singlelight-spot-wgsl-yg3od6vL.js.map → singlelight-spot-wgsl-DSjp1p1C.js.map} +1 -1
- package/{skeleton-fragment-DdxYG6kv.js → skeleton-fragment-B__bUbPK.js} +2 -2
- package/{skeleton-fragment-DdxYG6kv.js.map → skeleton-fragment-B__bUbPK.js.map} +1 -1
- package/{skybox-renderable-CJD4XmX5.js → skybox-renderable-BH6uUkal.js} +2 -2
- package/{skybox-renderable-CJD4XmX5.js.map → skybox-renderable-BH6uUkal.js.map} +1 -1
- package/{splat-ply-compressed-DHjyiVmI.js → splat-ply-compressed-BGNK6dnh.js} +2 -2
- package/{splat-ply-compressed-DHjyiVmI.js.map → splat-ply-compressed-BGNK6dnh.js.map} +1 -1
- package/{standard-pipeline-XTbHL7MY.js → standard-pipeline-BvFynkwL.js} +3 -3
- package/{standard-pipeline-XTbHL7MY.js.map → standard-pipeline-BvFynkwL.js.map} +1 -1
- package/{standard-renderable-CREWLNHI.js → standard-renderable-1Q3zemys.js} +3 -3
- package/{standard-renderable-CREWLNHI.js.map → standard-renderable-1Q3zemys.js.map} +1 -1
- package/{std-ambient-fragment-Bjx3VFrr.js → std-ambient-fragment-__F1KTEu.js} +2 -2
- package/{std-ambient-fragment-Bjx3VFrr.js.map → std-ambient-fragment-__F1KTEu.js.map} +1 -1
- package/{std-cube-reflection-fragment-y9WWdXUt.js → std-cube-reflection-fragment-DidM0byH.js} +2 -2
- package/{std-cube-reflection-fragment-y9WWdXUt.js.map → std-cube-reflection-fragment-DidM0byH.js.map} +1 -1
- package/{std-emissive-fragment-C8Lnmojh.js → std-emissive-fragment-Bj62X4Np.js} +2 -2
- package/{std-emissive-fragment-C8Lnmojh.js.map → std-emissive-fragment-Bj62X4Np.js.map} +1 -1
- package/{std-lightmap-fragment-DFxGcoA5.js → std-lightmap-fragment-DXvfWvKc.js} +2 -2
- package/{std-lightmap-fragment-DFxGcoA5.js.map → std-lightmap-fragment-DXvfWvKc.js.map} +1 -1
- package/{std-opacity-fragment-EXzFWiSp.js → std-opacity-fragment-BzMMb1K_.js} +2 -2
- package/{std-opacity-fragment-EXzFWiSp.js.map → std-opacity-fragment-BzMMb1K_.js.map} +1 -1
- package/{std-reflection-fragment-BoJORqpG.js → std-reflection-fragment-DC9Kvu1C.js} +2 -2
- package/{std-reflection-fragment-BoJORqpG.js.map → std-reflection-fragment-DC9Kvu1C.js.map} +1 -1
- package/{std-shadow-fragment-Bq-Wc8UJ.js → std-shadow-fragment-BnMHeF1-.js} +2 -2
- package/{std-shadow-fragment-Bq-Wc8UJ.js.map → std-shadow-fragment-BnMHeF1-.js.map} +1 -1
- package/{std-specular-fragment-CM5R5j2g.js → std-specular-fragment-Bio681OG.js} +2 -2
- package/{std-specular-fragment-CM5R5j2g.js.map → std-specular-fragment-Bio681OG.js.map} +1 -1
- package/{std-tracking-Cif_wXeT.js → std-tracking-BTcrry2o.js} +2 -2
- package/{std-tracking-Cif_wXeT.js.map → std-tracking-BTcrry2o.js.map} +1 -1
- package/{subsurface-fragment-BEaAXYXz.js → subsurface-fragment-DpKib445.js} +2 -2
- package/{subsurface-fragment-BEaAXYXz.js.map → subsurface-fragment-DpKib445.js.map} +1 -1
- package/{thin-instance-cull-binding-DWKUt5ZN.js → thin-instance-cull-binding-DwZi7mlE.js} +3 -3
- package/{thin-instance-cull-binding-DWKUt5ZN.js.map → thin-instance-cull-binding-DwZi7mlE.js.map} +1 -1
- package/{thin-instance-gpu-BDdRcNAh.js → thin-instance-gpu-uY2NOv0J.js} +2 -2
- package/{thin-instance-gpu-BDdRcNAh.js.map → thin-instance-gpu-uY2NOv0J.js.map} +1 -1
- package/{tracking-primitives-CglRNTlX.js → tracking-primitives-Ck5bgCuo.js} +2 -2
- package/{tracking-primitives-CglRNTlX.js.map → tracking-primitives-Ck5bgCuo.js.map} +1 -1
- package/{unlit-fragment-kxfZWlnp.js → unlit-fragment-nc6hu3Mw.js} +2 -2
