@babylonjs/materials 9.7.0 → 9.8.0
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 +0 -14
- package/cell/cell.fragment.js +20 -14
- package/cell/cell.fragment.js.map +1 -1
- package/cell/cell.vertex.d.ts +0 -16
- package/cell/cell.vertex.js +22 -16
- package/cell/cell.vertex.js.map +1 -1
- package/cell/wgsl/cell.fragment.d.ts +0 -13
- package/cell/wgsl/cell.fragment.js +19 -13
- package/cell/wgsl/cell.fragment.js.map +1 -1
- package/cell/wgsl/cell.vertex.d.ts +0 -16
- package/cell/wgsl/cell.vertex.js +22 -16
- package/cell/wgsl/cell.vertex.js.map +1 -1
- package/fire/fire.fragment.d.ts +0 -8
- package/fire/fire.fragment.js +14 -8
- package/fire/fire.fragment.js.map +1 -1
- package/fire/fire.vertex.d.ts +0 -13
- package/fire/fire.vertex.js +19 -13
- package/fire/fire.vertex.js.map +1 -1
- package/fire/wgsl/fire.fragment.d.ts +0 -8
- package/fire/wgsl/fire.fragment.js +14 -8
- package/fire/wgsl/fire.fragment.js.map +1 -1
- package/fire/wgsl/fire.vertex.d.ts +0 -13
- package/fire/wgsl/fire.vertex.js +19 -13
- package/fire/wgsl/fire.vertex.js.map +1 -1
- package/fur/fur.fragment.d.ts +0 -14
- package/fur/fur.fragment.js +20 -14
- package/fur/fur.fragment.js.map +1 -1
- package/fur/fur.vertex.d.ts +0 -16
- package/fur/fur.vertex.js +22 -16
- package/fur/fur.vertex.js.map +1 -1
- package/fur/wgsl/fur.fragment.d.ts +0 -13
- package/fur/wgsl/fur.fragment.js +19 -13
- package/fur/wgsl/fur.fragment.js.map +1 -1
- package/fur/wgsl/fur.vertex.d.ts +0 -16
- package/fur/wgsl/fur.vertex.js +22 -16
- package/fur/wgsl/fur.vertex.js.map +1 -1
- package/gradient/gradient.fragment.d.ts +0 -14
- package/gradient/gradient.fragment.js +20 -14
- package/gradient/gradient.fragment.js.map +1 -1
- package/gradient/gradient.vertex.d.ts +0 -16
- package/gradient/gradient.vertex.js +22 -16
- package/gradient/gradient.vertex.js.map +1 -1
- package/gradient/wgsl/gradient.fragment.d.ts +0 -13
- package/gradient/wgsl/gradient.fragment.js +19 -13
- package/gradient/wgsl/gradient.fragment.js.map +1 -1
- package/gradient/wgsl/gradient.vertex.d.ts +0 -16
- package/gradient/wgsl/gradient.vertex.js +22 -16
- package/gradient/wgsl/gradient.vertex.js.map +1 -1
- package/grid/grid.fragment.d.ts +0 -7
- package/grid/grid.fragment.js +13 -7
- package/grid/grid.fragment.js.map +1 -1
- package/grid/grid.vertex.d.ts +0 -10
- package/grid/grid.vertex.js +16 -10
- package/grid/grid.vertex.js.map +1 -1
- package/grid/wgsl/grid.fragment.d.ts +0 -7
- package/grid/wgsl/grid.fragment.js +13 -7
- package/grid/wgsl/grid.fragment.js.map +1 -1
- package/grid/wgsl/grid.vertex.d.ts +0 -9
- package/grid/wgsl/grid.vertex.js +15 -9
- package/grid/wgsl/grid.vertex.js.map +1 -1
- package/lava/lava.fragment.d.ts +0 -14
- package/lava/lava.fragment.js +20 -14
- package/lava/lava.fragment.js.map +1 -1
- package/lava/lava.vertex.d.ts +0 -16
- package/lava/lava.vertex.js +22 -16
- package/lava/lava.vertex.js.map +1 -1
- package/lava/wgsl/lava.fragment.d.ts +0 -13
- package/lava/wgsl/lava.fragment.js +19 -13
- package/lava/wgsl/lava.fragment.js.map +1 -1
- package/lava/wgsl/lava.vertex.d.ts +0 -16
- package/lava/wgsl/lava.vertex.js +22 -16
- package/lava/wgsl/lava.vertex.js.map +1 -1
- package/mix/mix.fragment.d.ts +0 -14
- package/mix/mix.fragment.js +20 -14
- package/mix/mix.fragment.js.map +1 -1
- package/mix/mix.vertex.d.ts +0 -16
- package/mix/mix.vertex.js +22 -16
- package/mix/mix.vertex.js.map +1 -1
- package/mix/wgsl/mix.fragment.d.ts +0 -13
- package/mix/wgsl/mix.fragment.js +19 -13
- package/mix/wgsl/mix.fragment.js.map +1 -1
- package/mix/wgsl/mix.vertex.d.ts +0 -16
- package/mix/wgsl/mix.vertex.js +22 -16
- package/mix/wgsl/mix.vertex.js.map +1 -1
- package/normal/normal.fragment.d.ts +0 -14
- package/normal/normal.fragment.js +20 -14
- package/normal/normal.fragment.js.map +1 -1
- package/normal/normal.vertex.d.ts +0 -15
- package/normal/normal.vertex.js +21 -15
- package/normal/normal.vertex.js.map +1 -1
- package/normal/wgsl/normal.fragment.d.ts +0 -13
- package/normal/wgsl/normal.fragment.js +19 -13
- package/normal/wgsl/normal.fragment.js.map +1 -1
- package/normal/wgsl/normal.vertex.d.ts +0 -15
- package/normal/wgsl/normal.vertex.js +21 -15
- package/normal/wgsl/normal.vertex.js.map +1 -1
- package/package.json +2 -2
- package/shadowOnly/shadowOnly.fragment.d.ts +0 -15
- package/shadowOnly/shadowOnly.fragment.js +21 -15
- package/shadowOnly/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/shadowOnly.vertex.d.ts +0 -17
- package/shadowOnly/shadowOnly.vertex.js +23 -17
- package/shadowOnly/shadowOnly.vertex.js.map +1 -1
- package/shadowOnly/wgsl/shadowOnly.fragment.d.ts +0 -12
- package/shadowOnly/wgsl/shadowOnly.fragment.js +18 -12
- package/shadowOnly/wgsl/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/wgsl/shadowOnly.vertex.d.ts +0 -16
- package/shadowOnly/wgsl/shadowOnly.vertex.js +22 -16
- package/shadowOnly/wgsl/shadowOnly.vertex.js.map +1 -1
