@babylonjs/lite 1.0.0 → 1.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +51 -0
- package/THIRD_PARTY_NOTICES.txt +318 -0
- package/{_mat4-storage-f64-CjDoht2w.js → _mat4-storage-f64-WeexU-hd.js} +2 -2
- package/{_mat4-storage-f64-CjDoht2w.js.map → _mat4-storage-f64-WeexU-hd.js.map} +1 -1
- package/{alpha-test-fragment-B7DjSnF7.js → alpha-test-fragment-x2mnjLgC.js} +2 -2
- package/{alpha-test-fragment-B7DjSnF7.js.map → alpha-test-fragment-x2mnjLgC.js.map} +1 -1
- package/{background-dds-skybox-BEX309u3.js → background-dds-skybox-BpcDr-9c.js} +3 -3
- package/{background-dds-skybox-BEX309u3.js.map → background-dds-skybox-BpcDr-9c.js.map} +1 -1
- package/{background-ground-BU0HOcM4.js → background-ground-Bm6gjWqx.js} +2 -2
- package/{background-ground-BU0HOcM4.js.map → background-ground-Bm6gjWqx.js.map} +1 -1
- package/{background-hdr-skybox--RRRic_K.js → background-hdr-skybox-CSFo8RX6.js} +3 -3
- package/{background-hdr-skybox--RRRic_K.js.map → background-hdr-skybox-CSFo8RX6.js.map} +1 -1
- package/{background-solid-skybox-BrH2fXSu.js → background-solid-skybox-DOOBeDIz.js} +2 -2
- package/{background-solid-skybox-BrH2fXSu.js.map → background-solid-skybox-DOOBeDIz.js.map} +1 -1
- package/{billboard-renderable-BHWryAeC.js → billboard-renderable-IJfCpeDS.js} +2 -2
- package/{billboard-renderable-BHWryAeC.js.map → billboard-renderable-IJfCpeDS.js.map} +1 -1
- package/{clamp-block-DqbwnQGW.js → clamp-block-BD_t8I89.js} +2 -2
- package/{clamp-block-DqbwnQGW.js.map → clamp-block-BD_t8I89.js.map} +1 -1
- package/{clearcoat-fragment-D6FSCie1.js → clearcoat-fragment-Dj7vGX2u.js} +2 -2
- package/{clearcoat-fragment-D6FSCie1.js.map → clearcoat-fragment-Dj7vGX2u.js.map} +1 -1
- package/{create-skeleton-D_uplboC.js → create-skeleton-s0hjrC3A.js} +2 -2
- package/{create-skeleton-D_uplboC.js.map → create-skeleton-s0hjrC3A.js.map} +1 -1
- package/{cubemap-skybox-material-DQcMMdf-.js → cubemap-skybox-material-8lzbgi7K.js} +2 -2
- package/{cubemap-skybox-material-DQcMMdf-.js.map → cubemap-skybox-material-8lzbgi7K.js.map} +1 -1
- package/{curve-block-21rT0JjG.js → curve-block-Ditr4R7V.js} +2 -2
- package/{curve-block-21rT0JjG.js.map → curve-block-Ditr4R7V.js.map} +1 -1
- package/{emissive-fragment-C5FtBs3y.js → emissive-fragment-BOAezkfk.js} +2 -2
- package/{emissive-fragment-C5FtBs3y.js.map → emissive-fragment-BOAezkfk.js.map} +1 -1
- package/{esm-shadow-view-c5YV4Eg9.js → esm-shadow-view-DRpyRAfa.js} +2 -2
- package/{esm-shadow-view-c5YV4Eg9.js.map → esm-shadow-view-DRpyRAfa.js.map} +1 -1
- package/{esm-shadow-view-Gtd1LWRP.js → esm-shadow-view-DmIORQGZ.js} +2 -2
- package/{esm-shadow-view-Gtd1LWRP.js.map → esm-shadow-view-DmIORQGZ.js.map} +1 -1
- package/{esm-shadow-view-Cl3rPGof.js → esm-shadow-view-JCPaOOi7.js} +2 -2
- package/{esm-shadow-view-Cl3rPGof.js.map → esm-shadow-view-JCPaOOi7.js.map} +1 -1
- package/{gaussian-splatting-pipeline-sh-7J31V23x.js → gaussian-splatting-pipeline-sh-B30Mu56i.js} +2 -2
- package/{gaussian-splatting-pipeline-sh-7J31V23x.js.map → gaussian-splatting-pipeline-sh-B30Mu56i.js.map} +1 -1
- package/{geometry-texture-output-dXk4E9uu.js → geometry-texture-output-DURiaJ_n.js} +2 -2
- package/{geometry-texture-output-dXk4E9uu.js.map → geometry-texture-output-DURiaJ_n.js.map} +1 -1
- package/{geometry-view-BsFJpBJa.js → geometry-view-DRrscyWU.js} +4 -4
- package/{geometry-view-BsFJpBJa.js.map → geometry-view-DRrscyWU.js.map} +1 -1
- package/{gltf-animation-K_zZxj_d.js → gltf-animation-BjnXkop6.js} +2 -2
- package/{gltf-animation-K_zZxj_d.js.map → gltf-animation-BjnXkop6.js.map} +1 -1
- package/{gltf-ext-basisu-CDbPclzZ.js → gltf-ext-basisu-DtzVV1Xx.js} +2 -202
- package/gltf-ext-basisu-DtzVV1Xx.js.map +1 -0
- package/{gltf-ext-node-visibility-DXCJEYr6.js → gltf-ext-node-visibility-BhX0DmiP.js} +2 -2
- package/{gltf-ext-node-visibility-DXCJEYr6.js.map → gltf-ext-node-visibility-BhX0DmiP.js.map} +1 -1
- package/{gltf-ext-quantization-CvHI_0Vg.js → gltf-ext-quantization-DaymajCR.js} +2 -2
- package/{gltf-ext-quantization-CvHI_0Vg.js.map → gltf-ext-quantization-DaymajCR.js.map} +1 -1
- package/{gltf-ext-uv-transform-DgYazJBs.js → gltf-ext-uv-transform-DFmNJ8kA.js} +2 -2
- package/{gltf-ext-uv-transform-DgYazJBs.js.map → gltf-ext-uv-transform-DFmNJ8kA.js.map} +1 -1
- package/{gltf-feature-animation-pointer-D1RJRFBw.js → gltf-feature-animation-pointer-C40tqOhL.js} +3 -3
- package/{gltf-feature-animation-pointer-D1RJRFBw.js.map → gltf-feature-animation-pointer-C40tqOhL.js.map} +1 -1
- package/{gltf-feature-animations-Cmc1uoIu.js → gltf-feature-animations-v0S_yb4T.js} +2 -2
- package/{gltf-feature-animations-Cmc1uoIu.js.map → gltf-feature-animations-v0S_yb4T.js.map} +1 -1
- package/{gltf-feature-draco-CKKzT5E3.js → gltf-feature-draco-CljWrsna.js} +2 -2
- package/{gltf-feature-draco-CKKzT5E3.js.map → gltf-feature-draco-CljWrsna.js.map} +1 -1
- package/{gltf-feature-gpu-instancing-n87SO6Vh.js → gltf-feature-gpu-instancing-BoeSm6Tn.js} +2 -2
- package/{gltf-feature-gpu-instancing-n87SO6Vh.js.map → gltf-feature-gpu-instancing-BoeSm6Tn.js.map} +1 -1
- package/{gltf-feature-lights-punctual-Ckm3ciL8.js → gltf-feature-lights-punctual-BCTwgyi_.js} +5 -5
- package/{gltf-feature-lights-punctual-Ckm3ciL8.js.map → gltf-feature-lights-punctual-BCTwgyi_.js.map} +1 -1
- package/{gltf-feature-meshopt-DLC4SF1E.js → gltf-feature-meshopt-DItMkOMt.js} +2 -2
- package/{gltf-feature-meshopt-DLC4SF1E.js.map → gltf-feature-meshopt-DItMkOMt.js.map} +1 -1
- package/{gltf-feature-morph-Cjtu7hYa.js → gltf-feature-morph-Cv0mEYIq.js} +3 -3
- package/{gltf-feature-morph-Cjtu7hYa.js.map → gltf-feature-morph-Cv0mEYIq.js.map} +1 -1
- package/{gltf-feature-registry-C63Hjp9w.js → gltf-feature-registry-wNbt6UC-.js} +15 -15
- package/{gltf-feature-registry-C63Hjp9w.js.map → gltf-feature-registry-wNbt6UC-.js.map} +1 -1
- package/{gltf-feature-skeleton-DKbOGidp.js → gltf-feature-skeleton-Deh2UBAn.js} +3 -3
- package/{gltf-feature-skeleton-DKbOGidp.js.map → gltf-feature-skeleton-Deh2UBAn.js.map} +1 -1
- package/{gltf-feature-variants-Cmzu0O0e.js → gltf-feature-variants-DGSdFNJq.js} +2 -2
- package/{gltf-feature-variants-Cmzu0O0e.js.map → gltf-feature-variants-DGSdFNJq.js.map} +1 -1
- package/{gltf-glb-parser-Cj5MHS-v.js → gltf-glb-parser-DSQWsT4r.js} +2 -2
- package/{gltf-glb-parser-Cj5MHS-v.js.map → gltf-glb-parser-DSQWsT4r.js.map} +1 -1
- package/{gltf-interleave-gHf9_t0i.js → gltf-interleave-OBqmlu-h.js} +11 -5
- package/gltf-interleave-OBqmlu-h.js.map +1 -0
- package/{gltf-normals-b2h74380.js → gltf-normals-D_P0KA4b.js} +10 -2
- package/gltf-normals-D_P0KA4b.js.map +1 -0
- package/{gltf-pbr-builder-ext-edNcjwPf.js → gltf-pbr-builder-ext-3imk8Tev.js} +2 -2
- package/{gltf-pbr-builder-ext-edNcjwPf.js.map → gltf-pbr-builder-ext-3imk8Tev.js.map} +1 -1
- package/{gltf-variants-CPxNdtP4.js → gltf-variants-Dyr54wwg.js} +4 -4
