@babylonjs/materials 9.4.1 → 9.5.0

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 (127) hide show
  1. package/cell/cellMaterial.d.ts +8 -3
  2. package/cell/cellMaterial.js +21 -4
  3. package/cell/cellMaterial.js.map +1 -1
  4. package/cell/wgsl/cell.fragment.d.ts +18 -0
  5. package/cell/wgsl/cell.fragment.js +99 -0
  6. package/cell/wgsl/cell.fragment.js.map +1 -0
  7. package/cell/wgsl/cell.vertex.d.ts +21 -0
  8. package/cell/wgsl/cell.vertex.js +101 -0
  9. package/cell/wgsl/cell.vertex.js.map +1 -0
  10. package/fire/fireMaterial.d.ts +8 -3
  11. package/fire/fireMaterial.js +21 -4
  12. package/fire/fireMaterial.js.map +1 -1
  13. package/fire/wgsl/fire.fragment.d.ts +13 -0
  14. package/fire/wgsl/fire.fragment.js +63 -0
  15. package/fire/wgsl/fire.fragment.js.map +1 -0
  16. package/fire/wgsl/fire.vertex.d.ts +18 -0
  17. package/fire/wgsl/fire.vertex.js +78 -0
  18. package/fire/wgsl/fire.vertex.js.map +1 -0
  19. package/fur/furMaterial.d.ts +8 -3
  20. package/fur/furMaterial.js +21 -4
  21. package/fur/furMaterial.js.map +1 -1
  22. package/fur/wgsl/fur.fragment.d.ts +18 -0
  23. package/fur/wgsl/fur.fragment.js +94 -0
  24. package/fur/wgsl/fur.fragment.js.map +1 -0
  25. package/fur/wgsl/fur.vertex.d.ts +21 -0
  26. package/fur/wgsl/fur.vertex.js +127 -0
  27. package/fur/wgsl/fur.vertex.js.map +1 -0
  28. package/gradient/gradientMaterial.d.ts +8 -3
  29. package/gradient/gradientMaterial.js +21 -4
  30. package/gradient/gradientMaterial.js.map +1 -1
  31. package/gradient/wgsl/gradient.fragment.d.ts +18 -0
  32. package/gradient/wgsl/gradient.fragment.js +79 -0
  33. package/gradient/wgsl/gradient.fragment.js.map +1 -0
  34. package/gradient/wgsl/gradient.vertex.d.ts +21 -0
  35. package/gradient/wgsl/gradient.vertex.js +92 -0
  36. package/gradient/wgsl/gradient.vertex.js.map +1 -0
  37. package/grid/gridMaterial.d.ts +3 -3
  38. package/grid/gridMaterial.js +16 -4
  39. package/grid/gridMaterial.js.map +1 -1
  40. package/grid/wgsl/grid.fragment.d.ts +12 -0
  41. package/grid/wgsl/grid.fragment.js +74 -0
  42. package/grid/wgsl/grid.fragment.js.map +1 -0
  43. package/grid/wgsl/grid.vertex.d.ts +14 -0
  44. package/grid/wgsl/grid.vertex.js +65 -0
  45. package/grid/wgsl/grid.vertex.js.map +1 -0
  46. package/lava/lavaMaterial.d.ts +8 -3
  47. package/lava/lavaMaterial.js +21 -4
  48. package/lava/lavaMaterial.js.map +1 -1
  49. package/lava/wgsl/lava.fragment.d.ts +18 -0
  50. package/lava/wgsl/lava.fragment.js +89 -0
  51. package/lava/wgsl/lava.fragment.js.map +1 -0
  52. package/lava/wgsl/lava.vertex.d.ts +21 -0
  53. package/lava/wgsl/lava.vertex.js +116 -0
  54. package/lava/wgsl/lava.vertex.js.map +1 -0
  55. package/mix/mixMaterial.d.ts +8 -3
  56. package/mix/mixMaterial.js +21 -4
  57. package/mix/mixMaterial.js.map +1 -1
  58. package/mix/wgsl/mix.fragment.d.ts +18 -0
  59. package/mix/wgsl/mix.fragment.js +106 -0
  60. package/mix/wgsl/mix.fragment.js.map +1 -0
  61. package/mix/wgsl/mix.vertex.d.ts +21 -0
  62. package/mix/wgsl/mix.vertex.js +101 -0
  63. package/mix/wgsl/mix.vertex.js.map +1 -0
  64. package/normal/normalMaterial.d.ts +8 -3
  65. package/normal/normalMaterial.js +21 -4
  66. package/normal/normalMaterial.js.map +1 -1
  67. package/normal/wgsl/normal.fragment.d.ts +18 -0