- package/simple/simple.fragment.d.ts +0 -14
- package/simple/simple.fragment.js +20 -14
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.d.ts +0 -16
- package/simple/simple.vertex.js +22 -16
- package/simple/simple.vertex.js.map +1 -1
- package/simple/wgsl/simple.fragment.d.ts +0 -13
- package/simple/wgsl/simple.fragment.js +19 -13
- package/simple/wgsl/simple.fragment.js.map +1 -1
- package/simple/wgsl/simple.vertex.d.ts +0 -16
- package/simple/wgsl/simple.vertex.js +22 -16
- package/simple/wgsl/simple.vertex.js.map +1 -1
- package/sky/sky.fragment.d.ts +0 -8
- package/sky/sky.fragment.js +14 -8
- package/sky/sky.fragment.js.map +1 -1
- package/sky/sky.vertex.d.ts +0 -6
- package/sky/sky.vertex.js +12 -6
- package/sky/sky.vertex.js.map +1 -1
- package/sky/wgsl/sky.fragment.d.ts +0 -8
- package/sky/wgsl/sky.fragment.js +14 -8
- package/sky/wgsl/sky.fragment.js.map +1 -1
- package/sky/wgsl/sky.vertex.d.ts +0 -6
- package/sky/wgsl/sky.vertex.js +12 -6
- package/sky/wgsl/sky.vertex.js.map +1 -1
- package/terrain/terrain.fragment.d.ts +0 -14
- package/terrain/terrain.fragment.js +20 -14
- package/terrain/terrain.fragment.js.map +1 -1
- package/terrain/terrain.vertex.d.ts +0 -16
- package/terrain/terrain.vertex.js +22 -16
- package/terrain/terrain.vertex.js.map +1 -1
- package/terrain/wgsl/terrain.fragment.d.ts +0 -13
- package/terrain/wgsl/terrain.fragment.js +19 -13
- package/terrain/wgsl/terrain.fragment.js.map +1 -1
- package/terrain/wgsl/terrain.vertex.d.ts +0 -16
- package/terrain/wgsl/terrain.vertex.js +22 -16
- package/terrain/wgsl/terrain.vertex.js.map +1 -1
- package/triPlanar/triplanar.fragment.d.ts +0 -14
- package/triPlanar/triplanar.fragment.js +20 -14
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.d.ts +0 -17
- package/triPlanar/triplanar.vertex.js +23 -17
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/triPlanar/wgsl/triplanar.fragment.d.ts +0 -13
- package/triPlanar/wgsl/triplanar.fragment.js +19 -13
- package/triPlanar/wgsl/triplanar.fragment.js.map +1 -1
- package/triPlanar/wgsl/triplanar.vertex.d.ts +0 -17
- package/triPlanar/wgsl/triplanar.vertex.js +23 -17
- package/triPlanar/wgsl/triplanar.vertex.js.map +1 -1
- package/water/water.fragment.d.ts +0 -14
- package/water/water.fragment.js +20 -14
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.d.ts +0 -16
- package/water/water.vertex.js +22 -16
- package/water/water.vertex.js.map +1 -1
- package/water/wgsl/water.fragment.d.ts +0 -13
- package/water/wgsl/water.fragment.js +19 -13
- package/water/wgsl/water.fragment.js.map +1 -1
- package/water/wgsl/water.vertex.d.ts +0 -16
- package/water/wgsl/water.vertex.js +22 -16
- package/water/wgsl/water.vertex.js.map +1 -1
package/water/water.vertex.d.ts
CHANGED
|
@@ -1,19 +1,3 @@
|
|
|
1
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
|
|
2
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
3
|
-
import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
|
|
4
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
5
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
|
|
6
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
|
7
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
|
8
|
-
import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
|
|
9
|
-
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
|
|
10
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
|
|
11
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
|
|
12
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
|
13
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
|
14
|
-
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
|
15
|
-
import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
|
|
16
|
-
import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
|
|
17
1
|
/** @internal */
|
|
18
2
|
export declare const waterVertexShader: {
|
|
19
3
|
name: string;
|
package/water/water.vertex.js
CHANGED
|
@@ -1,21 +1,21 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
|
|
4
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
5
|
-
import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
|
|
6
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
7
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
|
|
8
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
|
9
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
|
10
|
-
import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
|
|
11
|
-
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
|
|
12
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
|
|
13
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
|
|
14
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
|
15
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
|
16
|
-
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
|
17
|
-
import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
|
|
18
|
-
import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
|
|
3
|
+
import { bonesDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
|
|
4
|
+
import { bakedVertexAnimationDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
5
|
+
import { instancesDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
|
|
6
|
+
import { clipPlaneVertexDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
7
|
+
import { fogVertexDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
|
|
8
|
+
import { lightFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
|
9
|
+
import { lightUboDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
|
10
|
+
import { logDepthDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
|
|
11
|
+
import { instancesVertex } from "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
|
|
12
|
+
import { bonesVertex } from "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
|
|
13
|
+
import { bakedVertexAnimation } from "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
|
|
14
|
+
import { clipPlaneVertex } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
|
15
|
+
import { fogVertex } from "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
|
16
|
+
import { shadowsVertex } from "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
|
17
|
+
import { vertexColorMixing } from "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
|
|
18
|
+
import { logDepthVertex } from "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
|
|
19
19
|
const name = "waterVertexShader";
|
|
20
20
|
const shader = `precision highp float;attribute vec3 position;
|
|
21
21
|
#ifdef NORMAL
|
|
@@ -123,6 +123,12 @@ vRefractionMapTexCoord.x=0.5*(gl_Position.w+gl_Position.x);vRefractionMapTexCoor
|
|
|
123
123
|
if (!ShaderStore.ShadersStore[name]) {
|
|
124
124
|
ShaderStore.ShadersStore[name] = shader;
|
|
125
125
|
}
|
|
126
|
+
const includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, fogVertexDeclaration, lightFragmentDeclaration, lightUboDeclaration, logDepthDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, fogVertex, shadowsVertex, vertexColorMixing, logDepthVertex];
|
|
127
|
+
for (const inc of includes) {
|
|
128
|
+
if (!ShaderStore.IncludesShadersStore[inc.name]) {
|
|
129
|
+
ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
|
|
130
|
+
}
|
|
131
|
+
}
|
|
126
132
|
/** @internal */
|
|
127
133
|
export const waterVertexShader = { name, shader };
|
|
128
134
|
//# sourceMappingURL=water.vertex.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/water/water.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,8CAA8C,CAAC;
|
|
1
|
+
{"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/water/water.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,+BAA+B,EAAE,MAAM,6DAA6D,CAAC;AAC9G,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,0BAA0B,EAAE,MAAM,wDAAwD,CAAC;AACpG,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,WAAW,EAAE,MAAM,yCAAyC,CAAC;AACtE,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,SAAS,EAAE,MAAM,uCAAuC,CAAC;AAClE,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,cAAc,EAAE,MAAM,4CAA4C,CAAC;AAE5E,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,gBAAgB,EAAE,+BAA+B,EAAE,oBAAoB,EAAE,0BAA0B,EAAE,oBAAoB,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,eAAe,EAAE,WAAW,EAAE,oBAAoB,EAAE,eAAe,EAAE,SAAS,EAAE,aAAa,EAAE,iBAAiB,EAAE,cAAc,CAAC,CAAC;AACnV,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { bonesDeclaration } from \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport { bakedVertexAnimationDeclaration } from \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport { instancesDeclaration } from \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport { clipPlaneVertexDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport { fogVertexDeclaration } from \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport { lightFragmentDeclaration } from \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { instancesVertex } from \"core/Shaders/ShadersInclude/instancesVertex\";\nimport { bonesVertex } from \"core/Shaders/ShadersInclude/bonesVertex\";\nimport { bakedVertexAnimation } from \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport { clipPlaneVertex } from \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport { fogVertex } from \"core/Shaders/ShadersInclude/fogVertex\";\nimport { shadowsVertex } from \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport { vertexColorMixing } from \"core/Shaders/ShadersInclude/vertexColorMixing\";\nimport { logDepthVertex } from \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"waterVertexShader\";\nconst shader = `precision highp float;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 BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;uniform vec2 vNormalInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform mat4 reflectionViewProjection;uniform vec2 windDirection;uniform float waveLength;uniform float time;uniform float windForce;uniform float waveHeight;uniform float waveSpeed;uniform float waveCount;varying vec3 vRefractionMapTexCoord;varying vec3 vReflectionMapTexCoord;\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=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 BUMP\nif (vNormalInfos.x==0.)