@babylonjs/materials 5.24.0 → 5.26.0
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/cell/cell.fragment.d.ts +1 -1
- package/cell/cell.fragment.js +2 -2
- package/cell/cell.fragment.js.map +1 -1
- package/cell/cell.vertex.d.ts +1 -1
- package/cell/cell.vertex.js +1 -1
- package/cell/cell.vertex.js.map +1 -1
- package/fire/fire.fragment.d.ts +1 -1
- package/fire/fire.fragment.js +2 -2
- package/fire/fire.fragment.js.map +1 -1
- package/fire/fire.vertex.d.ts +1 -1
- package/fire/fire.vertex.js +1 -1
- package/fire/fire.vertex.js.map +1 -1
- package/fur/fur.fragment.d.ts +1 -1
- package/fur/fur.fragment.js +2 -2
- package/fur/fur.fragment.js.map +1 -1
- package/fur/fur.vertex.d.ts +1 -1
- package/fur/fur.vertex.js +1 -1
- package/fur/fur.vertex.js.map +1 -1
- package/gradient/gradient.fragment.d.ts +1 -1
- package/gradient/gradient.fragment.js +2 -2
- package/gradient/gradient.fragment.js.map +1 -1
- package/gradient/gradient.vertex.d.ts +1 -1
- package/gradient/gradient.vertex.js +1 -1
- package/gradient/gradient.vertex.js.map +1 -1
- package/grid/grid.fragment.d.ts +1 -1
- package/grid/grid.fragment.js +1 -1
- package/grid/grid.fragment.js.map +1 -1
- package/grid/grid.vertex.d.ts +1 -1
- package/grid/grid.vertex.js +1 -1
- package/grid/grid.vertex.js.map +1 -1
- package/lava/lava.fragment.d.ts +1 -1
- package/lava/lava.fragment.js +2 -2
- package/lava/lava.fragment.js.map +1 -1
- package/lava/lava.vertex.d.ts +1 -1
- package/lava/lava.vertex.js +1 -1
- package/lava/lava.vertex.js.map +1 -1
- package/mix/mix.fragment.d.ts +1 -1
- package/mix/mix.fragment.js +2 -2
- package/mix/mix.fragment.js.map +1 -1
- package/mix/mix.vertex.d.ts +1 -1
- package/mix/mix.vertex.js +1 -1
- package/mix/mix.vertex.js.map +1 -1
- package/normal/normal.fragment.d.ts +1 -1
- package/normal/normal.fragment.js +1 -1
- package/normal/normal.fragment.js.map +1 -1
- package/normal/normal.vertex.d.ts +1 -1
- package/normal/normal.vertex.js +1 -1
- package/normal/normal.vertex.js.map +1 -1
- package/package.json +2 -2
- package/shadowOnly/shadowOnly.fragment.d.ts +1 -1
- package/shadowOnly/shadowOnly.fragment.js +1 -1
- package/shadowOnly/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/shadowOnly.vertex.d.ts +1 -1
- package/shadowOnly/shadowOnly.vertex.js +1 -1
- package/shadowOnly/shadowOnly.vertex.js.map +1 -1
- package/simple/simple.fragment.d.ts +1 -1
- package/simple/simple.fragment.js +4 -4
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.d.ts +1 -1
- package/simple/simple.vertex.js +2 -2
- package/simple/simple.vertex.js.map +1 -1
- package/sky/sky.fragment.d.ts +1 -1
- package/sky/sky.fragment.js +2 -2
- package/sky/sky.fragment.js.map +1 -1
- package/sky/sky.vertex.d.ts +1 -1
- package/sky/sky.vertex.js +1 -1
- package/sky/sky.vertex.js.map +1 -1
- package/sky/skyMaterial.js +1 -1
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/terrain.fragment.d.ts +1 -1
- package/terrain/terrain.fragment.js +1 -1
- package/terrain/terrain.fragment.js.map +1 -1
- package/terrain/terrain.vertex.d.ts +1 -1
- package/terrain/terrain.vertex.js +2 -2
- package/terrain/terrain.vertex.js.map +1 -1
- package/triPlanar/triplanar.fragment.d.ts +1 -1
- package/triPlanar/triplanar.fragment.js +4 -4
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.d.ts +1 -1
- package/triPlanar/triplanar.vertex.js +2 -2
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/water/water.fragment.d.ts +1 -1
- package/water/water.fragment.js +5 -5
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.d.ts +1 -1
- package/water/water.vertex.js +2 -2
- package/water/water.vertex.js.map +1 -1
package/cell/cell.fragment.d.ts
CHANGED
@@ -10,7 +10,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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-
/** @
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+
/** @internal */
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export declare const cellPixelShader: {
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name: string;
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shader: string;
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package/cell/cell.fragment.js
CHANGED
@@ -44,7 +44,7 @@ vec3 normalW=vec3(1.0,1.0,1.0);
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lightingInfo info;
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vec3 specularBase=vec3(0.,0.,0.);
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#include<lightFragment>[0..maxSimultaneousLights]
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-
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)
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+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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alpha*=vColor.a;
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vec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;
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gl_FragColor=color;
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@@ -52,6 +52,6 @@ gl_FragColor=color;
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}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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-
/** @
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+
/** @internal */
