@babylonjs/materials 5.23.0 → 5.25.0

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.
Files changed (87) hide show
  1. package/cell/cell.fragment.d.ts +1 -1
  2. package/cell/cell.fragment.js +1 -1
  3. package/cell/cell.fragment.js.map +1 -1
  4. package/cell/cell.vertex.d.ts +1 -1
  5. package/cell/cell.vertex.js +1 -1
  6. package/cell/cell.vertex.js.map +1 -1
  7. package/fire/fire.fragment.d.ts +1 -1
  8. package/fire/fire.fragment.js +1 -1
  9. package/fire/fire.fragment.js.map +1 -1
  10. package/fire/fire.vertex.d.ts +1 -1
  11. package/fire/fire.vertex.js +1 -1
  12. package/fire/fire.vertex.js.map +1 -1
  13. package/fur/fur.fragment.d.ts +1 -1
  14. package/fur/fur.fragment.js +1 -1
  15. package/fur/fur.fragment.js.map +1 -1
  16. package/fur/fur.vertex.d.ts +1 -1
  17. package/fur/fur.vertex.js +1 -1
  18. package/fur/fur.vertex.js.map +1 -1
  19. package/gradient/gradient.fragment.d.ts +1 -1
  20. package/gradient/gradient.fragment.js +1 -1
  21. package/gradient/gradient.fragment.js.map +1 -1
  22. package/gradient/gradient.vertex.d.ts +1 -1
  23. package/gradient/gradient.vertex.js +1 -1
  24. package/gradient/gradient.vertex.js.map +1 -1
  25. package/grid/grid.fragment.d.ts +1 -1
  26. package/grid/grid.fragment.js +1 -1
  27. package/grid/grid.fragment.js.map +1 -1
  28. package/grid/grid.vertex.d.ts +1 -1
  29. package/grid/grid.vertex.js +1 -1
  30. package/grid/grid.vertex.js.map +1 -1
  31. package/lava/lava.fragment.d.ts +1 -1
  32. package/lava/lava.fragment.js +1 -1
  33. package/lava/lava.fragment.js.map +1 -1
  34. package/lava/lava.vertex.d.ts +1 -1
  35. package/lava/lava.vertex.js +1 -1
  36. package/lava/lava.vertex.js.map +1 -1
  37. package/mix/mix.fragment.d.ts +1 -1
  38. package/mix/mix.fragment.js +1 -1
  39. package/mix/mix.fragment.js.map +1 -1
  40. package/mix/mix.vertex.d.ts +1 -1
  41. package/mix/mix.vertex.js +1 -1
  42. package/mix/mix.vertex.js.map +1 -1
  43. package/normal/normal.fragment.d.ts +1 -1
  44. package/normal/normal.fragment.js +1 -1
  45. package/normal/normal.fragment.js.map +1 -1
  46. package/normal/normal.vertex.d.ts +1 -1
  47. package/normal/normal.vertex.js +1 -1
  48. package/normal/normal.vertex.js.map +1 -1
  49. package/package.json +2 -2
  50. package/shadowOnly/shadowOnly.fragment.d.ts +1 -1
  51. package/shadowOnly/shadowOnly.fragment.js +1 -1
  52. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  53. package/shadowOnly/shadowOnly.vertex.d.ts +1 -1
  54. package/shadowOnly/shadowOnly.vertex.js +1 -1
  55. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  56. package/simple/simple.fragment.d.ts +1 -1
  57. package/simple/simple.fragment.js +1 -1
  58. package/simple/simple.fragment.js.map +1 -1
  59. package/simple/simple.vertex.d.ts +1 -1
  60. package/simple/simple.vertex.js +1 -1
  61. package/simple/simple.vertex.js.map +1 -1
  62. package/sky/sky.fragment.d.ts +1 -1
  63. package/sky/sky.fragment.js +1 -1
  64. package/sky/sky.fragment.js.map +1 -1
  65. package/sky/sky.vertex.d.ts +1 -1
  66. package/sky/sky.vertex.js +1 -1
  67. package/sky/sky.vertex.js.map +1 -1
  68. package/sky/skyMaterial.js +1 -1
  69. package/sky/skyMaterial.js.map +1 -1
  70. package/terrain/terrain.fragment.d.ts +1 -1
  71. package/terrain/terrain.fragment.js +1 -1
  72. package/terrain/terrain.fragment.js.map +1 -1
  73. package/terrain/terrain.vertex.d.ts +1 -1
  74. package/terrain/terrain.vertex.js +1 -1
  75. package/terrain/terrain.vertex.js.map +1 -1
  76. package/triPlanar/triplanar.fragment.d.ts +1 -1
  77. package/triPlanar/triplanar.fragment.js +1 -1
  78. package/triPlanar/triplanar.fragment.js.map +1 -1
  79. package/triPlanar/triplanar.vertex.d.ts +1 -1
  80. package/triPlanar/triplanar.vertex.js +1 -1
  81. package/triPlanar/triplanar.vertex.js.map +1 -1
  82. package/water/water.fragment.d.ts +1 -1
  83. package/water/water.fragment.js +1 -1
  84. package/water/water.fragment.js.map +1 -1
  85. package/water/water.vertex.d.ts +1 -1
  86. package/water/water.vertex.js +1 -1
  87. package/water/water.vertex.js.map +1 -1
@@ -77,6 +77,6 @@ gl_FragColor=color;
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  }
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  // Sideeffect
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  ShaderStore.ShadersStore[name] = shader;
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- /** @hidden */
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+ /** @internal */
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  export const triplanarPixelShader = { name, shader };