\n{vNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{vNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\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\nfloat finalWaveCount=1.0/(waveCount*0.5);\n#ifdef USE_WORLD_COORDINATES\nvec3 p=worldPos.xyz;\n#else\nvec3 p=position;\n#endif\nfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);p.y+=abs(newY);\n#ifdef USE_WORLD_COORDINATES\ngl_Position=viewProjection*vec4(p,1.0);\n#else\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#endif\n#ifdef REFLECTION\nvRefractionMapTexCoord.x=0.5*(gl_Position.w+gl_Position.x);vRefractionMapTexCoord.y=0.5*(gl_Position.w+gl_Position.y);vRefractionMapTexCoord.z=gl_Position.w;worldPos=reflectionViewProjection*finalWorld*vec4(position,1.0);vReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);vReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);vReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, fogVertexDeclaration, lightFragmentDeclaration, lightUboDeclaration, logDepthDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, fogVertex, shadowsVertex, vertexColorMixing, logDepthVertex];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const waterVertexShader = { name, shader };\n"]}
|
|
@@ -1,16 +1,3 @@
|
|
|
1
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
|
|
2
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js";
|
|
3
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingFunctions.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/lightFragment.js";
|
|
12
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
|
|
13
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
|
|
14
1
|
/** @internal */
|
|
15
2
|
export declare const waterPixelShaderWGSL: {
|
|
16
3
|
name: string;
|
|
@@ -1,18 +1,18 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
|
|
4
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js";
|
|
5
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js";
|
|
6
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
|
|
7
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
|
|
8
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
|
|
9
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
|
|
10
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
|
|
11
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
|
|
12
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
|
|
13
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
|
|
14
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
|
|
15
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
|
|
3
|
+
import { helperFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
|
|
4
|
+
import { imageProcessingDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js";
|
|
5
|
+
import { imageProcessingFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js";
|
|
6
|
+
import { lightUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
|
|
7
|
+
import { lightsFragmentFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
|
|
8
|
+
import { shadowsFragmentFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
|
|
9
|
+
import { clipPlaneFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
|
|
10
|
+
import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
|
|
11
|
+
import { fogFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
|
|
12
|
+
import { clipPlaneFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
|
|
13
|
+
import { lightFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
|
|
14
|
+
import { logDepthFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
|
|
15
|
+
import { fogFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
|
|
16
16
|
const name = "waterPixelShader";
|
|
17
17
|
const shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;
|
|
18
18
|
#ifdef SPECULARTERM
|
|
@@ -154,6 +154,12 @@ fragmentOutputs.color=color;
|
|
|
154
154
|
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
155
155
|
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
156
156
|
}
|
|
157
|
+
const includes = [helperFunctionsWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, lightUboDeclarationWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL];
|
|
158
|
+
for (const inc of includes) {
|
|
159
|
+
if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
|
|
160
|
+
ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
|
|
161
|
+
}
|
|
162
|
+
}
|
|
157
163
|
/** @internal */
|
|
158
164
|
export const waterPixelShaderWGSL = { name, shader };
|
|
159
165
|