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export const cellPixelShader = { name, shader };
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//# sourceMappingURL=cell.fragment.js.map
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@@ -1 +1 @@
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-
{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/cell/cell.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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Gb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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+
{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/cell/cell.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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Gb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,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 = \"cellPixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\rvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform sampler2D diffuseSampler;\runiform vec2 vDiffuseInfos;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\r{\rdiffuseBase=info.diffuse*shadow;\r#ifdef CELLBASIC\nfloat level=1.0;\rif (info.ndl<0.5)\rlevel=0.5;\rdiffuseBase.rgb*vec3(level,level,level);\r#else\nfloat ToonThresholds[4];\rToonThresholds[0]=0.95;\rToonThresholds[1]=0.5;\rToonThresholds[2]=0.2;\rToonThresholds[3]=0.03;\rfloat ToonBrightnessLevels[5];\rToonBrightnessLevels[0]=1.0;\rToonBrightnessLevels[1]=0.8;\rToonBrightnessLevels[2]=0.6;\rToonBrightnessLevels[3]=0.35;\rToonBrightnessLevels[4]=0.2;\rif (info.ndl>ToonThresholds[0])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[0];\r}\relse if (info.ndl>ToonThresholds[1])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[1];\r}\relse if (info.ndl>ToonThresholds[2])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[2];\r}\relse if (info.ndl>ToonThresholds[3])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[3];\r}\relse\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[4];\r}\r#endif\nreturn max(diffuseBase,vec3(0.2));\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\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 DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\r#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\nlightingInfo info;\rvec3 diffuseBase=vec3(0.,0.,0.);\rfloat shadow=1.;\rfloat glossiness=0.;\r#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\r#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\rvec4 color=vec4(finalDiffuse,alpha);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const cellPixelShader = { name, shader };\n"]}
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package/cell/cell.vertex.d.ts
CHANGED
@@ -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";
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import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
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/** @
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/** @internal */
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export declare const cellVertexShader: {
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name: string;
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shader: string;
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package/cell/cell.vertex.js
CHANGED
package/cell/cell.vertex.js.map
CHANGED
@@ -1 +1 @@
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1
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-
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/cell/cell.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,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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+
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/cell/cell.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,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,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/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 = \"cellVertexShader\";\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 DIFFUSE\nvarying vec2 vDiffuseUV;\runiform mat4 diffuseMatrix;\runiform vec2 vDiffuseInfos;\r#endif\n#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef VERTEXCOLOR\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#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 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 DIFFUSE\nif (vDiffuseInfos.x==0.)\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\r}\relse\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r}\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 cellVertexShader = { name, shader };\n"]}
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package/fire/fire.fragment.d.ts
CHANGED
@@ -4,7 +4,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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/** @
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/** @internal */
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export declare const firePixelShader: {
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package/fire/fire.fragment.js
CHANGED
@@ -40,7 +40,7 @@ baseColor=texture2D(diffuseSampler,perturbedBaseCoords.xy)*2.0;baseColor*=opacit
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baseColor.rgb*=vColor.rgb;