- package/{unlit-fragment-kxfZWlnp.js.map → unlit-fragment-nc6hu3Mw.js.map} +1 -1
- package/gltf-ext-basisu-CDbPclzZ.js.map +0 -1
- package/index-CLElg2Bo.js.map +0 -1
- package/scene-material-swap-nNUH4nGn.js.map +0 -1
- package/shader-renderable-D7-RyVxa.js.map +0 -1
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{"version":3,"file":"scene-material-swap-nNUH4nGn.js","sources":["../src/scene/scene-material-swap.ts"],"sourcesContent":["import type { SceneContext } from \"./scene-core.js\";\nimport type { Mesh } from \"../mesh/mesh.js\";\n\n/** @internal Drain _materialSwapQueue: dispose old resources and rebuild renderables. */\nexport function processMaterialSwaps(scene: SceneContext): void {\n const q = scene._materialSwapQueue;\n const device = scene.surface.engine._device;\n for (const mesh of q) {\n (mesh as Mesh)._materialDirty = false;\n const old = scene._meshDisposables.get(mesh);\n if (old) {\n scene._meshDisposables.delete(mesh);\n // These disposables free the OLD renderable's GPU resources (per-mesh/material UBOs, the\n // GPU-cull state buffers, texture releases). They must NOT run synchronously: the old buffers\n // may still be referenced by a frame already submitted to the GPU this tick, and destroying\n // them now hits the validation error \"Buffer used in submit while destroyed\" (seen when a\n // plugin / shadow-receiver variant change swaps a planted mesh's material — e.g. planting a\n // fern or agave). The new renderable is rebuilt below and replaces the old one, so nothing\n // records the old resources again; defer the teardown until the GPU has drained the\n // currently-submitted work (onSubmittedWorkDone). Mirrors resizeMeshGeometry.\n void device.queue\n .onSubmittedWorkDone()\n .then(() => {\n try {\n for (const fn of old) {\n fn();\n }\n } catch {\n // Device may have been lost/disposed before the deferred teardown ran.\n }\n })\n .catch(() => {});\n }\n\n const mat = mesh.material;\n const builder = mat?._buildGroup;\n if (!builder) {\n continue;\n }\n const rebuild = builder._rebuildSingle;\n if (!rebuild) {\n continue;\n }\n const renderable = rebuild(scene, mesh);\n // Insert by `order` so the renderable list stays sorted (frame-graph\n // tasks bucket opaque/direct/transparent at bind time).\n let i = scene._renderables.length;\n while (i > 0 && scene._renderables[i - 1]!.order > renderable.order) {\n i--;\n }\n scene._renderables.splice(i, 0, renderable);\n }\n q.length = 0;\n scene._renderableVersion++;\n}\n"],"names":[],"mappings":"AAIO,SAAS,qBAAqB,OAA2B;AAC5D,QAAM,IAAI,MAAM;AAChB,QAAM,SAAS,MAAM,QAAQ,OAAO;AACpC,aAAW,QAAQ,GAAG;AACjB,SAAc,iBAAiB;AAChC,UAAM,MAAM,MAAM,iBAAiB,IAAI,IAAI;AAC3C,QAAI,KAAK;AACL,YAAM,iBAAiB,OAAO,IAAI;AASlC,WAAK,OAAO,MACP,oBAAA,EACA,KAAK,MAAM;AACR,YAAI;AACA,qBAAW,MAAM,KAAK;AAClB,eAAA;AAAA,UACJ;AAAA,QACJ,QAAQ;AAAA,QAER;AAAA,MACJ,CAAC,EACA,MAAM,MAAM;AAAA,MAAC,CAAC;AAAA,IACvB;AAEA,UAAM,MAAM,KAAK;AACjB,UAAM,UAAU,2BAAK;AACrB,QAAI,CAAC,SAAS;AACV;AAAA,IACJ;AACA,UAAM,UAAU,QAAQ;AACxB,QAAI,CAAC,SAAS;AACV;AAAA,IACJ;AACA,UAAM,aAAa,QAAQ,OAAO,IAAI;AAGtC,QAAI,IAAI,MAAM,aAAa;AAC3B,WAAO,IAAI,KAAK,MAAM,aAAa,IAAI,CAAC,EAAG,QAAQ,WAAW,OAAO;AACjE;AAAA,IACJ;AACA,UAAM,aAAa,OAAO,GAAG,GAAG,UAAU;AAAA,EAC9C;AACA,IAAE,SAAS;AACX,QAAM;AACV;"}