//# sourceMappingURL=water.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"water.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/water/wgsl/water.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,iDAAiD,CAAC;AACzD,OAAO,4DAA4D,CAAC;AACpE,OAAO,0DAA0D,CAAC;AAClE,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,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuId,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,oBAAoB,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/imageProcessingDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/imageProcessingFunctions\";\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 = \"waterPixelShader\";\nconst shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;\n#ifdef SPECULARTERM\nuniform vSpecularColor: vec4f;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef BUMP\nvarying vNormalUV: vec2f;\n#ifdef BUMPSUPERIMPOSE\nvarying vNormalUV2: vec2f;\n#endif\nvar normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;uniform vNormalInfos: vec2f;\n#endif\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;const LOG2: f32=1.442695;uniform cameraPosition: vec3f;uniform waterColor: vec4f;uniform colorBlendFactor: f32;uniform waterColor2: vec4f;uniform colorBlendFactor2: f32;uniform bumpHeight: f32;uniform time: f32;varying vRefractionMapTexCoord: vec3f;varying vReflectionMapTexCoord: vec3f;\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 BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*textureSample(normalSampler,normalSamplerSampler,fragmentInputs.vNormalUV)+0.4*textureSample(normalSampler,normalSamplerSampler, vec2f(fragmentInputs.vNormalUV2.x,fragmentInputs.vNormalUV2.y));\n#else\nbaseColor=textureSample(normalSampler,normalSamplerSampler,fragmentInputs.vNormalUV);\n#endif\nvar bumpColor: vec3f=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\nbaseColor=vec4f(baseColor.rgb*uniforms.vNormalInfos.y,baseColor.a);\n#else\nvar bumpColor: vec3f= vec3f(1.0);\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 perturbation: vec2f=uniforms.bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW+ vec3f(perturbation.x*8.0,0.0,perturbation.y*8.0));if (normalW.y<0.0) {normalW.y=-normalW.y;}\n#else\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#endif\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);var perturbation: vec2f=uniforms.bumpHeight*( vec2f(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvar projectedRefractionTexCoords: vec2f=clamp(fragmentInputs.vRefractionMapTexCoord.xy/fragmentInputs.vRefractionMapTexCoord.z+perturbation*0.5, vec2f(0.0), vec2f(1.0));var refractiveColor: vec4f=textureSample(refractionSampler,refractionSamplerSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor=vec4f(toGammaSpace(refractiveColor.rgb),refractiveColor.a);\n#endif\nvar projectedReflectionTexCoords: vec2f= vec2f(\nfragmentInputs.vReflectionMapTexCoord.x/fragmentInputs.vReflectionMapTexCoord.z+perturbation.x*0.3,\nfragmentInputs.vReflectionMapTexCoord.y/fragmentInputs.vReflectionMapTexCoord.z+perturbation.y\n);var reflectiveColor: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor=vec4f(toGammaSpace(reflectiveColor.rgb),reflectiveColor.a);\n#endif\nvar upVector: vec3f= vec3f(0.0,1.0,0.0);var fresnelTerm: f32=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);var IfresnelTerm: f32=1.0-fresnelTerm;refractiveColor=uniforms.colorBlendFactor*uniforms.waterColor+(1.0-uniforms.colorBlendFactor)*refractiveColor;reflectiveColor=IfresnelTerm*uniforms.colorBlendFactor2*uniforms.waterColor+(1.0-uniforms.colorBlendFactor2*IfresnelTerm)*reflectiveColor;var combinedColor: vec4f=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;baseColor=combinedColor;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularBase: vec3f= vec3f(0.,0.,0.);var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvar finalDiffuse: vec3f=clamp(baseColor.rgb,vec3f(0.0),vec3f(1.0));\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#else \n#ifdef REFLECTION\nvar projectedRefractionTexCoords: vec2f=clamp(fragmentInputs.vRefractionMapTexCoord.xy/fragmentInputs.vRefractionMapTexCoord.z+perturbation, vec2f(0.0), vec2f(1.0));var refractiveColor: vec4f=textureSample(refractionSampler,refractionSamplerSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor=vec4f(toGammaSpace(refractiveColor.rgb),refractiveColor.a);\n#endif\nvar projectedReflectionTexCoords: vec2f=fragmentInputs.vReflectionMapTexCoord.xy/fragmentInputs.vReflectionMapTexCoord.z+perturbation;var reflectiveColor: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor=vec4f(toGammaSpace(reflectiveColor.rgb),reflectiveColor.a);\n#endif\nvar upVector: vec3f= vec3f(0.0,1.0,0.0);var fresnelTerm: f32=max(dot(viewDirectionW,upVector),0.0);var combinedColor: vec4f=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);baseColor=uniforms.colorBlendFactor*uniforms.waterColor+(1.0-uniforms.colorBlendFactor)*combinedColor;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularBase: vec3f= vec3f(0.,0.,0.);var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvar finalDiffuse: vec3f=clamp(baseColor.rgb,vec3f(0.0),vec3f(1.0));\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#endif\nvar color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpace(color.rgb),color.a);\n#elif defined(IMAGEPROCESSING)\ncolor=vec4f(toLinearSpace(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\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 waterPixelShaderWGSL = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"water.