- package/{gltf-variants-CPxNdtP4.js.map → gltf-variants-Dyr54wwg.js.map} +1 -1
- package/gpu-task-timer-DVBNZfq5.js +236 -0
- package/gpu-task-timer-DVBNZfq5.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-CERN-Trj.js} +2 -2
- package/{gs-picking-pipeline-DYaW_Lg3.js.map → gs-picking-pipeline-CERN-Trj.js.map} +1 -1
- package/{havok-floating-origin-Dr-18Nds.js → havok-floating-origin-VVdJRUYc.js} +2 -2
- package/{havok-floating-origin-Dr-18Nds.js.map → havok-floating-origin-VVdJRUYc.js.map} +1 -1
- package/{index-CYZDclhF.js → index-7Bk-uLSM.js} +2 -2
- package/{index-CYZDclhF.js.map → index-7Bk-uLSM.js.map} +1 -1
- package/{index-CLElg2Bo.js → index-BgY3QEzL.js} +4774 -1276
- package/index-BgY3QEzL.js.map +1 -0
- package/{index-SMJ67XwT.js → index-Dr5LK2tg.js} +2 -2
- package/{index-SMJ67XwT.js.map → index-Dr5LK2tg.js.map} +1 -1
- package/index.d.ts +1047 -13
- package/index.js +508 -444
- package/{input-block-DqEedWF2.js → input-block-DjdlndCL.js} +2 -2
- package/{input-block-DqEedWF2.js.map → input-block-DjdlndCL.js.map} +1 -1
- package/{iridescence-fragment-BHU59-gQ.js → iridescence-fragment-kfsCs8lN.js} +2 -2
- package/{iridescence-fragment-BHU59-gQ.js.map → iridescence-fragment-kfsCs8lN.js.map} +1 -1
- package/{light-block-Bv37V8vl.js → light-block-qjCrz3de.js} +2 -2
- package/{light-block-Bv37V8vl.js.map → light-block-qjCrz3de.js.map} +1 -1
- package/{loop-block-qTg8vb99.js → loop-block-C8vkQ2bz.js} +2 -2
- package/{loop-block-qTg8vb99.js.map → loop-block-C8vkQ2bz.js.map} +1 -1
- package/{manifold-AS8POaOr.js → manifold-DeXMNgxT.js} +3 -3
- package/{manifold-AS8POaOr.js.map → manifold-DeXMNgxT.js.map} +1 -1
- package/{morph-fragment-BRCUr2wQ.js → morph-fragment-NpZYyIIU.js} +2 -2
- package/{morph-fragment-BRCUr2wQ.js.map → morph-fragment-NpZYyIIU.js.map} +1 -1
- package/{multilight-wgsl-DMeppAdZ.js → multilight-wgsl-I5SncF0q.js} +2 -2
- package/{multilight-wgsl-DMeppAdZ.js.map → multilight-wgsl-I5SncF0q.js.map} +1 -1
- package/{node-env-Bc559GmY.js → node-env-D7Aee08u.js} +2 -2
- package/{node-env-Bc559GmY.js.map → node-env-D7Aee08u.js.map} +1 -1
- package/{node-geometry-view-COmWsRXK.js → node-geometry-view-DfKXWNfV.js} +3 -3
- package/{node-geometry-view-COmWsRXK.js.map → node-geometry-view-DfKXWNfV.js.map} +1 -1
- package/{node-registry-extra-compat-dWrv7gpS.js → node-registry-extra-compat-CDLeBR1P.js} +2 -2
- package/{node-registry-extra-compat-dWrv7gpS.js.map → node-registry-extra-compat-CDLeBR1P.js.map} +1 -1
- package/{node-registry-extra-math-Bn854sX9.js → node-registry-extra-math-BA8_l4lB.js} +2 -2
- package/{node-registry-extra-math-Bn854sX9.js.map → node-registry-extra-math-BA8_l4lB.js.map} +1 -1
- package/{node-renderable-B5G8WcdH.js → node-renderable-EwLLnaL1.js} +2 -2
- package/{node-renderable-B5G8WcdH.js.map → node-renderable-EwLLnaL1.js.map} +1 -1
- package/{node-shadow-CVIUlNf0.js → node-shadow-CeTmT6g4.js} +2 -2
- package/{node-shadow-CVIUlNf0.js.map → node-shadow-CeTmT6g4.js.map} +1 -1
- package/{normal-map-fragment-CQSxhjCy.js → normal-map-fragment-BHImLyM-.js} +2 -2
- package/{normal-map-fragment-CQSxhjCy.js.map → normal-map-fragment-BHImLyM-.js.map} +1 -1
- package/package.json +10 -3
- package/{parse-camera-pBRT_6i5.js → parse-camera-5IGdctAS.js} +2 -2
- package/{parse-camera-pBRT_6i5.js.map → parse-camera-5IGdctAS.js.map} +1 -1
- package/{pbr-geometry-view-NiZY_juX.js → pbr-geometry-view-Dthf9Aut.js} +3 -3
- package/{pbr-geometry-view-NiZY_juX.js.map → pbr-geometry-view-Dthf9Aut.js.map} +1 -1
- package/{pbr-metallic-roughness-block-full-Ta9lR2cz.js → pbr-metallic-roughness-block-full-DD6zI_Lx.js} +2 -2
- package/{pbr-metallic-roughness-block-full-Ta9lR2cz.js.map → pbr-metallic-roughness-block-full-DD6zI_Lx.js.map} +1 -1
- package/{pbr-metallic-roughness-block-JBSi-tQN.js → pbr-metallic-roughness-block-g7wjzwN_.js} +2 -2
- package/{pbr-metallic-roughness-block-JBSi-tQN.js.map → pbr-metallic-roughness-block-g7wjzwN_.js.map} +1 -1
- package/{pbr-mr-helper-core-BVWNR08D.js → pbr-mr-helper-core-CWROQ7OA.js} +2 -2
- package/{pbr-mr-helper-core-BVWNR08D.js.map → pbr-mr-helper-core-CWROQ7OA.js.map} +1 -1
- package/{pbr-refraction-C9FvFmAp.js → pbr-refraction-Dxsm_gii.js} +2 -2
- package/{pbr-refraction-C9FvFmAp.js.map → pbr-refraction-Dxsm_gii.js.map} +1 -1
- package/{pbr-renderable-DzUF2QIk.js → pbr-renderable-CuKWalEM.js} +22 -22
- package/{pbr-renderable-DzUF2QIk.js.map → pbr-renderable-CuKWalEM.js.map} +1 -1
- package/{pbr-shadow-fragment-CnqnbGYS.js → pbr-shadow-fragment-waeIBQUq.js} +2 -2
- package/{pbr-shadow-fragment-CnqnbGYS.js.map → pbr-shadow-fragment-waeIBQUq.js.map} +1 -1
- package/{pbr-tracking-3tU1kqea.js → pbr-tracking-CdeqbBrh.js} +2 -2
- package/{pbr-tracking-3tU1kqea.js.map → pbr-tracking-CdeqbBrh.js.map} +1 -1
- package/{pbr-transmission-ext-BcLjRxfB.js → pbr-transmission-ext-BNiXngZc.js} +2 -2
- package/{pbr-transmission-ext-BcLjRxfB.js.map → pbr-transmission-ext-BNiXngZc.js.map} +1 -1
- package/{recast-navigation.wasm-DG_0AFuk.js → recast-navigation.wasm-VC4lGlEe.js} +3 -3
- package/{recast-navigation.wasm-DG_0AFuk.js.map → recast-navigation.wasm-VC4lGlEe.js.map} +1 -1
- package/{recast-navigation.wasm-compat-C-Bf2ylB.js → recast-navigation.wasm-compat-CTwYOzRz.js} +3 -3
- package/{recast-navigation.wasm-compat-C-Bf2ylB.js.map → recast-navigation.wasm-compat-CTwYOzRz.js.map} +1 -1
- package/{reflectance-fragment-Dbpgw3Jt.js → reflectance-fragment-BQFZ_pgy.js} +2 -2
- package/{reflectance-fragment-Dbpgw3Jt.js.map → reflectance-fragment-BQFZ_pgy.js.map} +1 -1
- package/{rgbd-decode-DoyUquy3.js → rgbd-decode-duTlXMWd.js} +2 -2
- package/{rgbd-decode-DoyUquy3.js.map → rgbd-decode-duTlXMWd.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-DnxR4rhp.js} +2 -2
- package/{screenshot-readback-D0Sj9qq3.js.map → screenshot-readback-DnxR4rhp.js.map} +1 -1
- package/{shader-composer-BUD_pSX4.js → shader-composer-CBy2i8nU.js} +2 -2
- package/{shader-composer-BUD_pSX4.js.map → shader-composer-CBy2i8nU.js.map} +1 -1
- package/{shader-renderable-D7-RyVxa.js → shader-renderable-DVMVD6zP.js} +41 -9
- package/shader-renderable-DVMVD6zP.js.map +1 -0
- package/{shader-thin-instance-DuBotxDO.js → shader-thin-instance-CsDo3ULk.js} +2 -2
- package/{shader-thin-instance-DuBotxDO.js.map → shader-thin-instance-CsDo3ULk.js.map} +1 -1
- package/{sheen-fragment-1MkEMcbc.js → sheen-fragment-B_Jd7wrr.js} +2 -2
- package/{sheen-fragment-1MkEMcbc.js.map → sheen-fragment-B_Jd7wrr.js.map} +1 -1
- package/{singlelight-directional-wgsl-BsV8G456.js → singlelight-directional-wgsl-Bw84txva.js} +2 -2
- package/{singlelight-directional-wgsl-BsV8G456.js.map → singlelight-directional-wgsl-Bw84txva.js.map} +1 -1
- package/{singlelight-hemispheric-wgsl-Bo0jKlW5.js → singlelight-hemispheric-wgsl-DjxhgI8r.js} +2 -2