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{"version":3,"file":"shader-renderable-D7-RyVxa.js","sources":["../src/material/shader/shader-pipeline.ts","../src/material/shader/shader-renderable.ts"],"sourcesContent":["import { SS } from \"../../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { computeUboLayout } from \"../../shader/ubo-layout.js\";\nimport type { UboField, UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderSamplerDecl, ShaderUniformDecl } from \"./shader-material.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\n\nexport interface ShaderPipelineBindings {\n readonly group1BGL: GPUBindGroupLayout;\n readonly systemSpec: UboSpec;\n readonly customSpec: UboSpec | null;\n readonly vertexBuffers: readonly GPUVertexBufferLayout[];\n readonly pipelines: Map<string, GPURenderPipeline>;\n}\n\ninterface ShaderMaterialPipelineState extends ShaderMaterial {\n _shaderDevice?: GPUDevice;\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\nconst SHADER_STAGE_ALL = SS.VERTEX | SS.FRAGMENT;\n\nexport function getOrCreateShaderPipelineBindings(engine: EngineContext, material: ShaderMaterial): ShaderPipelineBindings {\n const state = material as ShaderMaterialPipelineState;\n if (state._shaderBindings && state._shaderDevice === engine._device) {\n return state._shaderBindings;\n }\n\n state._shaderDevice = engine._device;\n const systemFields = material.uniformDecls.filter((u) => _isShaderSystemUniform(u.name)).map(toUboField);\n const customFields = material.uniformDecls.filter((u) => !_isShaderSystemUniform(u.name)).map(toUboField);\n const systemSpec = computeUboLayout(systemFields.length > 0 ? systemFields : [{ _name: \"_pad\", _type: \"vec4<f32>\" }]);\n const customSpec = customFields.length > 0 ? computeUboLayout(customFields) : null;\n const group1BGL = engine._device.createBindGroupLayout({\n label: \"shader-material-group1\",\n entries: buildBindGroupLayoutEntries(material.samplerDecls, customSpec !== null),\n });\n const bindings: ShaderPipelineBindings = {\n group1BGL,\n systemSpec,\n customSpec,\n vertexBuffers: material.attributes.map(attributeLayout),\n pipelines: new Map(),\n };\n state._shaderBindings = bindings;\n state._shaderCustomSpec = customSpec;\n state._shaderCustomUbo = null;\n state._shaderCustomData = null;\n state._shaderCustomVersion = -1;\n return bindings;\n}\n\nexport function getOrCreateShaderPipeline(\n engine: EngineContext,\n sig: RenderTargetSignature,\n material: ShaderMaterial,\n bindings: ShaderPipelineBindings,\n variantKey = \"\",\n vertexBuffers: readonly GPUVertexBufferLayout[] = bindings.vertexBuffers,\n instanceAttrs = \"\"\n): GPURenderPipeline {\n // `variantKey`, `vertexBuffers` and `instanceAttrs` default to the\n // non-instanced pipeline — byte-for-byte identical behaviour to before\n // instancing existed. The dynamically-imported thin-instance module is the\n // only caller that passes non-default values, so no instancing logic runs\n // for non-instanced scenes.\n const key = `${targetSignatureKey(sig)}${variantKey}`;\n const cached = bindings.pipelines.get(key);\n if (cached) {\n return cached;\n }\n const device = engine._device;\n const prelude = buildShaderPrelude(material, bindings.systemSpec, bindings.customSpec, instanceAttrs);\n const vertModule = device.createShaderModule({ label: `${material.name ?? \"shader\"}-vertex`, code: `${prelude}\\n${material.vertexSource}` });\n const fragModule = sig._colorFormat ? device.createShaderModule({ label: `${material.name ?? \"shader\"}-fragment`, code: `${prelude}\\n${material.fragmentSource}` }) : null;\n const colorTarget: GPUColorTargetState | null = sig._colorFormat\n ? {\n format: sig._colorFormat,\n ...