  68. package/normal/wgsl/normal.fragment.js +85 -0
  69. package/normal/wgsl/normal.fragment.js.map +1 -0
  70. package/normal/wgsl/normal.vertex.d.ts +20 -0
  71. package/normal/wgsl/normal.vertex.js +93 -0
  72. package/normal/wgsl/normal.vertex.js.map +1 -0
  73. package/package.json +2 -2
  74. package/shadowOnly/shadowOnlyMaterial.d.ts +8 -3
  75. package/shadowOnly/shadowOnlyMaterial.js +21 -4
  76. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  77. package/shadowOnly/wgsl/shadowOnly.fragment.d.ts +17 -0
  78. package/shadowOnly/wgsl/shadowOnly.fragment.js +57 -0
  79. package/shadowOnly/wgsl/shadowOnly.fragment.js.map +1 -0
  80. package/shadowOnly/wgsl/shadowOnly.vertex.d.ts +21 -0
  81. package/shadowOnly/wgsl/shadowOnly.vertex.js +69 -0
  82. package/shadowOnly/wgsl/shadowOnly.vertex.js.map +1 -0
  83. package/simple/simpleMaterial.d.ts +8 -3
  84. package/simple/simpleMaterial.js +21 -4
  85. package/simple/simpleMaterial.js.map +1 -1
  86. package/simple/wgsl/simple.fragment.d.ts +18 -0
  87. package/simple/wgsl/simple.fragment.js +81 -0
  88. package/simple/wgsl/simple.fragment.js.map +1 -0
  89. package/simple/wgsl/simple.vertex.d.ts +21 -0
  90. package/simple/wgsl/simple.vertex.js +101 -0
  91. package/simple/wgsl/simple.vertex.js.map +1 -0
  92. package/sky/skyMaterial.d.ts +3 -3
  93. package/sky/skyMaterial.js +26 -5
  94. package/sky/skyMaterial.js.map +1 -1
  95. package/sky/wgsl/sky.fragment.d.ts +13 -0
  96. package/sky/wgsl/sky.fragment.js +69 -0
  97. package/sky/wgsl/sky.fragment.js.map +1 -0
  98. package/sky/wgsl/sky.vertex.d.ts +11 -0
  99. package/sky/wgsl/sky.vertex.js +45 -0
  100. package/sky/wgsl/sky.vertex.js.map +1 -0
  101. package/terrain/terrainMaterial.d.ts +8 -3
  102. package/terrain/terrainMaterial.js +21 -4
  103. package/terrain/terrainMaterial.js.map +1 -1
  104. package/terrain/wgsl/terrain.fragment.d.ts +18 -0
  105. package/terrain/wgsl/terrain.fragment.js +108 -0
  106. package/terrain/wgsl/terrain.fragment.js.map +1 -0
  107. package/terrain/wgsl/terrain.vertex.d.ts +21 -0
  108. package/terrain/wgsl/terrain.vertex.js +101 -0
  109. package/terrain/wgsl/terrain.vertex.js.map +1 -0
  110. package/triPlanar/triPlanarMaterial.d.ts +8 -3
  111. package/triPlanar/triPlanarMaterial.js +21 -4
  112. package/triPlanar/triPlanarMaterial.js.map +1 -1
  113. package/triPlanar/wgsl/triplanar.fragment.d.ts +18 -0
  114. package/triPlanar/wgsl/triplanar.fragment.js +125 -0
  115. package/triPlanar/wgsl/triplanar.fragment.js.map +1 -0
  116. package/triPlanar/wgsl/triplanar.vertex.d.ts +22 -0
  117. package/triPlanar/wgsl/triplanar.vertex.js +102 -0
  118. package/triPlanar/wgsl/triplanar.vertex.js.map +1 -0
  119. package/water/waterMaterial.d.ts +3 -3
  120. package/water/waterMaterial.js +16 -4
  121. package/water/waterMaterial.js.map +1 -1
  122. package/water/wgsl/water.fragment.d.ts +18 -0
  123. package/water/wgsl/water.fragment.js +159 -0
  124. package/water/wgsl/water.fragment.js.map +1 -0
  125. package/water/wgsl/water.vertex.d.ts +21 -0
  126. package/water/wgsl/water.vertex.js +138 -0
  127. package/water/wgsl/water.vertex.js.map +1 -0
@@ -0,0 +1,57 @@
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+ // Do not edit.