- package/{singlelight-hemispheric-wgsl-Bo0jKlW5.js.map → singlelight-hemispheric-wgsl-DjxhgI8r.js.map} +1 -1
- package/{singlelight-point-wgsl-DV39UP5Y.js → singlelight-point-wgsl-iA1aRkXA.js} +2 -2
- package/{singlelight-point-wgsl-DV39UP5Y.js.map → singlelight-point-wgsl-iA1aRkXA.js.map} +1 -1
- package/{singlelight-spot-wgsl-yg3od6vL.js → singlelight-spot-wgsl-MDdTdstF.js} +2 -2
- package/{singlelight-spot-wgsl-yg3od6vL.js.map → singlelight-spot-wgsl-MDdTdstF.js.map} +1 -1
- package/{skeleton-fragment-DdxYG6kv.js → skeleton-fragment-COdHWFcK.js} +2 -2
- package/{skeleton-fragment-DdxYG6kv.js.map → skeleton-fragment-COdHWFcK.js.map} +1 -1
- package/{skybox-renderable-CJD4XmX5.js → skybox-renderable-DJYkfw32.js} +2 -2
- package/{skybox-renderable-CJD4XmX5.js.map → skybox-renderable-DJYkfw32.js.map} +1 -1
- package/{splat-ply-compressed-DHjyiVmI.js → splat-ply-compressed-SxMlsKNK.js} +2 -2
- package/{splat-ply-compressed-DHjyiVmI.js.map → splat-ply-compressed-SxMlsKNK.js.map} +1 -1
- package/{standard-pipeline-XTbHL7MY.js → standard-pipeline-DXFOUqU_.js} +3 -3
- package/{standard-pipeline-XTbHL7MY.js.map → standard-pipeline-DXFOUqU_.js.map} +1 -1
- package/{standard-renderable-CREWLNHI.js → standard-renderable-BAc-i-ig.js} +3 -3
- package/{standard-renderable-CREWLNHI.js.map → standard-renderable-BAc-i-ig.js.map} +1 -1
- package/{std-ambient-fragment-Bjx3VFrr.js → std-ambient-fragment-P8dHZ4An.js} +2 -2
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- package/{std-cube-reflection-fragment-y9WWdXUt.js → std-cube-reflection-fragment-CF03MuQt.js} +2 -2
- package/{std-cube-reflection-fragment-y9WWdXUt.js.map → std-cube-reflection-fragment-CF03MuQt.js.map} +1 -1
- package/{std-emissive-fragment-C8Lnmojh.js → std-emissive-fragment-P8yJGclx.js} +2 -2
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- package/std-lightmap-fragment-CymEG79z.js.map +1 -0
- package/{std-opacity-fragment-EXzFWiSp.js → std-opacity-fragment-DLa1zV06.js} +2 -2
- package/{std-opacity-fragment-EXzFWiSp.js.map → std-opacity-fragment-DLa1zV06.js.map} +1 -1
- package/{std-reflection-fragment-BoJORqpG.js → std-reflection-fragment-BLySsYos.js} +2 -2
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- package/{std-shadow-fragment-Bq-Wc8UJ.js.map → std-shadow-fragment-C_q27Mdi.js.map} +1 -1
- package/{std-specular-fragment-CM5R5j2g.js → std-specular-fragment-CaBXyAWY.js} +2 -2
- package/{std-specular-fragment-CM5R5j2g.js.map → std-specular-fragment-CaBXyAWY.js.map} +1 -1
- package/{std-tracking-Cif_wXeT.js → std-tracking-Bw61Dv98.js} +2 -2
- package/{std-tracking-Cif_wXeT.js.map → std-tracking-Bw61Dv98.js.map} +1 -1
- package/{subsurface-fragment-BEaAXYXz.js → subsurface-fragment-BNQoG9gr.js} +2 -2
- package/{subsurface-fragment-BEaAXYXz.js.map → subsurface-fragment-BNQoG9gr.js.map} +1 -1
- package/{thin-instance-cull-binding-DWKUt5ZN.js → thin-instance-cull-binding-BNC5JiGw.js} +3 -3
- package/{thin-instance-cull-binding-DWKUt5ZN.js.map → thin-instance-cull-binding-BNC5JiGw.js.map} +1 -1
- package/{thin-instance-gpu-BDdRcNAh.js → thin-instance-gpu-C1DGstap.js} +2 -2
- package/{thin-instance-gpu-BDdRcNAh.js.map → thin-instance-gpu-C1DGstap.js.map} +1 -1
- package/{tracking-primitives-CglRNTlX.js → tracking-primitives-CMBWLxGr.js} +2 -2
- package/{tracking-primitives-CglRNTlX.js.map → tracking-primitives-CMBWLxGr.js.map} +1 -1
- package/{unlit-fragment-kxfZWlnp.js → unlit-fragment-BsHrS9XX.js} +2 -2
- package/{unlit-fragment-kxfZWlnp.js.map → unlit-fragment-BsHrS9XX.js.map} +1 -1
- package/gltf-ext-basisu-CDbPclzZ.js.map +0 -1
- package/gltf-interleave-gHf9_t0i.js.map +0 -1
- package/gltf-normals-b2h74380.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
- package/std-lightmap-fragment-DFxGcoA5.js.map +0 -1
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{"version":3,"file":"reflectance-fragment-Dbpgw3Jt.js","sources":["../src/material/pbr/fragments/reflectance-fragment.ts"],"sourcesContent":["/**\n * Metallic Reflectance Fragment\n *\n * Advanced F0 computation with metallicReflectanceTexture and/or reflectanceTexture.\n * Only bundled when a scene uses these textures.\n *\n * Provides: UBO fields (occlusionStrength, metallicF0Factor, specularWeight, metallicReflectanceColor),\n * conditional texture bindings, F0 computation, and occlusion handling.\n */\n\nimport type { ShaderFragment, BindingDecl } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { PBR_HAS_METALLIC_REFLECTANCE_MAP, PBR_HAS_REFLECTANCE_MAP, PBR_HAS_USE_ALPHA_ONLY_MR, PBR2_HAS_REFLECTANCE_FACTORS, PBR2_HAS_UV2 } from \"../pbr-flag-bits.js\";\n\n// WebGPU shader stage constants\nconst STAGE_FRAGMENT = 0x2;\n\n/** Write the reflectance-extension material-UBO slice\n * (occlusionStrength, metallicF0Factor, specularWeight, metallicReflectanceColor).\n * Gated by the presence of the `occlusionStrength` field in the UBO spec,\n * which is added only when a metallic-reflectance or reflectance texture\n * is in use. */\nexport function writeReflectanceUBO(data: Float32Array, material: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n if (!offsets.has(\"occlusionStrength\")) {\n return;\n }\n const off = offsets.get(\"occlusionStrength\")! / 4;\n data[off] = material.occlusionStrength ?? 1.0;\n data[off + 1] = material.metallicF0Factor ?? 1.0;\n data[off + 2] = material.specularWeight ?? material.metallicF0Factor ?? 1.0;\n const mrc = material.metallicReflectanceColor;\n data[off + 4] = mrc ? mrc[0]! : 1.0;\n data[off + 5] = mrc ? mrc[1]! : 1.0;\n data[off + 6] = mrc ? mrc[2]! : 1.0;\n}\n\n/**\n * Create a metallic reflectance fragment.\n * @param hasMetallicReflectanceMap - Whether the material has a metallicReflectanceTexture.\n * @param hasReflectanceMap - Whether the material has a reflectanceTexture.\n * @param useAlphaOnlyMR - Whether to use only the alpha channel from the metallic reflectance map.