(material.needAlphaBlending\n ? {\n blend:\n material.blendMode === \"additive\"\n ? ({\n color: { srcFactor: \"src-alpha\", dstFactor: \"one\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one\", operation: \"add\" },\n } satisfies GPUBlendState)\n : ({\n color: { srcFactor: \"src-alpha\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n } satisfies GPUBlendState),\n }\n : {}),\n }\n : null;\n\n const pipeline = device.createRenderPipeline({\n label: `${material.name ?? \"shader\"}-pipeline`,\n layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), bindings.group1BGL] }),\n vertex: { module: vertModule, entryPoint: \"mainVertex\", buffers: vertexBuffers as GPUVertexBufferLayout[] },\n ...(fragModule && colorTarget ? { fragment: { module: fragModule, entryPoint: \"mainFragment\", targets: [colorTarget] } } : {}),\n ...(sig._depthStencilFormat\n ? {\n depthStencil: {\n format: sig._depthStencilFormat,\n // The target's declared depth convention wins over the material default: a depth-only\n // caster authored for the forward-Z shadow map (\"less-equal\") must still depth-test\n // correctly when drawn into a reverse-Z camera depth prepass that declares\n // \"greater-equal\" — otherwise every fragment fails against the 0-cleared buffer.\n depthCompare: sig._depthCompare ?? material.depthCompare,\n depthWriteEnabled: material.needAlphaBlending ? false : material.depthWrite,\n ...(material.depthBias ? { depthBias: material.depthBias } : {}),\n ...(material.depthBiasSlopeScale ? { depthBiasSlopeScale: material.depthBiasSlopeScale } : {}),\n },\n }\n : {}),\n multisample: { count: sig._sampleCount },\n primitive: { topology: \"triangle-list\", cullMode: material.backFaceCulling ? \"back\" : \"none\", frontFace: \"ccw\" },\n });\n bindings.pipelines.set(key, pipeline);\n return pipeline;\n}\n\nfunction toUboField(decl: ShaderUniformDecl): UboField {\n return { _name: decl.name, _type: decl.type };\n}\n\nfunction buildBindGroupLayoutEntries(samplers: readonly ShaderSamplerDecl[], hasCustomUbo: boolean): GPUBindGroupLayoutEntry[] {\n const entries: GPUBindGroupLayoutEntry[] = [{ binding: 0, visibility: SHADER_STAGE_ALL, buffer: { type: \"uniform\" } }];\n let nextBinding = 1;\n if (hasCustomUbo) {\n entries.push({ binding: nextBinding++, visibility: SHADER_STAGE_ALL, buffer: { type: \"uniform\" } });\n }\n for (const sampler of samplers) {\n const isArray = sampler.viewDimension === \"2d-array\";\n const sampleType = sampler.comparison === true ? \"depth\" : (sampler.sampleType ?? \"float\");\n entries.push({\n binding: nextBinding++,\n visibility: SHADER_STAGE_ALL,\n texture: {\n sampleType,\n viewDimension: isArray ? \"2d-array\" : \"2d\",\n },\n });\n entries.push({\n binding: nextBinding++,\n visibility: SHADER_STAGE_ALL,\n sampler: { type: sampler.comparison === true ? \"comparison\" : sampleType === \"float\" ? \"filtering\" : \"non-filtering\" },\n });\n }\n return entries;\n}\n\nfunction attributeLayout(name: ShaderAttributeName, shaderLocation: number): GPUVertexBufferLayout {\n switch (name) {\n case \"position\":\n case \"normal\":\n return { arrayStride: 12, attributes: [{ shaderLocation, offset: 0, format: \"float32x3\" }] };\n case \"uv\":\n case \"uv2\":\n return { arrayStride: 8, attributes: [{ shaderLocation, offset: 0, format: \"float32x2\" }] };\n case \"tangent\":\n case \"color\":\n return { arrayStride: 16, attributes: [{ shaderLocation, offset: 0, format: \"float32x4\" }] };\n }\n}\n\nfunction buildShaderPrelude(material: ShaderMaterial, systemSpec: UboSpec, customSpec: UboSpec | null, instanceAttrs = \"\"): string {\n let wgsl = `${SCENE_UBO_WGSL}\nstruct ShaderSystemUniforms {\n${systemSpec._structBody}\n}\n@group(1) @binding(0) var<uniform> shaderSystem: ShaderSystemUniforms;\n`;\n if (customSpec) {\n wgsl += `struct ShaderUniforms {\n${customSpec._structBody}\n}\n@group(1) @binding(1) var<uniform> shaderUniforms: ShaderUniforms;\n`;\n }\n let nextBinding = customSpec ? 2 : 1;\n for (const sampler of material.samplerDecls) {\n const isArray = sampler.viewDimension === \"2d-array\";\n const isDepth = sampler.comparison === true || sampler.sampleType === \"depth\";\n const texType = isDepth ? (isArray ? \"texture_depth_2d_array\" : \"texture_depth_2d\") : isArray ? \"texture_2d_array<f32>\" : \"texture_2d<f32>\";\n const samplerType = sampler.comparison === true ? \"sampler_comparison\" : \"sampler\";\n wgsl += `@group(1) @binding(${nextBinding++}) var ${sampler.name}: ${texType};\n@group(1) @binding(${nextBinding++}) var ${sampler.name}Sampler: ${samplerType};\n`;\n }\n for (const define of material.defines) {\n wgsl += `const ${define.name}: ${typeof define.value === \"boolean\" ? \"bool\" : \"f32\"} = ${formatDefineValue(define.value)};\n`;\n }\n wgsl += `struct VertexInput {\n`;\n for (let i = 0; i < material.attributes.length; i++) {\n const attr = material.attributes[i]!;\n wgsl += `@location(${i}) ${attr}: ${attributeWgslType(attr)},\n`;\n }\n wgsl += instanceAttrs;\n wgsl += `};\n`;\n return wgsl;\n}\n\nfunction formatDefineValue(value: boolean | number): string {\n if (typeof value === \"boolean\") {\n return value ? \"true\" : \"false\";\n }\n if (Number.isInteger(value)) {\n return `${value}.0`;\n }\n return String(value);\n}\n\nfunction attributeWgslType(name: ShaderAttributeName): string {\n switch (name) {\n case \"position\":\n case \"normal\":\n return \"vec3<f32>\";\n case \"uv\":\n case \"uv2\":\n return \"vec2<f32>\";\n case \"tangent\":\n case \"color\":\n return \"vec4<f32>\";\n }\n}\n","import { F32, U32, I32, U8 } from \"../../engine/typed-arrays.js\";\nimport { BU } from \"../../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { MeshGroupBuildResult, Renderable, DrawUpdateContext } from \"../../render/renderable.js\";\nimport type { Material } from \"../material.js\";\nimport type { Texture2D } from \"../../texture/texture-2d.js\";\nimport { createEmptyUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { acquireTexture, releaseTexture } from \"../../resource/gpu-pool.js\";\nimport { getEffectiveAspectRatio, getProjectionMatrix, getViewMatrix, getViewProjectionMatrix } from \"../../camera/camera.js\";\nimport type { Camera } from \"../../camera/camera.js\";\nimport { mat4MultiplyInto } from \"../../math/mat4-multiply-into.