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+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
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+ const name = "shadowOnlyPixelShader";
16
+ const shader = `#include<sceneUboDeclaration>
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+ uniform alpha: f32;uniform shadowColor: vec3f;varying vPositionW: vec3f;
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+ #ifdef NORMAL
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+ varying vNormalW: vec3f;
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+ #endif
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+ #include<helperFunctions>
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+ #include<lightUboDeclaration>[0..maxSimultaneousLights]
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+ #include<lightsFragmentFunctions>
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+ #include<shadowsFragmentFunctions>
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+ #include<clipPlaneFragmentDeclaration>
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+ #include<logDepthDeclaration>
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+ #include<fogFragmentDeclaration>
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+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
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+ varying vViewDepth: f32;
30
+ #endif
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+ #define CUSTOM_FRAGMENT_DEFINITIONS
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+ @fragment
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+ fn main(input: FragmentInputs)->FragmentOutputs {
34
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
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+ #include<clipPlaneFragment>
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+ var viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);
37
+ #ifdef NORMAL
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+ var normalW: vec3f=normalize(fragmentInputs.vNormalW);
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+ #else
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+ var normalW: vec3f= vec3f(1.0,1.0,1.0);
41
+ #endif
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+ var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;
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+ #include<lightFragment>[0..1]
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+ var color: vec4f= vec4f(uniforms.shadowColor,(1.0-clamp(shadow,0.,1.))*uniforms.alpha);
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+ #include<logDepthFragment>
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+ #include<fogFragment>
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+ fragmentOutputs.color=color;
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+ #define CUSTOM_FRAGMENT_MAIN_END
49
+ }
50
+ `;
51
+ // Sideeffect
52
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
53
+ ShaderStore.ShadersStoreWGSL[name] = shader;
54
+ }
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+ /** @internal */
56
+ export const shadowOnlyPixelShaderWGSL = { name, shader };
57
+ //# sourceMappingURL=shadowOnly.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/shadowOnly/wgsl/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,iDAAiD,CAAC;AACzD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,yDAAyD,CAAC;AACjE,OAAO,0DAA0D,CAAC;AAClE,OAAO,8DAA8D,CAAC;AACtE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,wDAAwD,CAAC;AAChE,OAAO,mDAAmD,CAAC;AAC3D,OAAO,+CAA+C,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\n\nconst name = \"shadowOnlyPixelShader\";\nconst shader = `#include<sceneUboDeclaration>\nuniform alpha: f32;uniform shadowColor: vec3f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..1]\nvar color: vec4f= vec4f(uniforms.shadowColor,(1.0-clamp(shadow,0.,1.))*uniforms.alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowOnlyPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,21 @@
1
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
2
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
14
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
16
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
17
+ /** @internal */
18
+ export declare const shadowOnlyVertexShaderWGSL: {
19
+ name: string;
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+ shader: string;
21
+ };
@@ -0,0 +1,69 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
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+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
16
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
17
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
18
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
19
+ const name = "shadowOnlyVertexShader";
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+ const shader = `attribute position: vec3f;
21
+ #ifdef NORMAL
22
+ attribute normal: vec3f;
23
+ #endif
24
+ #include<bonesDeclaration>
25
+ #include<bakedVertexAnimationDeclaration>
26
+ #include<instancesDeclaration>
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+ #include<sceneUboDeclaration>
28
+ #ifdef POINTSIZE
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+ uniform pointSize: f32;
30
+ #endif
31
+ varying vPositionW: vec3f;
32
+ #ifdef NORMAL
33
+ varying vNormalW: vec3f;
34
+ #endif
35
+ #ifdef VERTEXCOLOR