\n */\nexport function createReflectanceFragment(\n hasMetallicReflectanceMap: boolean,\n hasReflectanceMap: boolean,\n useAlphaOnlyMR: boolean,\n hasOcclusionUv2: boolean = false\n): ShaderFragment {\n const bindings: BindingDecl[] = [];\n if (hasMetallicReflectanceMap) {\n bindings.push(\n { _name: \"metallicReflectanceMap\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"metallicReflectanceMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n if (hasReflectanceMap) {\n bindings.push(\n { _name: \"reflectanceMap\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"reflectanceMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n\n // Build F0 computation code\n let f0Code = `var mrFactors = vec4<f32>(material.metallicReflectanceColor, material.metallicF0Factor);\nvar specularWeight = material.specularWeight;`;\n if (hasReflectanceMap) {\n f0Code += `\n{ let rSample = textureSample(reflectanceMap, reflectanceMapSampler, input.uv);\n let rLinear = pow(rSample.rgb, vec3<f32>(2.2));\n mrFactors = vec4<f32>(mrFactors.rgb * rLinear, mrFactors.a); }`;\n }\n if (hasMetallicReflectanceMap) {\n if (!useAlphaOnlyMR) {\n f0Code += `\n{ let mrSample = textureSample(metallicReflectanceMap, metallicReflectanceMapSampler, input.uv);\n let mrLinear = pow(mrSample.rgb, vec3<f32>(2.2));\n mrFactors = vec4<f32>(mrFactors.rgb * mrLinear, mrFactors.a * mrSample.a);\n specularWeight *= mrSample.a; }`;\n } else {\n f0Code += `\n{ let mrSample = textureSample(metallicReflectanceMap, metallicReflectanceMapSampler, input.uv);\n mrFactors = vec4<f32>(mrFactors.rgb, mrFactors.a * mrSample.a);\n specularWeight *= mrSample.a; }`;\n }\n }\n f0Code += `\nlet dielectricF0 = material.reflectance * mrFactors.a;\nlet surfaceReflectivityColor = mrFactors.rgb;\nlet dielectricColorF0 = vec3<f32>(dielectricF0) * surfaceReflectivityColor;\nlet metallicColorF0 = baseColor;\nvar colorF0 = mix(dielectricColorF0, metallicColorF0, metallic);\nlet colorF90 = vec3<f32>(mix(specularWeight, 1.0, metallic));\nlet surfaceAlbedo = baseColor * (vec3<f32>(1.0) - 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{"version":3,"file":"reflectance-fragment-BQFZ_pgy.js","sources":["../src/material/pbr/fragments/reflectance-fragment.ts"],"sourcesContent":["/**\n * Metallic Reflectance Fragment\n *\n * Advanced F0 computation with metallicReflectanceTexture and/or reflectanceTexture.\n * Only bundled when a scene uses these textures.\n *\n * Provides: UBO fields (occlusionStrength, metallicF0Factor, specularWeight, metallicReflectanceColor),\n * conditional texture bindings, F0 computation, and occlusion handling.\n */\n\nimport type { ShaderFragment, BindingDecl } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { PBR_HAS_METALLIC_REFLECTANCE_MAP, PBR_HAS_REFLECTANCE_MAP, PBR_HAS_USE_ALPHA_ONLY_MR, PBR2_HAS_REFLECTANCE_FACTORS, PBR2_HAS_UV2 } from \"../pbr-flag-bits.js\";\n\n// WebGPU shader stage constants\nconst STAGE_FRAGMENT = 0x2;\n\n/** Write the reflectance-extension material-UBO slice\n * (occlusionStrength, metallicF0Factor, specularWeight, metallicReflectanceColor).\n * Gated by the presence of the `occlusionStrength` field in the UBO spec,\n * which is added only when a metallic-reflectance or reflectance texture\n * is in use. */\nexport function writeReflectanceUBO(data: Float32Array, material: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n if (!offsets.has(\"occlusionStrength\")) {\n return;\n }\n const off = offsets.get(\"occlusionStrength\")! / 4;\n data[off] = material.occlusionStrength ?? 1.0;\n data[off + 1] = material.metallicF0Factor ?? 1.0;\n data[off + 2] = material.specularWeight ?? material.metallicF0Factor ?? 1.0;\n const mrc = material.metallicReflectanceColor;\n data[off + 4] = mrc ? mrc[0]! : 1.0;\n data[off + 5] = mrc ? mrc[1]! : 1.0;\n data[off + 6] = mrc ? mrc[2]! : 1.0;\n}\n\n/**\n * Create a metallic reflectance fragment.\n * @param hasMetallicReflectanceMap - Whether the material has a metallicReflectanceTexture.\n * @param hasReflectanceMap - Whether the material has a reflectanceTexture.\n * @param useAlphaOnlyMR - Whether to use only the alpha channel from the metallic reflectance map.\n */\nexport function createReflectanceFragment(\n hasMetallicReflectanceMap: boolean,\n hasReflectanceMap: boolean,\n useAlphaOnlyMR: boolean,\n hasOcclusionUv2: boolean = false\n): ShaderFragment {\n const bindings: BindingDecl[] = [];\n if (hasMetallicReflectanceMap) {\n bindings.push(\n { _name: \"metallicReflectanceMap\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"metallicReflectanceMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n if (hasReflectanceMap) {\n bindings.push(\n { _name: \"reflectanceMap\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"reflectanceMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n\n // Build F0 computation code\n let f0Code = `var mrFactors = vec4<f32>(material.metallicReflectanceColor, material.metallicF0Factor);\nvar specularWeight = material.specularWeight;`;\n if (hasReflectanceMap) {\n f0Code += `\n{ let rSample = textureSample(reflectanceMap, reflectanceMapSampler, input.uv);\n let rLinear = pow(rSample.rgb, vec3<f32>(2.2));\n mrFactors = vec4<f32>(mrFactors.rgb * rLinear, mrFactors.a); }`;\n }\n if (hasMetallicReflectanceMap) {\n if (!useAlphaOnlyMR) {\n f0Code += `\n{ let mrSample = textureSample(metallicReflectanceMap, metallicReflectanceMapSampler, input.uv);\n let mrLinear = pow(mrSample.rgb, vec3<f32>(2.2));\n mrFactors = vec4<f32>(mrFactors.rgb * mrLinear, mrFactors.a * mrSample.a);\n specularWeight *= mrSample.a; }`;\n } else {\n f0Code += `\n{ let mrSample = textureSample(metallicReflectanceMap, metallicReflectanceMapSampler, input.uv);\n mrFactors = vec4<f32>(mrFactors.rgb, mrFactors.a * mrSample.a);\n specularWeight *= mrSample.a; }`;\n }\n }\n f0Code += `\nlet dielectricF0 = material.reflectance * mrFactors.a;\nlet surfaceReflectivityColor = mrFactors.rgb;\nlet dielectricColorF0 = vec3<f32>(dielectricF0) * surfaceReflectivityColor;\nlet metallicColorF0 = baseColor;\nvar colorF0 = mix(dielectricColorF0, metallicColorF0, metallic);\nlet colorF90 = vec3<f32>(mix(specularWeight, 1.0, metallic));\nlet surfaceAlbedo = baseColor * (vec3<f32>(1.0) - vec3<f32>(dielectricF0) * surfaceReflectivityColor) * (1.0 - metallic);`;\n\n return {\n _id: \"reflectance\",\n\n _uboFields: [\n { _name: \"occlusionStrength\", _type: \"f32\" },\n { _name: \"metallicF0Factor\", _type: \"f32\" },\n { _name: \"specularWeight\", _type: \"f32\" },\n { _name: \"_mrPad1\", _type: \"f32\" },\n { _name: \"metallicReflectanceColor\", _type: \"vec3<f32>\" },\n { _name: \"_mrPad2\", _type: \"f32\" },\n ],\n\n _bindings: bindings,\n\n _fragmentSlots: {\n MF: f0Code,\n AT: hasOcclusionUv2\n ? `let occlusion = mix(1.0, textureSample(occlusionTexture, occlusionSampler_, input.uv2).r, material.occlusionStrength);`\n : `let occlusion = mix(1.0, orm.r, material.occlusionStrength);`,\n },\n };\n}\n\n/** Create the reflectance PBR extension (group 1, fragment phase). */\nexport const pbrExt: PbrExt = {\n id: \"reflectance\",\n phase: \"fragment\",\n detect(mat) {\n const m = mat as PbrMaterialProps;\n let f = 0;\n let f2 = 0;\n if (m.metallicReflectanceTexture) {\n f |= PBR_HAS_METALLIC_REFLECTANCE_MAP;\n }\n if (m.reflectanceTexture) {\n f |= PBR_HAS_REFLECTANCE_MAP;\n }\n if (f === 0) {\n const hasNonDefaultF0 = m.metallicF0Factor != null && Math.abs(m.metallicF0Factor - 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import { T as TU } from "./index-
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import { T as TU } from "./index-BgY3QEzL.js";