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#endif
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vec3 diffuseBase=vec3(1.0,1.0,1.0);
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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)
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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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alpha*=vColor.a;
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#endif
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// Sideeffect
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/** @
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/** @internal */
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export const firePixelShader = { name, shader };
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//# sourceMappingURL=fire.fragment.js.map
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{"version":3,"file":"fire.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/fire/fire.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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+
{"version":3,"file":"fire.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/fire/fire.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"firePixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\nuniform sampler2D distortionSampler;uniform sampler2D opacitySampler;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\nvec4 bx2(vec4 x)\n{return vec4(2.0)*x-vec4(1.0);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);float alpha=1.0;\n#ifdef DIFFUSE\nconst float distortionAmount0 =0.092;const float distortionAmount1 =0.092;const float distortionAmount2 =0.092;vec2 heightAttenuation=vec2(0.3,0.39);vec4 noise0=texture2D(distortionSampler,vDistortionCoords1);vec4 noise1=texture2D(distortionSampler,vDistortionCoords2);vec4 noise2=texture2D(distortionSampler,vDistortionCoords3);vec4 noiseSum=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;vec4 perturbedBaseCoords=vec4(vDiffuseUV,0.0,1.0)+noiseSum*(vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);vec4 opacityColor=texture2D(opacitySampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor=texture2D(diffuseSampler,perturbedBaseCoords.xy)*2.0;baseColor*=opacityColor;baseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(1.0,1.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec4 color=vec4(baseColor.rgb,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const firePixelShader = { name, shader };\n"]}
|
package/fire/fire.vertex.d.ts
CHANGED
@@ -9,7 +9,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
|
|
9
9
|
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
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10
|
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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11
|
import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
|
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|
-
/** @
|
12
|
+
/** @internal */
|
13
13
|
export declare const fireVertexShader: {
|
14
14
|
name: string;
|
15
15
|
shader: string;
|
package/fire/fire.vertex.js
CHANGED
@@ -66,6 +66,6 @@ vec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;vDistortionCoords1.x=uv.x;vDistortio
|
|
66
66
|
`;
|
67
67
|
// Sideeffect
|
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68
|
ShaderStore.ShadersStore[name] = shader;
|
69
|
-
/** @
|
69
|
+
/** @internal */
|
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70
|
export const fireVertexShader = { name, shader };
|
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71
|
//# sourceMappingURL=fire.vertex.js.map
|
package/fire/fire.vertex.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/fire/fire.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,qEAAuD;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
|
+
{"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/fire/fire.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,qEAAuD;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmDd,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/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/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/vertexColorMixing\";\n\nconst name = \"fireVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\nuniform float time;uniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef DIFFUSE\nvDiffuseUV=uv;vDiffuseUV.y-=0.2;\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;vDistortionCoords1.x=uv.x;vDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;vDistortionCoords2.x=uv.x;vDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;vDistortionCoords3.x=uv.x;vDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fireVertexShader = { name, shader };\n"]}
|
package/fur/fur.fragment.d.ts
CHANGED
@@ -10,7 +10,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
|
|
10
10
|
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
|
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11
|
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
|
12
12
|
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
|
13
|
-
/** @
|
13
|
+
/** @internal */
|
14
14
|
export declare const furPixelShader: {
|
15
15
|
name: string;
|
16
16
|
shader: string;
|