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  //# sourceMappingURL=triplanar.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"triplanar.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/triPlanar/triplanar.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Gd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"triplanarPixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nvarying vec3 vPositionW;\r#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\runiform sampler2D diffuseSamplerX;\r#ifdef BUMPX\nuniform sampler2D normalSamplerX;\r#endif\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\runiform sampler2D diffuseSamplerY;\r#ifdef BUMPY\nuniform sampler2D normalSamplerY;\r#endif\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\runiform sampler2D diffuseSamplerZ;\r#ifdef BUMPZ\nuniform sampler2D normalSamplerZ;\r#endif\n#endif\n#ifdef NORMAL\nvarying mat3 tangentSpace;\r#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(0.,0.,0.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef NORMAL\nvec3 normalW=tangentSpace[2];\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\nvec4 baseNormal=vec4(0.0,0.0,0.0,1.0);\rnormalW*=normalW;\r#ifdef DIFFUSEX\nbaseColor+=texture2D(diffuseSamplerX,vTextureUVX)*normalW.x;\r#ifdef BUMPX\nbaseNormal+=texture2D(normalSamplerX,vTextureUVX)*normalW.x;\r#endif\n#endif\n#ifdef DIFFUSEY\nbaseColor+=texture2D(diffuseSamplerY,vTextureUVY)*normalW.y;\r#ifdef BUMPY\nbaseNormal+=texture2D(normalSamplerY,vTextureUVY)*normalW.y;\r#endif\n#endif\n#ifdef DIFFUSEZ\nbaseColor+=texture2D(diffuseSamplerZ,vTextureUVZ)*normalW.z;\r#ifdef BUMPZ\nbaseNormal+=texture2D(normalSamplerZ,vTextureUVZ)*normalW.z;\r#endif\n#endif\n#ifdef NORMAL\nnormalW=normalize((2.0*baseNormal.xyz-1.0)*tangentSpace);\r#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\rvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const triplanarPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"triplanar.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/triPlanar/triplanar.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Gd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"triplanarPixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nvarying vec3 vPositionW;\r#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\runiform sampler2D diffuseSamplerX;\r#ifdef BUMPX\nuniform sampler2D normalSamplerX;\r#endif\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\runiform sampler2D diffuseSamplerY;\r#ifdef BUMPY\nuniform sampler2D normalSamplerY;\r#endif\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\runiform sampler2D diffuseSamplerZ;\r#ifdef BUMPZ\nuniform sampler2D normalSamplerZ;\r#endif\n#endif\n#ifdef NORMAL\nvarying mat3 tangentSpace;\r#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(0.,0.,0.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef NORMAL\nvec3 normalW=tangentSpace[2];\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\nvec4 baseNormal=vec4(0.0,0.0,0.0,1.0);\rnormalW*=normalW;\r#ifdef DIFFUSEX\nbaseColor+=texture2D(diffuseSamplerX,vTextureUVX)*normalW.x;\r#ifdef BUMPX\nbaseNormal+=texture2D(normalSamplerX,vTextureUVX)*normalW.x;\r#endif\n#endif\n#ifdef DIFFUSEY\nbaseColor+=texture2D(diffuseSamplerY,vTextureUVY)*normalW.y;\r#ifdef BUMPY\nbaseNormal+=texture2D(normalSamplerY,vTextureUVY)*normalW.y;\r#endif\n#endif\n#ifdef DIFFUSEZ\nbaseColor+=texture2D(diffuseSamplerZ,vTextureUVZ)*normalW.z;\r#ifdef BUMPZ\nbaseNormal+=texture2D(normalSamplerZ,vTextureUVZ)*normalW.z;\r#endif\n#endif\n#ifdef NORMAL\nnormalW=normalize((2.0*baseNormal.xyz-1.0)*tangentSpace);\r#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\rvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const triplanarPixelShader = { name, shader };\n"]}
@@ -12,7 +12,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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  import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
14
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  import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
15
- /** @hidden */
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+ /** @internal */
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  export declare const triplanarVertexShader: {
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  name: string;
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  shader: string;
@@ -60,6 +60,6 @@ gl_PointSize=pointSize;
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  }
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  // Sideeffect
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  ShaderStore.ShadersStore[name] = shader;
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- /** @hidden */
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+ /** @internal */
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  export const triplanarVertexShader = { name, shader };