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const WGSL = `override f:bool=false;@group(0)@binding(0)var t:texture_2d<f32>;@group(0)@binding(1)var o:texture_storage_2d<rgba16float,write>;@compute @workgroup_size(8,8)fn main(@builtin(global_invocation_id)g:vec3u){let d=textureDimensions(t);if(any(g.xy>=d)){return;}let c=textureLoad(t,vec2u(g.x,select(g.y,d.y-1u-g.y,f)),0);textureStore(o,g.xy,vec4f(pow(c.rgb,vec3f(2.2))/max(c.a,1.0/255.0),1));}`;
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decodeBrdfPng,
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uploadCubemapRGBD
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{"version":3,"file":"rgbd-decode-
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{"version":3,"file":"rgbd-decode-duTlXMWd.js","sources":["../src/loader-env/rgbd-decode.ts"],"sourcesContent":["/** RGBD decoder — decodes Babylon BRDF PNG and .env cubemap faces into rgba16float. */\n\nimport { TU } from \"../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\n\nconst WGSL = `override f:bool=false;@group(0)@binding(0)var t:texture_2d<f32>;@group(0)@binding(1)var o:texture_storage_2d<rgba16float,write>;@compute @workgroup_size(8,8)fn main(@builtin(global_invocation_id)g:vec3u){let d=textureDimensions(t);if(any(g.xy>=d)){return;}let c=textureLoad(t,vec2u(g.x,select(g.y,d.y-1u-g.y,f)),0);textureStore(o,g.xy,vec4f(pow(c.rgb,vec3f(2.2))/max(c.a,1.0/255.0),1));}`;\n\nlet _device: GPUDevice | null = null;\nlet _module: GPUShaderModule | null = null;\nlet _noFlip: GPUComputePipeline | null = null;\nlet _flip: GPUComputePipeline | null = null;\n\nfunction getPipeline(device: GPUDevice, flipY: boolean): GPUComputePipeline {\n if (device !== _device) {\n _device = device;\n _module = device.createShaderModule({ code: WGSL });\n _noFlip = null;\n _flip = null;\n }\n const slot = flipY ? _flip : _noFlip;\n if (slot) {\n return slot;\n }\n const p = device.createComputePipeline({\n layout: \"auto\",\n compute: { module: _module!, entryPoint: \"main\", constants: { f: flipY ? 1 : 0 } },\n });\n if (flipY) {\n _flip = p;\n } else {\n _noFlip = p;\n }\n return p;\n}\n\nfunction makeBindGroup(device: GPUDevice, pipeline: GPUComputePipeline, inView: GPUTextureView, outView: GPUTextureView): GPUBindGroup {\n return device.createBindGroup({\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n { binding: 0, resource: inView },\n { binding: 1, resource: outView },\n ],\n });\n}\n\nfunction encodeDispatch(encoder: GPUCommandEncoder, pipeline: GPUComputePipeline, bg: GPUBindGroup, w: number, h: number): void {\n const pass = encoder.beginComputePass();\n pass.setPipeline(pipeline);\n pass.setBindGroup(0, bg);\n pass.dispatchWorkgroups(Math.ceil(w / 8), Math.ceil(h / 8));\n pass.end();\n}\n\n/** Decode a single RGBD PNG (e.g. BRDF LUT) `->` rgba16float 2D texture. 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{"version":3,"file":"scene-material-swap-4qM0tpBK.js","sources":["../src/scene/scene-material-swap.ts"],"sourcesContent":["import type { SceneContext } from \"./scene-core.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 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":"AAGO,SAAS,qBAAqB,OAA2B;AAC5D,QAAM,IAAI,MAAM;AAChB,QAAM,SAAS,MAAM,QAAQ,OAAO;AACpC,aAAW,QAAQ,GAAG;AAClB,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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import { B as BU, T as TU } from "./index-
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import { B as BU, T as TU } from "./index-BgY3QEzL.js";
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function alignBytesPerRow(width) {
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{"version":3,"file":"screenshot-readback-
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{"version":3,"file":"screenshot-readback-DnxR4rhp.js","sources":["../src/engine/screenshot-readback.ts"],"sourcesContent":["import type { SurfaceContext } from \"./surface.js\";\nimport type { Screenshot } from \"./screenshot.js\";\nimport { BU, TU } from \"./gpu-flags.js\";\n\n/** @internal Per-frame readback hook driven by `renderFrame` once `captureScreenshot` has\n * lazily loaded this module and installed it on `surface._captureService`. Records the\n * surface's swapchain copy for any queued capture requests into the frame's encoder. */\nexport type CaptureService = (surface: SurfaceContext, encoder: GPUCommandEncoder) => void;\n\n/** @internal Pre-acquire hook driven by `renderFrame` (installed alongside `_captureService`).\n * Called before a surface's frame swapchain texture is acquired; reconfigures that surface's\n * swapchain with COPY_SRC the first time a capture is queued. */\nexport type CapturePreFrame = (surface: SurfaceContext) => void;\n\n/** A single readback in flight: the buffer the frame's copy lands in, plus the dimensions /\n * padding needed to unpack it, and the requests waiting on this frame. */\ninterface PendingReadback {\n buffer: GPUBuffer;\n width: number;\n height: number;\n bytesPerRow: number;\n bgra: boolean;\n reqs: ReadonlyArray<{ resolve: (s: Screenshot) => void; reject: (e: unknown) => void }>;\n}\n\n/** copyTextureToBuffer requires the per-row stride to be a multiple of 256 bytes. */\nfunction alignBytesPerRow(width: number): number {\n return Math.ceil((width * 4) / 256) * 256;\n}\n\n/** Pre-acquire hook. 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{"version":3,"file":"shader-composer-BUD_pSX4.js","sources":["../src/shader/shader-composer.ts"],"sourcesContent":["/**\n * Shader Composer — assembles ShaderFragment[] + ShaderTemplate into\n * final WGSL source + GPU layout descriptors. Pure function, no global state.\n * All shader text comes from template + fragment modules.\n */\nimport type { BindingDecl, ComposedShader, FragmentSlot, ShaderFragment, ShaderTemplate, VertexAttribute, VertexSlot, Varying } from \"./fragment-types.js\";\nimport { computeUboLayout } from \"./ubo-layout.js\";\nimport { SCENE_UBO_WGSL } from \"./scene-uniforms.js\";\n\nconst STAGE_VERTEX = 0x1;\nconst STAGE_FRAGMENT = 0x2;\n\nfunction topoSort(fragments: readonly ShaderFragment[]): ShaderFragment[] {\n const byId = new Map<string, ShaderFragment>();\n for (const f of fragments) {\n if (byId.has(f._id)) {\n throw Error();\n }\n byId.set(f._id, f);\n }\n const inDeg = new Map<string, number>();\n const deps = new Map<string, string[]>();\n for (const f of fragments) {\n if (!inDeg.has(f._id)) {\n inDeg.set(f._id, 0);\n }\n for (const d of f._dependencies ?? []) {\n if (!byId.has(d)) {\n throw Error();\n }\n inDeg.set(f._id, (inDeg.get(f._id) ?? 0) + 1);\n let arr = deps.get(d);\n if (!arr) {\n arr = [];\n deps.set(d, arr);\n }\n arr.push(f._id);\n }\n }\n const q: string[] = [];\n for (const [id, d] of inDeg) {\n if (d === 0) {\n q.push(id);\n }\n }\n q.sort();\n const out: ShaderFragment[] = [];\n let qi = 0;\n while (qi < q.length) {\n const id = q[qi++]!;\n out.push(byId.get(id)!);\n for (const d of deps.get(id) ?? []) {\n const nd = (inDeg.get(d) ?? 