package/fur/fur.fragment.js
CHANGED
@@ -64,7 +64,7 @@ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossine
|
|
64
64
|
vec3 specularBase=vec3(0.,0.,0.);
|
65
65
|
#endif
|
66
66
|
#include<lightFragment>[0..maxSimultaneousLights]
|
67
|
-
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)
|
67
|
+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
68
68
|
alpha*=vColor.a;
|
69
69
|
#endif
|
70
70
|
vec3 finalDiffuse=clamp(diffuseBase.rgb*baseColor.rgb,0.0,1.0);
|
@@ -80,6 +80,6 @@ gl_FragColor=color;
|
|
80
80
|
}`;
|
81
81
|
// Sideeffect
|
82
82
|
ShaderStore.ShadersStore[name] = shader;
|
83
|
-
/** @
|
83
|
+
/** @internal */
|
84
84
|
export const furPixelShader = { name, shader };
|
85
85
|
//# sourceMappingURL=fur.fragment.js.map
|
package/fur/fur.fragment.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"fur.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/fur/fur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,0EAA4D;AAC5D,gFAAkE;AAClE,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
|
+
{"version":3,"file":"fur.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/fur/fur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,0EAA4D;AAC5D,gFAAkE;AAClE,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,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/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\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 = \"furPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 furColor;uniform float furLength;varying vec3 vPositionW;varying float vfur_length;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform float furOcclusion;uniform sampler2D furTexture;varying vec2 vFurUV;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<fogFragmentDeclaration>\n#include<clipPlaneFragmentDeclaration>\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=furColor;vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor*=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef HIGHLEVEL\nvec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));if (furTextureColor.a<=0.0 || furTextureColor.g<furOffset) {discard;}\nfloat occlusion=mix(0.0,furTextureColor.b*1.2,furOffset);baseColor=vec4(baseColor.xyz*max(occlusion,furOcclusion),1.1-furOffset);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase.rgb*baseColor.rgb,0.0,1.0);\n#ifdef HIGHLEVEL\nvec4 color=vec4(finalDiffuse,alpha);\n#else\nfloat r=vfur_length/furLength*0.5;vec4 color=vec4(finalDiffuse*(0.5+r),alpha);\n#endif\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const furPixelShader = { name, shader };\n"]}
|
package/fur/fur.vertex.d.ts
CHANGED
@@ -12,7 +12,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
|
12
12
|
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
13
13
|
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
14
14
|
import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
|
15
|
-
/** @
|
15
|
+
/** @internal */
|
16
16
|
export declare const furVertexShader: {
|
17
17
|
name: string;
|
18
18
|
shader: string;
|
package/fur/fur.vertex.js
CHANGED
package/fur/fur.vertex.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"fur.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/fur/fur.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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Fd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
|
+
{"version":3,"file":"fur.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/fur/fur.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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Fd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,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 = \"furVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\nuniform float furLength;uniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform vec3 furGravity;uniform float furTime;uniform float furSpacing;uniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else \nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);vec3 tangent2=vec3(-normal.z,0,normal.x);r=Rand(tangent1*r);float J=(2.0+4.0*r);r=Rand(tangent2*r);float K=(2.0+2.0*r);tangent1=tangent1*J+tangent2*K;tangent1=normalize(tangent1);vec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\nvec3 forceDirection=vec3(0.0,0.0,0.0);forceDirection.x=sin(furTime+position.x*0.05)*0.2;forceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;forceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;vec3 displacement=vec3(0.0,0.0,0.0);displacement=furGravity+forceDirection;float displacementFactor=pow(furOffset,3.0);vec3 aNormal=normal;aNormal.xyz+=displacement*displacementFactor;newPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);vec4 worldPos=finalWorld*vec4(newPosition,1.0);vPositionW=vec3(worldPos);\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const furVertexShader = { name, shader };\n"]}
|
@@ -10,7 +10,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
|
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12
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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-
/** @
|
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+
/** @internal */
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export declare const gradientPixelShader: {