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  //# sourceMappingURL=triplanar.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"triplanar.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/triPlanar/triplanar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AAEvD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkFd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"triplanarVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\r#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\r#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\r#endif\nuniform float tileSize;\r#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying mat3 tangentSpace;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rgl_Position=viewProjection*worldPos;\rvPositionW=vec3(worldPos);\r#ifdef DIFFUSEX\nvTextureUVX=worldPos.zy/tileSize;\r#endif\n#ifdef DIFFUSEY\nvTextureUVY=worldPos.xz/tileSize;\r#endif\n#ifdef DIFFUSEZ\nvTextureUVZ=worldPos.xy/tileSize;\r#endif\n#ifdef NORMAL\nvec3 xtan=vec3(0,0,1);\rvec3 xbin=vec3(0,1,0);\rvec3 ytan=vec3(1,0,0);\rvec3 ybin=vec3(0,0,1);\rvec3 ztan=vec3(1,0,0);\rvec3 zbin=vec3(0,1,0);\rvec3 normalizedNormal=normalize(normal);\rnormalizedNormal*=normalizedNormal;\rvec3 worldBinormal=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);\rvec3 worldTangent=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);\rworldTangent=(world*vec4(worldTangent,0.0)).xyz;\rworldBinormal=(world*vec4(worldBinormal,0.0)).xyz;\rvec3 worldNormal=(world*vec4(normalize(normal),0.0)).xyz;\rtangentSpace[0]=worldTangent;\rtangentSpace[1]=worldBinormal;\rtangentSpace[2]=worldNormal;\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const triplanarVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"triplanar.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/triPlanar/triplanar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AAEvD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkFd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"triplanarVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\r#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\r#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\r#endif\nuniform float tileSize;\r#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying mat3 tangentSpace;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rgl_Position=viewProjection*worldPos;\rvPositionW=vec3(worldPos);\r#ifdef DIFFUSEX\nvTextureUVX=worldPos.zy/tileSize;\r#endif\n#ifdef DIFFUSEY\nvTextureUVY=worldPos.xz/tileSize;\r#endif\n#ifdef DIFFUSEZ\nvTextureUVZ=worldPos.xy/tileSize;\r#endif\n#ifdef NORMAL\nvec3 xtan=vec3(0,0,1);\rvec3 xbin=vec3(0,1,0);\rvec3 ytan=vec3(1,0,0);\rvec3 ybin=vec3(0,0,1);\rvec3 ztan=vec3(1,0,0);\rvec3 zbin=vec3(0,1,0);\rvec3 normalizedNormal=normalize(normal);\rnormalizedNormal*=normalizedNormal;\rvec3 worldBinormal=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);\rvec3 worldTangent=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);\rworldTangent=(world*vec4(worldTangent,0.0)).xyz;\rworldBinormal=(world*vec4(worldBinormal,0.0)).xyz;\rvec3 worldNormal=(world*vec4(normalize(normal),0.0)).xyz;\rtangentSpace[0]=worldTangent;\rtangentSpace[1]=worldBinormal;\rtangentSpace[2]=worldNormal;\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const triplanarVertexShader = { name, shader };\n"]}
@@ -12,7 +12,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
12
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
13
13
  import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
14
14
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
15
- /** @hidden */
15
+ /** @internal */
16
16
  export declare const waterPixelShader: {
17
17
  name: string;
18
18
  shader: string;
@@ -98,6 +98,6 @@ gl_FragColor=color;
98
98
  }
99
99
  // Sideeffect
100
100
  ShaderStore.ShadersStore[name] = shader;
101
- /** @hidden */
101
+ /** @internal */
102
102
  export const waterPixelShader = { name, shader };
103
103
  //# sourceMappingURL=water.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"water.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/water/water.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,8EAAgE;AAChE,4EAA8D;AAC9D,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,uEAAyD;AACzD,0EAA4D;AAC5D,qEAAuD;AACvD,iEAAmD;AACnD,oEAAsD;AACtD,+DAAiD;AAEjD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmLd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/imageProcessingDeclaration\";\nimport \"core/Shaders/ShadersInclude/imageProcessingFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\n\nconst name = \"waterPixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef BUMP\nvarying vec2 vNormalUV;\r#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\r#endif\nuniform sampler2D normalSampler;\runiform vec2 vNormalInfos;\r#endif\nuniform sampler2D refractionSampler;\runiform sampler2D reflectionSampler;\rconst float LOG2=1.442695;\runiform vec3 cameraPosition;\runiform vec4 waterColor;\runiform float colorBlendFactor;\runiform vec4 waterColor2;\runiform float colorBlendFactor2;\runiform float bumpHeight;\runiform float time;\rvarying vec3 vRefractionMapTexCoord;\rvarying vec3 vReflectionMapTexCoord;\rvarying vec3 vPosition;\r#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\r#else\nbaseColor=texture2D(normalSampler,vNormalUV);\r#endif\nvec3 bumpColor=baseColor.rgb;\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\nbaseColor.rgb*=vNormalInfos.y;\r#else\nvec3 bumpColor=vec3(1.0);\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\r#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\rif (normalW.y<0.0) {\rnormalW.y=-normalW.y;\r}\r#else\nvec3 normalW=normalize(vNormalW);\r#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\rvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\r#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\rvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\r#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\r#endif\nvec2 