36
+ varying vColor: vec4f;
37
+ #endif
38
+ #include<clipPlaneVertexDeclaration>
39
+ #include<logDepthDeclaration>
40
+ #include<fogVertexDeclaration>
41
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
42
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
43
+ varying vViewDepth: f32;
44
+ #endif
45
+ #define CUSTOM_VERTEX_DEFINITIONS
46
+ @vertex
47
+ fn main(input : VertexInputs)->FragmentInputs {
48
+ #define CUSTOM_VERTEX_MAIN_BEGIN
49
+ #include<instancesVertex>
50
+ #include<bonesVertex>
51
+ #include<bakedVertexAnimation>
52
+ var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=scene.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;
53
+ #ifdef NORMAL
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+ vertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);
55
+ #endif
56
+ #include<clipPlaneVertex>
57
+ #include<logDepthVertex>
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+ #include<fogVertex>
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+ #include<shadowsVertex>[0..maxSimultaneousLights]
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+ #define CUSTOM_VERTEX_MAIN_END
61
+ }
62
+ `;
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+ // Sideeffect
64
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
65
+ ShaderStore.ShadersStoreWGSL[name] = shader;
66
+ }
67
+ /** @internal */
68
+ export const shadowOnlyVertexShaderWGSL = { name, shader };
69
+ //# sourceMappingURL=shadowOnly.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadowOnly.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/shadowOnly/wgsl/shadowOnly.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,iEAAiE,CAAC;AACzE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,qDAAqD,CAAC;AAC7D,OAAO,4DAA4D,CAAC;AACpE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,uDAAuD,CAAC;AAC/D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Cd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\n\nconst name = \"shadowOnlyVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=scene.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowOnlyVertexShaderWGSL = { name, shader };\n"]}
@@ -8,8 +8,6 @@ import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
8
8
  import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
9
9
  import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
10
10
  import { Scene } from "@babylonjs/core/scene.js";
11
- import "./simple.fragment.js";
12
- import "./simple.vertex.js";
13
11
  export declare class SimpleMaterial extends PushMaterial {
14
12
  private _diffuseTexture;
15
13
  diffuseTexture: BaseTexture;
@@ -18,7 +16,14 @@ export declare class SimpleMaterial extends PushMaterial {
18
16
  disableLighting: boolean;
19
17
  private _maxSimultaneousLights;
20
18
  maxSimultaneousLights: number;
21
- constructor(name: string, scene?: Scene);
19
+ private _shadersLoaded;
20
+ /**
21
+ * Instantiates a Simple Material in the given scene
22
+ * @param name The friendly name of the material
23
+ * @param scene The scene to add the material to
24
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
25
+ */
26
+ constructor(name: string, scene?: Scene, forceGLSL?: boolean);
22
27
  needAlphaBlending(): boolean;
23
28
  needAlphaTesting(): boolean;
24
29
  getAlphaTestTexture(): Nullable<BaseTexture>;
@@ -8,8 +8,6 @@ import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
8
8
  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
9
9
  import { Scene } from "@babylonjs/core/scene.js";
10
10
  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
11
- import "./simple.fragment.js";
12
- import "./simple.vertex.js";
13
11
  import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
14
12
  import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
15
13
  import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
@@ -45,11 +43,18 @@ class SimpleMaterialDefines extends MaterialDefines {
45
43
  }
46
44
  }
47
45
  export class SimpleMaterial extends PushMaterial {
48
- constructor(name, scene) {
49
- super(name, scene);
46
+ /**
47
+ * Instantiates a Simple Material in the given scene
48
+ * @param name The friendly name of the material
49
+ * @param scene The scene to add the material to
50
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
51
+ */
52
+ constructor(name, scene, forceGLSL = false) {
53
+ super(name, scene, undefined, forceGLSL);
50
54
  this.diffuseColor = new Color3(1, 1, 1);
51
55
  this._disableLighting = false;
52
56
  this._maxSimultaneousLights = 4;
57
+ this._shadersLoaded = false;
53
58
  }
54
59
  needAlphaBlending() {
55
60
  return this.alpha < 1.0;
@@ -167,6 +172,18 @@ export class SimpleMaterial extends PushMaterial {
167
172
  onCompiled: this.onCompiled,
168
173
  onError: this.onError,
169
174
  indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights - 1 },
175
+ shaderLanguage: this._shaderLanguage,
176
+ extraInitializationsAsync: this._shadersLoaded
177
+ ? undefined
178
+ : async () => {
179
+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
180
+ await Promise.all([import("./wgsl/simple.vertex.js"), import("./wgsl/simple.fragment.js")]);
181
+ }
182
+ else {
183
+ await Promise.all([import("./simple.vertex.js"), import("./simple.fragment.js")]);
184
+ }
185
+ this._shadersLoaded = true;
186
+ },
170
187
  }, engine), defines, this._materialContext);
171
188
  }
172
189
  // Check if Area Lights have LTC texture.