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name: string;
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shader: string;
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@@ -41,7 +41,7 @@ vec3 normalW=vec3(1.0,1.0,1.0);
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vec3 diffuseBase=baseColor.rgb;
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vec3 diffuseBase=vec3(0.,0.,0.);
|
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lightingInfo info;
|
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-
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)
|
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|
+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
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45
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alpha*=vColor.a;
|
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vec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;
|
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gl_FragColor=color;
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@@ -49,6 +49,6 @@ gl_FragColor=color;
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}
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
|
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|
-
/** @
|
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+
/** @internal */
|
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export const gradientPixelShader = { name, shader };
|
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//# sourceMappingURL=gradient.fragment.js.map
|
@@ -1 +1 @@
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1
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-
{"version":3,"file":"gradient.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/gradient/gradient.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,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
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+
{"version":3,"file":"gradient.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/gradient/gradient.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,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,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 = \"gradientPixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 topColor;\runiform vec4 bottomColor;\runiform float offset;\runiform float scale;\runiform float smoothness;\rvarying vec3 vPositionW;\rvarying vec3 vPosition;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\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);\rfloat h=vPosition.y*scale+offset;\rfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\rvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\rvec3 diffuseColor=baseColor.rgb;\rfloat alpha=baseColor.a;\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\n#ifdef EMISSIVE\nvec3 diffuseBase=baseColor.rgb;\r#else\nvec3 diffuseBase=vec3(0.,0.,0.);\r#endif\nlightingInfo info;\rfloat shadow=1.;\rfloat glossiness=0.;\r#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\rvec4 color=vec4(finalDiffuse,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 gradientPixelShader = { name, shader };\n"]}
|
@@ -12,7 +12,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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12
12
|
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
13
13
|
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
14
14
|
import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
|
15
|
-
/** @
|
15
|
+
/** @internal */
|
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export declare const gradientVertexShader: {
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name: string;
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shader: string;
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"gradient.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/gradient/gradient.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,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
|
+
{"version":3,"file":"gradient.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/gradient/gradient.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,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,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/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 = \"gradientVertexShader\";\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 POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\rvarying vec3 vPosition;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef VERTEXCOLOR\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#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);\rvPosition=position;\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#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 gradientVertexShader = { name, shader };\n"]}
|
package/grid/grid.fragment.d.ts
CHANGED
@@ -1,7 +1,7 @@
|
|
1
1
|
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
|
2
2
|
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
|
3
3
|
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
|
4
|
-
/** @
|
4
|
+
/** @internal */
|
5
5
|
export declare const gridPixelShader: {
|
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6
|
name: string;
|
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7