1) - 1;\n inDeg.set(d, nd);\n if (nd === 0) {\n let i = qi;\n while (i < q.length && q[i]! < d) {\n i++;\n }\n q.splice(i, 0, d);\n }\n }\n }\n if (out.length !== fragments.length) {\n throw Error();\n }\n return out;\n}\n\nfunction dedup<T extends { _name: string }>(base: readonly T[], extra: readonly T[]): T[] {\n const seen = new Set<string>();\n const all: T[] = [];\n for (const v of base) {\n if (!seen.has(v._name)) {\n seen.add(v._name);\n all.push(v);\n }\n }\n for (const v of extra) {\n if (!seen.has(v._name)) {\n seen.add(v._name);\n all.push(v);\n }\n }\n return all;\n}\n\nfunction bglEntry(binding: number, decl: BindingDecl): GPUBindGroupLayoutEntry {\n const e: GPUBindGroupLayoutEntry = { binding, visibility: decl._visibility };\n switch (decl._type._kind) {\n case \"uniform-buffer\":\n e.buffer = { type: \"uniform\" };\n break;\n case \"texture\": {\n const def = decl._type._textureType === \"texture_depth_2d\" ? \"depth\" : decl._type._textureType === \"texture_2d<u32>\" ? \"uint\" : \"float\";\n e.texture = {\n sampleType: (decl._type._sampleType ?? def) as GPUTextureSampleType,\n viewDimension: decl._type._textureType.includes(\"array\") ? \"2d-array\" : decl._type._textureType.includes(\"cube\") ? \"cube\" : \"2d\",\n };\n break;\n }\n case \"sampler\":\n e.sampler = {\n type: decl._type._samplerType === \"sampler_comparison\" ? \"comparison\" : decl._type._samplerType === \"sampler_non_filtering\" ? \"non-filtering\" : \"filtering\",\n };\n break;\n case \"storage-texture\":\n e.storageTexture = { access: decl._type._access as GPUStorageTextureAccess, format: decl._type._format as GPUTextureFormat };\n break;\n }\n return e;\n}\n\nfunction declWGSL(g: number, b: number, d: BindingDecl): string {\n switch (d._type._kind) {\n case \"uniform-buffer\":\n return `@group(${g})@binding(${b}) var<uniform> ${d._name}:${d._name}Uniforms;`;\n case \"texture\":\n return `@group(${g})@binding(${b}) var ${d._name}:${d._type._textureType};`;\n case \"sampler\":\n return `@group(${g})@binding(${b}) var ${d._name}:${d._type._samplerType === \"sampler_non_filtering\" ? \"sampler\" : d._type._samplerType};`;\n case \"storage-texture\":\n return `@group(${g})@binding(${b}) var ${d._name}:texture_storage_2d<${d._type._format},${d._type._access}>;`;\n }\n}\n\nconst SLOT_RE = /\\/\\*([A-Z_0-9]+)\\*\\//g;\nfunction injectSlots(tpl: string, sorted: readonly ShaderFragment[], key: \"_fragmentSlots\" | \"_vertexSlots\"): string {\n return tpl.replace(SLOT_RE, (_, slot: string) => {\n const parts: string[] = [];\n for (const f of sorted) {\n const s = f[key] as Partial<Record<FragmentSlot | VertexSlot, string>> | undefined;\n if (s?.[slot as FragmentSlot | VertexSlot]) {\n parts.push(s[slot as FragmentSlot | VertexSlot]!);\n }\n }\n return parts.join(\"\\n\");\n });\n}\n\nexport function composeShader(template: ShaderTemplate, fragments: readonly ShaderFragment[]): ComposedShader {\n const sorted = topoSort(fragments);\n\n // Collect fragment data\n const fragAttrs: VertexAttribute[] = [];\n const fragVaryings: Varying[] = [];\n const helpers: string[] = [];\n const vHelpers: string[] = [];\n const vBuiltins: string[] = [];\n for (const f of sorted) {\n if (f._vertexAttributes) {\n fragAttrs.push(...f._vertexAttributes);\n }\n if (f._varyings) {\n fragVaryings.push(...f._varyings);\n }\n if (f._helperFunctions) {\n helpers.push(f._helperFunctions);\n }\n if (f._vertexHelperFunctions) {\n vHelpers.push(f._vertexHelperFunctions);\n }\n for (const b of f._vertexBuiltins ?? []) {\n vBuiltins.push(`@builtin(${b._builtin}) ${b._name}:${b._type},`);\n }\n }\n\n // Vertex attributes + layouts\n const allAttrs = dedup(template._baseVertexAttributes, fragAttrs);\n const inputLines: string[] = [];\n const _vertexBufferLayouts: GPUVertexBufferLayout[] = [];\n const groups = new Map<string, { loc: number; off: number; fmt: GPUVertexFormat }[]>();\n const firstOfGroup = new Map<string, VertexAttribute>();\n for (let i = 0; i < allAttrs.length; i++) {\n const a = allAttrs[i]!;\n inputLines.push(`@location(${i}) ${a._name}:${a._type},`);\n if (a._bufferGroup) {\n if (!groups.has(a._bufferGroup)) {\n groups.set(a._bufferGroup, []);\n firstOfGroup.set(a._bufferGroup, a);\n }\n groups.get(a._bufferGroup)!.push({ loc: i, off: a._offset ?? 0, fmt: a._gpuFormat });\n } else {\n _vertexBufferLayouts.push({\n arrayStride: a._arrayStride,\n stepMode: a._stepMode ?? \"vertex\",\n attributes: [{ shaderLocation: i, offset: a._offset ?? 0, format: a._gpuFormat }],\n });\n }\n }\n for (const [grp, attrs] of groups) {\n const f = firstOfGroup.get(grp)!;\n _vertexBufferLayouts.push({\n arrayStride: f._arrayStride,\n stepMode: f._stepMode ?? \"vertex\",\n attributes: attrs.map((a) => ({ shaderLocation: a.loc, offset: a.off, format: a.fmt })),\n });\n }\n let nextLoc = allAttrs.length;\n for (const f of sorted) {\n if (f._pipelineVertexBuffers) {\n const r = f._pipelineVertexBuffers(nextLoc);\n _vertexBufferLayouts.push(...r._buffers);\n nextLoc = r._nextLoc;\n }\n }\n\n // Varyings\n const allVary = dedup(template._baseVaryings, fragVaryings);\n const varyBody = `@builtin(position) clipPos:vec4f,\\n` + allVary.map((v, i) => `@location(${i}) ${v._name}:${v._type},`).join(\"\\n\");\n\n // UBO layouts\n const hasMaterialUbo = !!(template._baseMaterialUboFields && template._baseMaterialUboFields.length > 0);\n const meshFields = [...template._baseMeshUboFields];\n const materialFields = hasMaterialUbo ? 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[]) {\n addBinding(d, true);\n }\n for (const f of sorted) {\n for (const d of f._vertexBindings ?? []) {\n addBinding(d, true);\n }\n }\n for (const d of template._baseBindings ?? []) {\n addBinding(d, false);\n }\n for (const f of sorted) {\n for (const d of (f._bindings ?? []).filter((b) => (b._group ?? \"mesh\") === \"mesh\")) {\n addBinding(d, false);\n }\n }\n for (const f of sorted) {\n for (const d of (f._bindings ?? []).filter((b) => b._group === \"shadow\")) {\n addBinding(d, false);\n }\n }\n\n const _fragmentKey = sorted.map((f) => f._id).join(\"|\");\n const vParams = (vBuiltins.length ? vBuiltins.join(\"\\n\") + \"\\n\" : \"\") + inputLines.join(\"\\n\");\n const meshStruct = `struct MeshUniforms{\\n${_meshUboSpec._structBody}\\n}`;\n const materialStruct = _materialUboSpec ? `\\nstruct MaterialUniforms{\\n${_materialUboSpec._structBody}\\n}\\n@group(1)@binding(1) var<uniform> material:MaterialUniforms;` : \"\";\n\n let _vertexWGSL = template._vertexTemplate;\n _vertexWGSL = _vertexWGSL.replace(\"/*SU*/\", SCENE_UBO_WGSL);\n _vertexWGSL = _vertexWGSL.replace(\"/*MU*/\", meshStruct);\n _vertexWGSL = _vertexWGSL.replace(\"/*VI*/\", `struct VertexInput{\\n${inputLines.join(\"\\n\")}\\n}`);\n _vertexWGSL = _vertexWGSL.replace(\"/*VO*/\", `struct VertexOutput{\\n${varyBody}\\n}`);\n _vertexWGSL = _vertexWGSL.replace(\"/*VD*/\", vDecls.join(\"\\n\"));\n _vertexWGSL = _vertexWGSL.replace(\"/*VP*/\", 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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 { y as targetSignatureKey, A as getSceneBindGroupLayout, bT as _isShaderSystemUniform, o as computeUboLayout, q as SCENE_UBO_WGSL, S as SS, $ as createEmptyUniformBuffer, a as F32, aA as acquireTexture, aB as releaseTexture, e as U8, bU as getEffectiveAspectRatio, J as getViewMatrix, K as getProjectionMatrix, bS as getViewProjectionMatrix, bi as mat4MultiplyInto, U as U32, bV as I32, B as BU } from "./index-BgY3QEzL.js";