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/water/wgsl/water.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,2BAA2B,EAAE,MAAM,yDAAyD,CAAC;AACtG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAChH,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,0BAA0B,EAAE,MAAM,wDAAwD,CAAC;AACpG,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAE9E,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuId,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,MAAM,QAAQ,GAAG,CAAC,mBAAmB,EAAE,8BAA8B,EAAE,4BAA4B,EAAE,uBAAuB,EAAE,2BAA2B,EAAE,4BAA4B,EAAE,gCAAgC,EAAE,uBAAuB,EAAE,0BAA0B,EAAE,qBAAqB,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,eAAe,CAAC,CAAC;AACjW,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { helperFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport { imageProcessingDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/imageProcessingDeclaration\";\nimport { imageProcessingFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/imageProcessingFunctions\";\nimport { lightUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport { lightsFragmentFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport { lightFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragment\";\n\nconst name = \"waterPixelShader\";\nconst shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;\n#ifdef SPECULARTERM\nuniform vSpecularColor: vec4f;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef BUMP\nvarying vNormalUV: vec2f;\n#ifdef BUMPSUPERIMPOSE\nvarying vNormalUV2: vec2f;\n#endif\nvar normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;uniform vNormalInfos: vec2f;\n#endif\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;const LOG2: f32=1.442695;uniform cameraPosition: vec3f;uniform waterColor: vec4f;uniform colorBlendFactor: f32;uniform waterColor2: vec4f;uniform colorBlendFactor2: f32;uniform bumpHeight: f32;uniform time: f32;varying vRefractionMapTexCoord: vec3f;varying vReflectionMapTexCoord: vec3f;\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 BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*textureSample(normalSampler,normalSamplerSampler,fragmentInputs.vNormalUV)+0.4*textureSample(normalSampler,normalSamplerSampler, vec2f(fragmentInputs.vNormalUV2.x,fragmentInputs.vNormalUV2.y));\n#else\nbaseColor=textureSample(normalSampler,normalSamplerSampler,fragmentInputs.vNormalUV);\n#endif\nvar bumpColor: vec3f=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\nbaseColor=vec4f(baseColor.rgb*uniforms.vNormalInfos.y,baseColor.a);\n#else\nvar bumpColor: vec3f= vec3f(1.0);\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 perturbation: vec2f=uniforms.bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW+ vec3f(perturbation.x*8.0,0.0,perturbation.y*8.0));if (normalW.y<0.0) {normalW.y=-normalW.y;}\n#else\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#endif\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);var perturbation: vec2f=uniforms.bumpHeight*( vec2f(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvar projectedRefractionTexCoords: vec2f=clamp(fragmentInputs.vRefractionMapTexCoord.xy/fragmentInputs.vRefractionMapTexCoord.z+perturbation*0.5, vec2f(0.0), vec2f(1.0));var refractiveColor: vec4f=textureSample(refractionSampler,refractionSamplerSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor=vec4f(toGammaSpace(refractiveColor.rgb),refractiveColor.a);\n#endif\nvar projectedReflectionTexCoords: vec2f= vec2f(\nfragmentInputs.vReflectionMapTexCoord.x/fragmentInputs.vReflectionMapTexCoord.z+perturbation.x*0.3,\nfragmentInputs.vReflectionMapTexCoord.y/fragmentInputs.vReflectionMapTexCoord.z+perturbation.y\n);var reflectiveColor: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor=vec4f(toGammaSpace(reflectiveColor.rgb),reflectiveColor.a);\n#endif\nvar upVector: vec3f= vec3f(0.0,1.0,0.0);var fresnelTerm: f32=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);var IfresnelTerm: f32=1.0-fresnelTerm;refractiveColor=uniforms.colorBlendFactor*uniforms.waterColor+(1.0-uniforms.colorBlendFactor)*refractiveColor;reflectiveColor=IfresnelTerm*uniforms.colorBlendFactor2*uniforms.waterColor+(1.0-uniforms.colorBlendFactor2*IfresnelTerm)*reflectiveColor;var combinedColor: vec4f=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;baseColor=combinedColor;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularBase: vec3f= vec3f(0.,0.,0.);var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvar finalDiffuse: vec3f=clamp(baseColor.rgb,vec3f(0.0),vec3f(1.0));\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#else \n#ifdef REFLECTION\nvar projectedRefractionTexCoords: vec2f=clamp(fragmentInputs.vRefractionMapTexCoord.xy/fragmentInputs.vRefractionMapTexCoord.z+perturbation, vec2f(0.0), vec2f(1.0));var refractiveColor: vec4f=textureSample(refractionSampler,refractionSamplerSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor=vec4f(toGammaSpace(refractiveColor.rgb),refractiveColor.a);\n#endif\nvar projectedReflectionTexCoords: vec2f=fragmentInputs.vReflectionMapTexCoord.xy/fragmentInputs.vReflectionMapTexCoord.z+perturbation;var reflectiveColor: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor=vec4f(toGammaSpace(reflectiveColor.rgb),reflectiveColor.a);\n#endif\nvar upVector: vec3f= vec3f(0.0,1.0,0.0);var fresnelTerm: f32=max(dot(viewDirectionW,upVector),0.0);var combinedColor: vec4f=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);baseColor=uniforms.colorBlendFactor*uniforms.waterColor+(1.0-uniforms.colorBlendFactor)*combinedColor;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularBase: vec3f= vec3f(0.,0.,0.);var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvar finalDiffuse: vec3f=clamp(baseColor.rgb,vec3f(0.0),vec3f(1.0));\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#endif\nvar color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpace(color.rgb),color.a);\n#elif defined(IMAGEPROCESSING)\ncolor=vec4f(toLinearSpace(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [helperFunctionsWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, lightUboDeclarationWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const waterPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -1,19 +1,3 @@
|
|
|
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/fogVertexDeclaration.js";
|
|
6
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
|
|
7
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
|
|
8
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.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/fogVertex.js";
|
|
14
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
|
|
15
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
|
|
16
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
|
|
17
1
|
/** @internal */
|
|
18
2
|
export declare const waterVertexShaderWGSL: {
|
|
19
3
|
name: string;
|
|
@@ -1,21 +1,21 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
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/fogVertexDeclaration.js";
|
|
8
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
|
|
9
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
|
|
10
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.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/fogVertex.js";
|
|
16
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
|
|
17
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
|
|
18
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
|
|
3
|
+
import { bonesDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
|
|
4
|
+
import { bakedVertexAnimationDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
5
|
+
import { instancesDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
|
|
6
|
+
import { clipPlaneVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
7
|
+
import { fogVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
|
|
8
|
+
import { lightVxFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
|
|
9
|
+
import { lightVxUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
|
|
10
|
+
import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
|
|
11
|
+
import { instancesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
|
|
12
|
+
import { bonesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
|
|
13
|
+
import { bakedVertexAnimationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
|
|
14
|
+
import { clipPlaneVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
|
|
15
|
+
import { fogVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
|
|
16
|
+
import { shadowsVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
|
|
17
|
+
import { vertexColorMixingWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
|
|
18
|
+
import { logDepthVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
|
|
19
19
|
const name = "waterVertexShader";
|
|
20
20
|
const shader = `attribute position: vec3f;
|
|
21
21
|
#ifdef NORMAL
|
|
@@ -133,6 +133,12 @@ worldPos.w
|
|
|
133
133
|
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
134
134
|
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
135
135
|
}
|
|
136
|
+
const includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, logDepthDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, fogVertexWGSL, shadowsVertexWGSL, vertexColorMixingWGSL, logDepthVertexWGSL];
|
|
137
|
+
for (const inc of includes) {
|
|
138
|
+
if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
|
|
139
|
+
ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