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderUniformType } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\nimport { getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings } from \"./shader-pipeline.js\";\n\n/** @internal Exported as a type only (zero runtime bytes) for the dynamically-imported\n * thin-instance builder. */\nexport interface ShaderPacket {\n readonly mesh: Mesh;\n readonly systemUBO: GPUBuffer;\n readonly systemData: Float32Array;\n /** @internal */\n _bindGroup: GPUBindGroup;\n /** @internal */\n _lastResourceVersion: number;\n /** @internal */\n _boundTextures: Texture2D[];\n /** @internal Set when the owning mesh is removed and this packet's GPU resources are\n * destroyed. A combined (multi-mesh) renderable keeps every packet in its\n * closure, so update()/draw() must skip disposed packets to avoid writing to\n * or submitting an already-destroyed systemUBO / vertex buffer. */\n _disposed?: boolean;\n /** @internal Back-reference to the combined renderable's packet array, so disposal can\n * splice this packet out and stop retaining/iterating dead chunk state every\n * frame (set only for merged opaque renderables). */\n _owner?: ShaderPacket[];\n}\n\ninterface ShaderMaterialRenderState extends ShaderMaterial {\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\n/** @internal */\nexport type ShaderRenderPass = GPURenderPassEncoder | GPURenderBundleEncoder;\n\nexport function buildShaderMaterialRenderables(scene: SceneContext, meshes: Mesh[]): MeshGroupBuildResult {\n const renderables: Renderable[] = [];\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable =>\n buildSingleShaderRenderable(s, mesh, (materialOverride ?? mesh.material) as ShaderMaterial, materialOverride != null);\n\n const byMaterial = new Map<ShaderMaterial, Mesh[]>();\n for (const mesh of meshes) {\n const material = mesh.material as ShaderMaterial;\n let list = byMaterial.get(material);\n if (!list) {\n list = [];\n byMaterial.set(material, list);\n }\n list.push(mesh);\n }\n\n for (const [material, matMeshes] of byMaterial) {\n const built = buildMaterialRenderables(scene, material, matMeshes);\n renderables.push(...built);\n }\n\n return { renderables, rebuildSingle };\n}\n\n/** Async group entry point. Non-instanced ShaderMaterial scenes (the common case)\n * take the synchronous fast path and pull in zero instancing code. When at least\n * one mesh uses thin instances, the instancing module is dynamically imported and\n * the renderable helpers it needs are handed to it as positional arguments — NOT\n * module exports — so those helpers keep their mangled names in this chunk (an\n * export would de-mangle them, growing every ShaderMaterial scene's bundle). */\nexport async function buildShaderGroup(scene: SceneContext, meshes: Mesh[]): Promise<MeshGroupBuildResult> {\n if (!meshes.some((m) => !!m.thinInstances)) {\n return buildShaderMaterialRenderables(scene, meshes);\n }\n const mod = await import(\"./shader-thin-instance.js\");\n const cull = meshes.some((m) => !!m.thinInstances?._gpuCullingEnabled) ? await import(\"../../mesh/thin-instance-cull-binding.js\") : undefined;\n return mod.buildShaderRenderablesWithInstancing(\n scene,\n meshes,\n buildShaderMaterialRenderables,\n createPacket,\n updatePacket,\n updateCustomUbo,\n getAttrBuffer,\n getOrCreateShaderPipeline,\n getOrCreateShaderPipelineBindings,\n cull\n );\n}\n\nfunction buildSingleShaderRenderable(scene: SceneContext, mesh: Mesh, material: ShaderMaterial, isOverride: boolean): Renderable {\n return buildMaterialRenderables(scene, material, [mesh], isOverride)[0]!;\n}\n\nfunction buildMaterialRenderables(scene: SceneContext, material: ShaderMaterial, meshes: readonly Mesh[], isOverride = false): Renderable[] {\n const engine = scene.surface.engine;\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n ensureCustomUbo(engine, material, bindings.customSpec);\n const packets = meshes.map((mesh) => createPacket(scene, material, bindings.systemSpec, mesh));\n const isTransparent = material.needAlphaBlending;\n if (isTransparent) {\n return packets.map((packet) => createTransparentRenderable(scene, material, packet, isOverride));\n }\n return [createOpaqueRenderable(scene, material, packets, isOverride)];\n}\n\nfunction createPacket(scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh): ShaderPacket {\n const engine = scene.surface.engine;\n const systemUBO = createEmptyUniformBuffer(engine, systemSpec._totalBytes, \"shader-system-ubo\");\n const systemData = new F32(systemSpec._totalBytes / 4);\n writeSystemUniforms(systemData, systemSpec, material, mesh, scene.camera, engine.canvas.width || 1, engine.canvas.height || 1);\n engine._device.queue.writeBuffer(systemUBO, 0, systemData);\n const packet: ShaderPacket = {\n mesh,\n systemUBO,\n systemData,\n _bindGroup: createShaderBindGroup(engine, material, systemUBO),\n _lastResourceVersion: material._resourceVersion,\n _boundTextures: collectShaderTextures(material),\n };\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n registerMeshTextureDisposer(scene, mesh, packet);\n return packet;\n}\n\nfunction createOpaqueRenderable(scene: SceneContext, material: ShaderMaterial, packets: readonly ShaderPacket[], isOverride: boolean): Renderable {\n // Only merged renderables (>1 mesh) can outlive an individual packet's mesh,\n // so give those packets a back-reference enabling disposal-time compaction.\n if (packets.length > 1) {\n for (const packet of packets) {\n packet._owner = packets as ShaderPacket[];\n }\n }\n const update = (context: DrawUpdateContext): void => {\n updateCustomUbo(scene.surface.engine, material);\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n updatePacket(scene, material, packet, context);\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n let draws = 0;\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n drawPacket(pass, engine, material, packet);\n draws++;\n }\n return draws;\n };\n const r: Renderable = {\n order: packets.length === 1 ? (packets[0]!.mesh.renderOrder ?? 100) : Math.min(...packets.map((p) => p.mesh.renderOrder ?? 100)),\n isTransparent: false,\n mesh: packets.length === 1 ? packets[0]!.mesh : undefined,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction createTransparentRenderable(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, isOverride: boolean): Renderable {\n const wm = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return;\n }\n updateCustomUbo(scene.surface.engine, material);\n updatePacket(scene, material, packet, context);\n const m = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return 0;\n }\n drawPacket(pass, engine, material, packet);\n return 1;\n };\n const r: Renderable = {\n order: packet.mesh.renderOrder ?? 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