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2
2
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const SHADER_STAGE_ALL = SS.VERTEX | SS.FRAGMENT;
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3
3
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function getOrCreateShaderPipelineBindings(engine, material) {
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4
4
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const state = material;
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@@ -12,7 +12,7 @@ function getOrCreateShaderPipelineBindings(engine, material) {
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12
12
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const customSpec = customFields.length > 0 ? computeUboLayout(customFields) : null;
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13
13
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const group1BGL = engine._device.createBindGroupLayout({
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14
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label: "shader-material-group1",
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15
|
-
entries: buildBindGroupLayoutEntries(material.samplerDecls, customSpec !== null)
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15
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+
entries: buildBindGroupLayoutEntries(material.samplerDecls, material.storageBufferDecls, customSpec !== null)
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16
16
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});
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17
17
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const bindings = {
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18
18
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group1BGL,
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@@ -38,7 +38,8 @@ function getOrCreateShaderPipeline(engine, sig, material, bindings, variantKey =
|
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38
38
|
const prelude = buildShaderPrelude(material, bindings.systemSpec, bindings.customSpec, instanceAttrs);
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39
39
|
const vertModule = device.createShaderModule({ label: `${material.name ?? "shader"}-vertex`, code: `${prelude}
|
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40
40
|
${material.vertexSource}` });
|
|
41
|
-
const
|
|
41
|
+
const wantsFragment = !!sig._colorFormat || material.depthOnlyFragment;
|
|
42
|
+
const fragModule = wantsFragment ? device.createShaderModule({ label: `${material.name ?? "shader"}-fragment`, code: `${prelude}
|
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42
43
|
${material.fragmentSource}` }) : null;
|
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43
44
|
const colorTarget = sig._colorFormat ? {
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44
45
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format: sig._colorFormat,
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@@ -56,7 +57,7 @@ ${material.fragmentSource}` }) : null;
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56
57
|
label: `${material.name ?? "shader"}-pipeline`,
|
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57
58
|
layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), bindings.group1BGL] }),
|
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58
59
|
vertex: { module: vertModule, entryPoint: "mainVertex", buffers: vertexBuffers },
|
|
59
|
-
...fragModule
|
|
60
|
+
...fragModule ? { fragment: { module: fragModule, entryPoint: "mainFragment", targets: colorTarget ? [colorTarget] : [] } } : {},
|
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60
61
|
...sig._depthStencilFormat ? {
|
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61
62
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depthStencil: {
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62
63
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format: sig._depthStencilFormat,
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@@ -79,7 +80,7 @@ ${material.fragmentSource}` }) : null;
|
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79
80
|
function toUboField(decl) {
|
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80
81
|
return { _name: decl.name, _type: decl.type };
|
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81
82
|
}
|
|
82
|
-
function buildBindGroupLayoutEntries(samplers, hasCustomUbo) {
|
|
83
|
+
function buildBindGroupLayoutEntries(samplers, storageBuffers, hasCustomUbo) {
|
|
83
84
|
const entries = [{ binding: 0, visibility: SHADER_STAGE_ALL, buffer: { type: "uniform" } }];
|
|
84
85
|
let nextBinding = 1;
|
|
85
86
|
if (hasCustomUbo) {
|
|
@@ -102,6 +103,13 @@ function buildBindGroupLayoutEntries(samplers, hasCustomUbo) {
|
|
|
102
103
|
sampler: { type: sampler.comparison === true ? "comparison" : sampleType === "float" ? "filtering" : "non-filtering" }
|
|
103
104
|
});
|
|
104
105
|
}
|
|
106
|
+
for (const _storage of storageBuffers) {
|
|
107
|
+
entries.push({
|
|
108
|
+
binding: nextBinding++,
|
|
109
|
+
visibility: SHADER_STAGE_ALL,
|
|
110
|
+
buffer: { type: "read-only-storage" }
|
|
111
|
+
});
|
|
112
|
+
}
|
|
105
113
|
return entries;
|
|
106
114
|
}
|
|
107
115
|
function attributeLayout(name, shaderLocation) {
|
|
@@ -139,6 +147,10 @@ ${customSpec._structBody}
|
|
|
139
147
|
const samplerType = sampler.comparison === true ? "sampler_comparison" : "sampler";
|
|
140
148
|
wgsl += `@group(1) @binding(${nextBinding++}) var ${sampler.name}: ${texType};
|
|
141
149
|
@group(1) @binding(${nextBinding++}) var ${sampler.name}Sampler: ${samplerType};
|
|
150
|
+
`;
|
|
151
|
+
}
|
|
152
|
+
for (const storage of material.storageBufferDecls) {
|
|
153
|
+
wgsl += `@group(1) @binding(${nextBinding++}) var<storage, read> ${storage.name}: ${storage.type};
|
|
142
154
|
`;
|
|
143
155
|