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./simple.fragment\";\r\nimport \"./simple.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass SimpleMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public AREALIGHTSUPPORTED = true;\r\n public AREALIGHTNOROUGHTNESS = true;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class SimpleMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SimpleMaterialDefines();\r\n }\r\n\r\n const defines = <SimpleMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Lights\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"simple\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights - 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <SimpleMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): SimpleMaterial {\r\n return SerializationHelper.Clone<SimpleMaterial>(() => new SimpleMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SimpleMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"SimpleMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial {\r\n return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SimpleMaterial\", SimpleMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass SimpleMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public AREALIGHTSUPPORTED = true;\r\n public AREALIGHTNOROUGHTNESS = true;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class SimpleMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a Simple Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(name: string, scene?: Scene, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SimpleMaterialDefines();\r\n }\r\n\r\n const defines = <SimpleMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Lights\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"simple\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights - 1 },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/simple.vertex\"), import(\"./wgsl/simple.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./simple.vertex\"), import(\"./simple.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <SimpleMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): SimpleMaterial {\r\n return SerializationHelper.Clone<SimpleMaterial>(() => new SimpleMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SimpleMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"SimpleMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial {\r\n return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SimpleMaterial\", SimpleMaterial);\r\n"]}
@@ -0,0 +1,18 @@
1
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
2
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
14
+ /** @internal */
15
+ export declare const simplePixelShaderWGSL: {
16
+ name: string;
17
+ shader: string;
18
+ };
@@ -0,0 +1,81 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
14
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
16
+ const name = "simplePixelShader";
17
+ const shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;
18
+ #ifdef NORMAL
19
+ varying vNormalW: vec3f;
20
+ #endif
21
+ #ifdef VERTEXCOLOR
22
+ varying vColor: vec4f;
23
+ #endif
24
+ #include<helperFunctions>
25
+ #include<lightUboDeclaration>[0..maxSimultaneousLights]
26
+ #include<lightsFragmentFunctions>
27
+ #include<shadowsFragmentFunctions>
28
+ #ifdef DIFFUSE
29
+ varying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;
30
+ #endif
31
+ #include<clipPlaneFragmentDeclaration>
32
+ #include<logDepthDeclaration>
33
+ #include<fogFragmentDeclaration>
34
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
35
+ varying vViewDepth: f32;
36
+ #endif
37
+ #define CUSTOM_FRAGMENT_DEFINITIONS
38
+ @fragment
39
+ fn main(input: FragmentInputs)->FragmentOutputs {
40
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
41
+ #include<clipPlaneFragment>
42
+ var viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;
43
+ #ifdef DIFFUSE
44
+ baseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);
45
+ #ifdef ALPHATEST
46
+ if (baseColor.a<0.4) {discard;}
47
+ #endif
48
+ #include<depthPrePass>
49
+ baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
50
+ #endif
51
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
52
+ baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
53
+ #endif
54
+ #ifdef NORMAL
55
+ var normalW: vec3f=normalize(fragmentInputs.vNormalW);
56
+ #else
57
+ var normalW: vec3f= vec3f(1.0,1.0,1.0);
58
+ #endif
59
+ var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;
60
+ #ifdef SPECULARTERM
61
+ var specularBase: vec3f= vec3f(0.,0.,0.);
62
+ #endif
63
+ #include<lightFragment>[0..maxSimultaneousLights]
64
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
65
+ alpha*=fragmentInputs.vColor.a;
66
+ #endif
67
+ var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse,alpha);
68
+ #include<logDepthFragment>
69
+ #include<fogFragment>
70
+ fragmentOutputs.color=color;
71
+ #include<imageProcessingCompatibility>