|
|
140
|
+
}
|
|
141
|
+
}
|
|
136
142
|
/** @internal */
|
|
137
143
|
export const waterVertexShaderWGSL = { name, shader };
|
|
138
144
|
//# sourceMappingURL=water.vertex.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/water/wgsl/water.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;
|
|
1
|
+
{"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/water/wgsl/water.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,mCAAmC,EAAE,MAAM,iEAAiE,CAAC;AACtH,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,yBAAyB,EAAE,MAAM,uDAAuD,CAAC;AAClG,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,kBAAkB,EAAE,MAAM,gDAAgD,CAAC;AAEpF,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Gd,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,MAAM,QAAQ,GAAG,CAAC,oBAAoB,EAAE,mCAAmC,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,yBAAyB,EAAE,uBAAuB,EAAE,mBAAmB,EAAE,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,aAAa,EAAE,iBAAiB,EAAE,qBAAqB,EAAE,kBAAkB,CAAC,CAAC;AACvZ,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { bonesDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport { bakedVertexAnimationDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport { instancesDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport { clipPlaneVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport { fogVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport { lightVxFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport { lightVxUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { instancesVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport { bonesVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport { bakedVertexAnimationWGSL } from \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport { clipPlaneVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport { fogVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport { shadowsVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport { vertexColorMixingWGSL } from \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\nimport { logDepthVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\n\nconst name = \"waterVertexShader\";\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 BUMP\nvarying vNormalUV: vec2f;\n#ifdef BUMPSUPERIMPOSE\nvarying vNormalUV2: vec2f;\n#endif\nuniform normalMatrix: mat4x4f;uniform vNormalInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform reflectionViewProjection: mat4x4f;uniform windDirection: vec2f;uniform waveLength: f32;uniform time: f32;uniform windForce: f32;uniform waveHeight: f32;uniform waveSpeed: f32;uniform waveCount: f32;varying vRefractionMapTexCoord: vec3f;varying vReflectionMapTexCoord: vec3f;\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.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 BUMP\nif (uniforms.vNormalInfos.x==0.)\n{vertexOutputs.vNormalUV=(uniforms.normalMatrix* vec4f((uv*1.0)/uniforms.waveLength+uniforms.time*uniforms.windForce*uniforms.windDirection,1.0,0.0)).xy;\n#ifdef BUMPSUPERIMPOSE\nvertexOutputs.vNormalUV2=(uniforms.normalMatrix* vec4f((uv*0.721)/uniforms.waveLength+uniforms.time*1.2*uniforms.windForce*uniforms.windDirection,1.0,0.0)).xy;\n#endif\n}\nelse\n{vertexOutputs.vNormalUV=(uniforms.normalMatrix* vec4f((uv2*1.0)/uniforms.waveLength+uniforms.time*uniforms.windForce*uniforms.windDirection,1.0,0.0)).xy;\n#ifdef BUMPSUPERIMPOSE\nvertexOutputs.vNormalUV2=(uniforms.normalMatrix* vec4f((uv2*0.721)/uniforms.waveLength+uniforms.time*1.2*uniforms.windForce*uniforms.windDirection,1.0,0.0)).xy;\n#endif\n}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\nvar finalWaveCount: f32=1.0/(uniforms.waveCount*0.5);\n#ifdef USE_WORLD_COORDINATES\nvar p: vec3f=worldPos.xyz;\n#else\nvar p: vec3f=vertexInputs.position;\n#endif\nvar newY: f32=(sin(((p.x/finalWaveCount)+uniforms.time*uniforms.waveSpeed))*uniforms.waveHeight*uniforms.windDirection.x*5.0)\n+ (cos(((p.z/finalWaveCount)+uniforms.time*uniforms.waveSpeed))*uniforms.waveHeight*uniforms.windDirection.y*5.0);p.y=p.y+abs(newY);\n#ifdef USE_WORLD_COORDINATES\nvertexOutputs.position=uniforms.viewProjection* vec4f(p,1.0);\n#else\nvertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(p,1.0);\n#endif\n#ifdef REFLECTION\nvertexOutputs.vRefractionMapTexCoord=vec3f(\n0.5*(vertexOutputs.position.w+vertexOutputs.position.x),\n0.5*(vertexOutputs.position.w+vertexOutputs.position.y),\nvertexOutputs.position.w\n);worldPos=uniforms.reflectionViewProjection*finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.vReflectionMapTexCoord=vec3f(\n0.5*(worldPos.w+worldPos.x),\n0.5*(worldPos.w+worldPos.y),\nworldPos.w\n);\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, logDepthDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, fogVertexWGSL, shadowsVertexWGSL, vertexColorMixingWGSL, logDepthVertexWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const waterVertexShaderWGSL = { name, shader };\n"]}
|