}
|
|
144
156
|
for (const define of material.defines) {
|
|
@@ -202,11 +214,11 @@ async function buildShaderGroup(scene, meshes) {
|
|
|
202
214
|
if (!meshes.some((m) => !!m.thinInstances)) {
|
|
203
215
|
return buildShaderMaterialRenderables(scene, meshes);
|
|
204
216
|
}
|
|
205
|
-
const mod = await import("./shader-thin-instance-
|
|
217
|
+
const mod = await import("./shader-thin-instance-CsDo3ULk.js");
|
|
206
218
|
const cull = meshes.some((m) => {
|
|
207
219
|
var _a;
|
|
208
220
|
return !!((_a = m.thinInstances) == null ? void 0 : _a._gpuCullingEnabled);
|
|
209
|
-
}) ? await import("./thin-instance-cull-binding-
|
|
221
|
+
}) ? await import("./thin-instance-cull-binding-BNC5JiGw.js") : void 0;
|
|
210
222
|
return mod.buildShaderRenderablesWithInstancing(
|
|
211
223
|
scene,
|
|
212
224
|
meshes,
|
|
@@ -246,7 +258,8 @@ function createPacket(scene, material, systemSpec, mesh) {
|
|
|
246
258
|
systemData,
|
|
247
259
|
_bindGroup: createShaderBindGroup(engine, material, systemUBO),
|
|
248
260
|
_lastResourceVersion: material._resourceVersion,
|
|
249
|
-
_boundTextures: collectShaderTextures(material)
|
|
261
|
+
_boundTextures: collectShaderTextures(material),
|
|
262
|
+
_boundStorageBuffers: collectShaderStorageBuffers(material)
|
|
250
263
|
};
|
|
251
264
|
for (const tex of packet._boundTextures) {
|
|
252
265
|
acquireTexture(tex);
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packet._bindGroup = createShaderBindGroup(engine, material, packet.systemUBO);
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packet._boundStorageBuffers = collectShaderStorageBuffers(material);
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for (const tex of packet._boundTextures) {
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entries.push({ binding: nextBinding++, resource: tex.view }, { binding: nextBinding++, resource: tex.sampler });
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for (const storage of material.storageBufferDecls) {
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const slot = material._storageBufferSlots.get(storage.name);
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const buffer = slot == null ? void 0 : slot.current;
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throw new Error(`ShaderMaterial: storage buffer "${storage.name}" has no GPUBuffer. Call setShaderStorageBuffer() before rendering.`);
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}
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entries.push({ binding: nextBinding++, resource: { buffer } });
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return engine._device.createBindGroup({ label: "shader-material-bg", layout: bindings.group1BGL, entries });
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function collectShaderTextures(material) {
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function collectShaderStorageBuffers(material) {
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const buffers = [];
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for (const slot of material._storageBufferSlots.values()) {
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buffers.push(slot.current);
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releaseTexture(tex);
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scene._meshDisposables.set(mesh, list);
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//# sourceMappingURL=shader-renderable-
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//# sourceMappingURL=shader-renderable-DVMVD6zP.js.map
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{"version":3,"file":"shader-renderable-DVMVD6zP.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, material.storageBufferDecls, 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${material.vertexSource}` });\n const wantsFragment = !!sig._colorFormat || material.depthOnlyFragment;\n const fragModule = wantsFragment ? device.createShaderModule({ label: `${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 ? { fragment: { module: fragModule, entryPoint: \"mainFragment\", targets: colorTarget ? [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(\n samplers: readonly ShaderSamplerDecl[],\n storageBuffers: readonly { name: string; type: string }[],\n hasCustomUbo: boolean\n): 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 for (const _storage of storageBuffers) {\n entries.push({\n binding: nextBinding++,\n visibility: SHADER_STAGE_ALL,\n buffer: { type: \"read-only-storage\" },\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: ${samplerType};\n`;\n }\n for (const storage of material.storageBufferDecls) {\n wgsl += `@group(1) @binding(${nextBinding++}) var<storage, read> ${storage.name}: ${storage.type};\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 */\n _boundStorageBuffers: GPUBuffer[];\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 _boundStorageBuffers: collectShaderStorageBuffers(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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@@ -1,4 +1,4 @@
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1
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-
import { syncThinInstanceBuffers } from "./thin-instance-gpu-
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1
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+
import { syncThinInstanceBuffers } from "./thin-instance-gpu-C1DGstap.js";
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2
2
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function instanceVertexLayouts(baseLocation, hasColor) {
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3
3
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const layouts = [
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4
4
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{
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@@ -147,4 +147,4 @@ function buildShaderRenderablesWithInstancing(scene, meshes, buildPlain, createP
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147
147
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export {
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148
148
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buildShaderRenderablesWithInstancing
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149
149
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};
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150
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-
//# sourceMappingURL=shader-thin-instance-
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150
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+
//# sourceMappingURL=shader-thin-instance-CsDo3ULk.js.map
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