projectedReflectionTexCoords=clamp(vec2(\rvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\rvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\r),0.0,1.0);\rvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\r#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\r#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\rfloat fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);\rfloat IfresnelTerm=1.0-fresnelTerm;\rrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\rreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\rvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\rbaseColor=combinedColor;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\r#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#else \n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\rvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\r#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\r#endif\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\rvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\r#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\r#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\rfloat fresnelTerm=max(dot(viewDirectionW,upVector),0.0);\rvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\rbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\r#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#endif\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\r#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\r#elif defined(IMAGEPROCESSING)\ncolor.rgb=toLinearSpace(color.rgb);\rcolor=applyImageProcessing(color);\r#endif\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const waterPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"water.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/water/water.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,8EAAgE;AAChE,4EAA8D;AAC9D,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,uEAAyD;AACzD,0EAA4D;AAC5D,qEAAuD;AACvD,iEAAmD;AACnD,oEAAsD;AACtD,+DAAiD;AAEjD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmLd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/imageProcessingDeclaration\";\nimport \"core/Shaders/ShadersInclude/imageProcessingFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\n\nconst name = \"waterPixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef BUMP\nvarying vec2 vNormalUV;\r#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\r#endif\nuniform sampler2D normalSampler;\runiform vec2 vNormalInfos;\r#endif\nuniform sampler2D refractionSampler;\runiform sampler2D reflectionSampler;\rconst float LOG2=1.442695;\runiform vec3 cameraPosition;\runiform vec4 waterColor;\runiform float colorBlendFactor;\runiform vec4 waterColor2;\runiform float colorBlendFactor2;\runiform float bumpHeight;\runiform float time;\rvarying vec3 vRefractionMapTexCoord;\rvarying vec3 vReflectionMapTexCoord;\rvarying vec3 vPosition;\r#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\r#else\nbaseColor=texture2D(normalSampler,vNormalUV);\r#endif\nvec3 bumpColor=baseColor.rgb;\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\nbaseColor.rgb*=vNormalInfos.y;\r#else\nvec3 bumpColor=vec3(1.0);\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\r#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\rif (normalW.y<0.0) {\rnormalW.y=-normalW.y;\r}\r#else\nvec3 normalW=normalize(vNormalW);\r#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\rvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\r#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\rvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\r#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\r#endif\nvec2 projectedReflectionTexCoords=clamp(vec2(\rvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\rvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\r),0.0,1.0);\rvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\r#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\r#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\rfloat fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);\rfloat IfresnelTerm=1.0-fresnelTerm;\rrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\rreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\rvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\rbaseColor=combinedColor;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\r#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#else \n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\rvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\r#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\r#endif\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\rvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\r#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\r#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\rfloat fresnelTerm=max(dot(viewDirectionW,upVector),0.0);\rvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\rbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\r#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#endif\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\r#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\r#elif defined(IMAGEPROCESSING)\ncolor.rgb=toLinearSpace(color.rgb);\rcolor=applyImageProcessing(color);\r#endif\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const waterPixelShader = { name, shader };\n"]}