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shader: string;
|
package/grid/grid.fragment.js
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"grid.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/grid/grid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,0EAA4D;AAC5D,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwFd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
|
+
{"version":3,"file":"grid.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/grid/grid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,0EAA4D;AAC5D,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwFd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"gridPixelShader\";\nconst shader = `#extension GL_OES_standard_derivatives : enable\n#define SQRT2 1.41421356\n#define PI 3.14159\nprecision highp float;\runiform float visibility;\runiform vec3 mainColor;\runiform vec3 lineColor;\runiform vec4 gridControl;\runiform vec3 gridOffset;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\r#include<fogFragmentDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\runiform sampler2D opacitySampler;\runiform vec2 vOpacityInfos;\r#endif\nfloat getDynamicVisibility(float position) {\rfloat majorGridFrequency=gridControl.y;\rif (floor(position+0.5)==floor(position/majorGridFrequency+0.5)*majorGridFrequency)\r{\rreturn 1.0;\r} \rreturn gridControl.z;\r}\rfloat getAnisotropicAttenuation(float differentialLength) {\rconst float maxNumberOfLines=10.0;\rreturn clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);\r}\rfloat isPointOnLine(float position,float differentialLength) {\rfloat fractionPartOfPosition=position-floor(position+0.5); \rfractionPartOfPosition/=differentialLength; \rfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);\rfloat result=0.5+0.5*cos(fractionPartOfPosition*PI); \rreturn result; \r}\rfloat contributionOnAxis(float position) {\rfloat differentialLength=length(vec2(dFdx(position),dFdy(position)));\rdifferentialLength*=SQRT2; \rfloat result=isPointOnLine(position,differentialLength);\rfloat dynamicVisibility=getDynamicVisibility(position);\rresult*=dynamicVisibility;\rfloat anisotropicAttenuation=getAnisotropicAttenuation(differentialLength);\rresult*=anisotropicAttenuation;\rreturn result;\r}\rfloat normalImpactOnAxis(float x) {\rfloat normalImpact=clamp(1.0-3.0*abs(x*x*x),0.0,1.0);\rreturn normalImpact;\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfloat gridRatio=gridControl.x;\rvec3 gridPos=(vPosition+gridOffset.xyz)/gridRatio;\rfloat x=contributionOnAxis(gridPos.x);\rfloat y=contributionOnAxis(gridPos.y);\rfloat z=contributionOnAxis(gridPos.z);\rvec3 normal=normalize(vNormal);\rx*=normalImpactOnAxis(normal.x);\ry*=normalImpactOnAxis(normal.y);\rz*=normalImpactOnAxis(normal.z);\r#ifdef MAX_LINE \nfloat grid=clamp(max(max(x,y),z),0.,1.);\r#else\nfloat grid=clamp(x+y+z,0.,1.);\r#endif\nvec3 color=mix(mainColor,lineColor,grid);\r#ifdef FOG\n#include<fogFragment>\n#endif\nfloat opacity=1.0;\r#ifdef TRANSPARENT\nopacity=clamp(grid,0.08,gridControl.w*grid);\r#endif \n#ifdef OPACITY\nopacity*=texture2D(opacitySampler,vOpacityUV).a;\r#endif \ngl_FragColor=vec4(color.rgb,opacity*visibility);\r#ifdef TRANSPARENT\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\r#endif\n#else \n#endif\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gridPixelShader = { name, shader };\n"]}
|
package/grid/grid.vertex.d.ts
CHANGED
@@ -2,7 +2,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
|
|
2
2
|
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
|
3
3
|
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
|
4
4
|
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
5
|
-
/** @
|
5
|
+
/** @internal */
|
6
6
|
export declare const gridVertexShader: {
|
7
7
|
name: string;
|
8
8
|
shader: string;
|
package/grid/grid.vertex.js
CHANGED
package/grid/grid.vertex.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"grid.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/grid/grid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,wEAA0D;AAC1D,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAE/C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Cb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
|
+
{"version":3,"file":"grid.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/grid/grid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,wEAA0D;AAC1D,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAE/C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Cb,CAAC;AACH,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/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\n\nconst name = \"gridVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\rattribute vec3 normal;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#include<instancesDeclaration>\nuniform mat4 projection;\runiform mat4 view;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\r#include<fogVertexDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\runiform mat4 opacityMatrix;\runiform vec2 vOpacityInfos;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\r#include<fogVertex>\nvec4 cameraSpacePosition=view*worldPos;\rgl_Position=projection*cameraSpacePosition;\r#ifdef OPACITY\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\nif (vOpacityInfos.x==0.)\r{\rvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\r}\relse\r{\rvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\r}\r#endif \nvPosition=position;\rvNormal=normal;\r#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gridVertexShader = { name, shader };\n"]}