72
+ #define CUSTOM_FRAGMENT_MAIN_END
73
+ }
74
+ `;
75
+ // Sideeffect
76
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
77
+ ShaderStore.ShadersStoreWGSL[name] = shader;
78
+ }
79
+ /** @internal */
80
+ export const simplePixelShaderWGSL = { name, shader };
81
+ //# sourceMappingURL=simple.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"simple.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/simple/wgsl/simple.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,iDAAiD,CAAC;AACzD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,yDAAyD,CAAC;AACjE,OAAO,0DAA0D,CAAC;AAClE,OAAO,8DAA8D,CAAC;AACtE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,wDAAwD,CAAC;AAChE,OAAO,mDAAmD,CAAC;AAC3D,OAAO,8CAA8C,CAAC;AACtD,OAAO,+CAA+C,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,8DAA8D,CAAC;AAEtE,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,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/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/depthPrePass\";\nimport \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"simplePixelShader\";\nconst shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const simplePixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,21 @@
1
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
2
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
14
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
16
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
17
+ /** @internal */
18
+ export declare const simpleVertexShaderWGSL: {
19
+ name: string;
20
+ shader: string;
21
+ };
@@ -0,0 +1,101 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
14
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
16
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
17
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
18
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
19
+ const name = "simpleVertexShader";
20
+ const shader = `attribute position: vec3f;
21
+ #ifdef NORMAL
22
+ attribute normal: vec3f;
23
+ #endif
24
+ #ifdef UV1
25
+ attribute uv: vec2f;
26
+ #endif
27
+ #ifdef UV2
28
+ attribute uv2: vec2f;
29
+ #endif
30
+ #ifdef VERTEXCOLOR
31
+ attribute color: vec4f;
32
+ #endif
33
+ #include<bonesDeclaration>
34
+ #include<bakedVertexAnimationDeclaration>
35
+ #include<instancesDeclaration>
36
+ uniform view: mat4x4f;uniform viewProjection: mat4x4f;
37
+ #ifdef DIFFUSE
38
+ varying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;
39
+ #endif
40
+ #ifdef POINTSIZE
41
+ uniform pointSize: f32;
42
+ #endif
43
+ varying vPositionW: vec3f;
44
+ #ifdef NORMAL
45
+ varying vNormalW: vec3f;
46
+ #endif
47
+ #ifdef VERTEXCOLOR
48
+ varying vColor: vec4f;
49
+ #endif
50
+ #include<clipPlaneVertexDeclaration>
51
+ #include<logDepthDeclaration>
52
+ #include<fogVertexDeclaration>
53
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
54
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
55
+ varying vViewDepth: f32;
56
+ #endif
57
+ #define CUSTOM_VERTEX_DEFINITIONS
58
+ @vertex
59
+ fn main(input : VertexInputs)->FragmentInputs {
60
+ #define CUSTOM_VERTEX_MAIN_BEGIN
61
+ #ifdef VERTEXCOLOR
62
+ var colorUpdated: vec4f=vertexInputs.color;
63
+ #endif
64
+ #include<instancesVertex>
65
+ #include<bonesVertex>
66
+ #include<bakedVertexAnimation>
67
+ var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;
68
+ #ifdef NORMAL
69
+ vertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);
70
+ #endif
71
+ #ifndef UV1
72
+ var uv: vec2f= vec2f(0.,0.);
73
+ #else
74
+ var uv: vec2f=vertexInputs.uv;
75
+ #endif
76
+ #ifndef UV2
77
+ var uv2: vec2f= vec2f(0.,0.);
78
+ #else
79
+ var uv2: vec2f=vertexInputs.uv2;
80
+ #endif
81
+ #ifdef DIFFUSE
82
+ if (uniforms.vDiffuseInfos.x==0.)
83
+ {vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}
84
+ else
85
+ {vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}
86
+ #endif
87
+ #include<clipPlaneVertex>
88
+ #include<logDepthVertex>
89
+ #include<fogVertex>
90
+ #include<shadowsVertex>[0..maxSimultaneousLights]
91
+ #include<vertexColorMixing>
92
+ #define CUSTOM_VERTEX_MAIN_END
93
+ }
94
+ `;
95
+ // Sideeffect
96
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
97
+ ShaderStore.ShadersStoreWGSL[name] = shader;
98
+ }
99
+ /** @internal */
100
+ export const simpleVertexShaderWGSL = { name, shader };
101
+ //# sourceMappingURL=simple.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"simple.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/simple/wgsl/simple.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,iEAAiE,CAAC;AACzE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,uDAAuD,CAAC;AAC/D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mDAAmD,CAAC;AAE3D,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\n\nconst name = \"simpleVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const simpleVertexShaderWGSL = { name, shader };\n"]}