@@ -14,7 +14,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
14
14
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
15
15
  import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
16
16
  import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
17
- /** @hidden */
17
+ /** @internal */
18
18
  export declare const waterVertexShader: {
19
19
  name: string;
20
20
  shader: string;
@@ -72,6 +72,6 @@ worldPos=viewProjection*finalWorld*vec4(p,1.0);
72
72
  }
73
73
  // Sideeffect
74
74
  ShaderStore.ShadersStore[name] = shader;
75
- /** @hidden */
75
+ /** @internal */
76
76
  export const waterVertexShader = { name, shader };
77
77
  //# sourceMappingURL=water.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/water/water.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AACvD,kEAAoD;AAEpD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgHd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"waterVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef BUMP\nvarying vec2 vNormalUV;\r#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\r#endif\nuniform mat4 normalMatrix;\runiform vec2 vNormalInfos;\r#endif\n#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform mat4 worldReflectionViewProjection;\runiform vec2 windDirection;\runiform float waveLength;\runiform float time;\runiform float windForce;\runiform float waveHeight;\runiform float waveSpeed;\runiform float waveCount;\rvarying vec3 vPosition;\rvarying vec3 vRefractionMapTexCoord;\rvarying vec3 vReflectionMapTexCoord;\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\r#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef BUMP\nif (vNormalInfos.x==0.)\r{\rvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\r#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\r#endif\n}\relse\r{\rvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\r#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\r#endif\n}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\nfloat finalWaveCount=1.0/(waveCount*0.5);\rvec3 p=position;\rfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\r+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);\rp.y+=abs(newY);\rgl_Position=viewProjection*finalWorld*vec4(p,1.0);\r#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\rvPosition=position;\rvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\rvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\rvRefractionMapTexCoord.z=worldPos.w;\rworldPos=worldReflectionViewProjection*vec4(position,1.0);\rvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\rvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\rvReflectionMapTexCoord.z=worldPos.w;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const waterVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/water/water.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AACvD,kEAAoD;AAEpD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgHd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"waterVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef BUMP\nvarying vec2 vNormalUV;\r#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\r#endif\nuniform mat4 normalMatrix;\runiform vec2 vNormalInfos;\r#endif\n#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform mat4 worldReflectionViewProjection;\runiform vec2 windDirection;\runiform float waveLength;\runiform float time;\runiform float windForce;\runiform float waveHeight;\runiform float waveSpeed;\runiform float waveCount;\rvarying vec3 vPosition;\rvarying vec3 vRefractionMapTexCoord;\rvarying vec3 vReflectionMapTexCoord;\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\r#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef BUMP\nif (vNormalInfos.x==0.)\r{\rvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\r#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\r#endif\n}\relse\r{\rvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\r#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\r#endif\n}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\nfloat finalWaveCount=1.0/(waveCount*0.5);\rvec3 p=position;\rfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\r+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);\rp.y+=abs(newY);\rgl_Position=viewProjection*finalWorld*vec4(p,1.0);\r#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\rvPosition=position;\rvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\rvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\rvRefractionMapTexCoord.z=worldPos.w;\rworldPos=worldReflectionViewProjection*vec4(position,1.0);\rvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\rvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\rvReflectionMapTexCoord.z=worldPos.w;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const waterVertexShader = { name, shader };\n"]}