|
package/lava/lava.fragment.d.ts
CHANGED
@@ -10,7 +10,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
|
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|
-
/** @
|
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+
/** @internal */
|
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14
|
export declare const lavaPixelShader: {
|
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name: string;
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shader: string;
|
package/lava/lava.fragment.js
CHANGED
@@ -64,7 +64,7 @@ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossine
|
|
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64
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#include<lightFragment>[2]
|
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#include<lightFragment>[3]
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#endif
|
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|
-
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)
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+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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|
alpha*=vColor.a;
|
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#endif
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|
vec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);
|
@@ -75,6 +75,6 @@ gl_FragColor=color;
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}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
|
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-
/** @
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+
/** @internal */
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|
export const lavaPixelShader = { name, shader };
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//# sourceMappingURL=lava.fragment.js.map
|
@@ -1 +1 @@
|
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1
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-
{"version":3,"file":"lava.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/lava/lava.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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Db,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
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+
{"version":3,"file":"lava.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/lava/lava.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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Db,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,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 = \"lavaPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;uniform float time;uniform float speed;uniform float movingSpeed;uniform vec3 fogColor;uniform sampler2D noiseTexture;uniform float fogDensity;varying float noise;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\nfloat random( vec3 scale,float seed ){return fract( sin( dot( gl_FragCoord.xyz+seed,scale ) )*43758.5453+seed ) ;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nvec4 noiseTex=texture2D( noiseTexture,vDiffuseUV );vec2 T1=vDiffuseUV+vec2( 1.5,-1.5 )*time *0.02;vec2 T2=vDiffuseUV+vec2( -0.5,2.0 )*time*0.01*speed;T1.x+=noiseTex.x*2.0;T1.y+=noiseTex.y*2.0;T2.x-=noiseTex.y*0.2+time*0.001*movingSpeed;T2.y+=noiseTex.z*0.2+time*0.002*movingSpeed;float p=texture2D( noiseTexture,T1*3.0 ).a;vec4 lavaColor=texture2D( diffuseSampler,T2*4.0);vec4 temp=lavaColor*( vec4( p,p,p,p )*2. )+( lavaColor*lavaColor-0.1 );baseColor=temp;float depth=gl_FragCoord.z*4.0;const float LOG2=1.442695;float fogFactor=exp2(-fogDensity*fogDensity*depth*depth*LOG2 );fogFactor=1.0-clamp( fogFactor,0.0,1.0 );baseColor=mix( baseColor,vec4( fogColor,baseColor.w ),fogFactor );diffuseColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lavaPixelShader = { name, shader };\n"]}
|
package/lava/lava.vertex.d.ts
CHANGED
@@ -12,7 +12,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
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12
12
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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13
|
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
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14
|
import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
|
15
|
-
/** @
|
15
|
+
/** @internal */
|
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16
|
export declare const lavaVertexShader: {
|
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17
|
name: string;
|
18
18
|
shader: string;
|
package/lava/lava.vertex.js
CHANGED
package/lava/lava.vertex.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"lava.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/lava/lava.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,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAiFb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
1
|
+
{"version":3,"file":"lava.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/lava/lava.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,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAiFb,CAAC;AACH,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/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 = \"lavaVertexShader\";\nconst shader = `precision highp float;uniform float time;uniform float lowFrequencySpeed;varying float noise;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n/* NOISE FUNCTIONS */\nvec3 mod289(vec3 x)\n{return x-floor(x*(1.0/289.0))*289.0;}\nvec4 mod289(vec4 x)\n{return x-floor(x*(1.0/289.0))*289.0;}\nvec4 permute(vec4 x)\n{return mod289(((x*34.0)+1.0)*x);}\nvec4 taylorInvSqrt(vec4 r)\n{return 1.79284291400159-0.85373472095314*r;}\nvec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}\nfloat pnoise(vec3 P,vec3 rep)\n{vec3 Pi0=mod(floor(P),rep); \nvec3 Pi1=mod(Pi0+vec3(1.0),rep); \nPi0=mod289(Pi0);Pi1=mod289(Pi1);vec3 Pf0=fract(P); \nvec3 Pf1=Pf0-vec3(1.0); \nvec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);vec4 iy=vec4(Pi0.yy,Pi1.yy);vec4 iz0=Pi0.zzzz;vec4 iz1=Pi1.zzzz;vec4 ixy=permute(permute(ix)+iy);vec4 ixy0=permute(ixy+iz0);vec4 ixy1=permute(ixy+iz1);vec4 gx0=ixy0*(1.0/7.0);vec4 gy0=fract(floor(gx0)*(1.0/7.0))-0.5;gx0=fract(gx0);vec4 gz0=vec4(0.5)-abs(gx0)-abs(gy0);vec4 sz0=step(gz0,vec4(0.0));gx0-=sz0*(step(0.0,gx0)-0.5);gy0-=sz0*(step(0.0,gy0)-0.5);vec4 gx1=ixy1*(1.0/7.0);vec4 gy1=fract(floor(gx1)*(1.0/7.0))-0.5;gx1=fract(gx1);vec4 gz1=vec4(0.5)-abs(gx1)-abs(gy1);vec4 sz1=step(gz1,vec4(0.0));gx1-=sz1*(step(0.0,gx1)-0.5);gy1-=sz1*(step(0.0,gy1)-0.5);vec3 g000=vec3(gx0.x,gy0.x,gz0.x);vec3 g100=vec3(gx0.y,gy0.y,gz0.y);vec3 g010=vec3(gx0.z,gy0.z,gz0.z);vec3 g110=vec3(gx0.w,gy0.w,gz0.w);vec3 g001=vec3(gx1.x,gy1.x,gz1.x);vec3 g101=vec3(gx1.y,gy1.y,gz1.y);vec3 g011=vec3(gx1.z,gy1.z,gz1.z);vec3 g111=vec3(gx1.w,gy1.w,gz1.w);vec4 norm0=taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));g000*=norm0.x;g010*=norm0.y;g100*=norm0.z;g110*=norm0.w;vec4 norm1=taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));g001*=norm1.x;g011*=norm1.y;g101*=norm1.z;g111*=norm1.w;float n000=dot(g000,Pf0);float n100=dot(g100,vec3(Pf1.x,Pf0.yz));float n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));float n110=dot(g110,vec3(Pf1.xy,Pf0.z));float n001=dot(g001,vec3(Pf0.xy,Pf1.z));float n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));float n011=dot(g011,vec3(Pf0.x,Pf1.yz));float n111=dot(g111,Pf1);vec3 fade_xyz=fade(Pf0);vec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);vec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);float n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);return 2.2*n_xyz;}\n/* END FUNCTION */\nfloat turbulence( vec3 p ) {float w=100.0;float t=-.5;for (float f=1.0 ; f<=10.0 ; f++ ){float power=pow( 2.0,f );t+=abs( pnoise( vec3( power*p ),vec3( 10.0,10.0,10.0 ) )/power );}\nreturn t;}\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef NORMAL\nnoise=10.0* -.10*turbulence( .5*normal+time*1.15 );float b=lowFrequencySpeed*5.0*pnoise( 0.05*position +vec3(time*1.025),vec3( 100.0 ) );float displacement=- 1.5*noise+b;vec3 newPosition=position+normal*displacement;gl_Position=viewProjection*finalWorld*vec4( newPosition,1.0 );vec4 worldPos=finalWorld*vec4(newPosition,1.0);vPositionW=vec3(worldPos);vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lavaVertexShader = { name, shader };\n"]}
|
package/mix/mix.fragment.d.ts
CHANGED
@@ -10,7 +10,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
|
|
10
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|
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
|
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|
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
|
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|
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
|
13
|
-
/** @
|
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|
+
/** @internal */
|
14
14
|
export declare const mixPixelShader: {
|
15
15
|
name: string;
|
16
16
|
shader: string;
|
package/mix/mix.fragment.js
CHANGED
@@ -52,7 +52,7 @@ finalMixColor.rgb*=vColor.rgb;
|
|
52
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|
vec3 diffuseBase=vec3(0.,0.,0.);
|
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|
vec3 specularBase=vec3(0.,0.,0.);
|
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|
#include<lightFragment>[0..maxSimultaneousLights]
|
55
|
-
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)
|
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|
+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
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|
alpha*=vColor.a;
|
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|
#ifdef SPECULARTERM
|
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|
vec3 finalSpecular=specularBase*specularColor;
|
@@ -63,6 +63,6 @@ gl_FragColor=color;
|
|
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|
}
|
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|
// Sideeffect
|
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|
ShaderStore.ShadersStore[name] = shader;
|
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-
/** @
|
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|
+
/** @internal */
|
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|
export const mixPixelShader = { name, shader };
|
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//# sourceMappingURL=mix.fragment.js.map
|