@babylonjs/materials 9.7.0 → 9.8.0

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Files changed (169) hide show
  1. package/cell/cell.fragment.d.ts +0 -14
  2. package/cell/cell.fragment.js +20 -14
  3. package/cell/cell.fragment.js.map +1 -1
  4. package/cell/cell.vertex.d.ts +0 -16
  5. package/cell/cell.vertex.js +22 -16
  6. package/cell/cell.vertex.js.map +1 -1
  7. package/cell/wgsl/cell.fragment.d.ts +0 -13
  8. package/cell/wgsl/cell.fragment.js +19 -13
  9. package/cell/wgsl/cell.fragment.js.map +1 -1
  10. package/cell/wgsl/cell.vertex.d.ts +0 -16
  11. package/cell/wgsl/cell.vertex.js +22 -16
  12. package/cell/wgsl/cell.vertex.js.map +1 -1
  13. package/fire/fire.fragment.d.ts +0 -8
  14. package/fire/fire.fragment.js +14 -8
  15. package/fire/fire.fragment.js.map +1 -1
  16. package/fire/fire.vertex.d.ts +0 -13
  17. package/fire/fire.vertex.js +19 -13
  18. package/fire/fire.vertex.js.map +1 -1
  19. package/fire/wgsl/fire.fragment.d.ts +0 -8
  20. package/fire/wgsl/fire.fragment.js +14 -8
  21. package/fire/wgsl/fire.fragment.js.map +1 -1
  22. package/fire/wgsl/fire.vertex.d.ts +0 -13
  23. package/fire/wgsl/fire.vertex.js +19 -13
  24. package/fire/wgsl/fire.vertex.js.map +1 -1
  25. package/fur/fur.fragment.d.ts +0 -14
  26. package/fur/fur.fragment.js +20 -14
  27. package/fur/fur.fragment.js.map +1 -1
  28. package/fur/fur.vertex.d.ts +0 -16
  29. package/fur/fur.vertex.js +22 -16
  30. package/fur/fur.vertex.js.map +1 -1
  31. package/fur/wgsl/fur.fragment.d.ts +0 -13
  32. package/fur/wgsl/fur.fragment.js +19 -13
  33. package/fur/wgsl/fur.fragment.js.map +1 -1
  34. package/fur/wgsl/fur.vertex.d.ts +0 -16
  35. package/fur/wgsl/fur.vertex.js +22 -16
  36. package/fur/wgsl/fur.vertex.js.map +1 -1
  37. package/gradient/gradient.fragment.d.ts +0 -14
  38. package/gradient/gradient.fragment.js +20 -14
  39. package/gradient/gradient.fragment.js.map +1 -1
  40. package/gradient/gradient.vertex.d.ts +0 -16
  41. package/gradient/gradient.vertex.js +22 -16
  42. package/gradient/gradient.vertex.js.map +1 -1
  43. package/gradient/wgsl/gradient.fragment.d.ts +0 -13
  44. package/gradient/wgsl/gradient.fragment.js +19 -13
  45. package/gradient/wgsl/gradient.fragment.js.map +1 -1
  46. package/gradient/wgsl/gradient.vertex.d.ts +0 -16
  47. package/gradient/wgsl/gradient.vertex.js +22 -16
  48. package/gradient/wgsl/gradient.vertex.js.map +1 -1
  49. package/grid/grid.fragment.d.ts +0 -7
  50. package/grid/grid.fragment.js +13 -7
  51. package/grid/grid.fragment.js.map +1 -1
  52. package/grid/grid.vertex.d.ts +0 -10
  53. package/grid/grid.vertex.js +16 -10
  54. package/grid/grid.vertex.js.map +1 -1
  55. package/grid/wgsl/grid.fragment.d.ts +0 -7
  56. package/grid/wgsl/grid.fragment.js +13 -7
  57. package/grid/wgsl/grid.fragment.js.map +1 -1
  58. package/grid/wgsl/grid.vertex.d.ts +0 -9
  59. package/grid/wgsl/grid.vertex.js +15 -9
  60. package/grid/wgsl/grid.vertex.js.map +1 -1
  61. package/lava/lava.fragment.d.ts +0 -14
  62. package/lava/lava.fragment.js +20 -14
  63. package/lava/lava.fragment.js.map +1 -1
  64. package/lava/lava.vertex.d.ts +0 -16
  65. package/lava/lava.vertex.js +22 -16
  66. package/lava/lava.vertex.js.map +1 -1
  67. package/lava/wgsl/lava.fragment.d.ts +0 -13
  68. package/lava/wgsl/lava.fragment.js +19 -13
  69. package/lava/wgsl/lava.fragment.js.map +1 -1
  70. package/lava/wgsl/lava.vertex.d.ts +0 -16
  71. package/lava/wgsl/lava.vertex.js +22 -16
  72. package/lava/wgsl/lava.vertex.js.map +1 -1
  73. package/mix/mix.fragment.d.ts +0 -14
  74. package/mix/mix.fragment.js +20 -14
  75. package/mix/mix.fragment.js.map +1 -1
  76. package/mix/mix.vertex.d.ts +0 -16
  77. package/mix/mix.vertex.js +22 -16
  78. package/mix/mix.vertex.js.map +1 -1
  79. package/mix/wgsl/mix.fragment.d.ts +0 -13
  80. package/mix/wgsl/mix.fragment.js +19 -13
  81. package/mix/wgsl/mix.fragment.js.map +1 -1
  82. package/mix/wgsl/mix.vertex.d.ts +0 -16
  83. package/mix/wgsl/mix.vertex.js +22 -16
  84. package/mix/wgsl/mix.vertex.js.map +1 -1
  85. package/normal/normal.fragment.d.ts +0 -14
  86. package/normal/normal.fragment.js +20 -14
  87. package/normal/normal.fragment.js.map +1 -1
  88. package/normal/normal.vertex.d.ts +0 -15
  89. package/normal/normal.vertex.js +21 -15
  90. package/normal/normal.vertex.js.map +1 -1
  91. package/normal/wgsl/normal.fragment.d.ts +0 -13
  92. package/normal/wgsl/normal.fragment.js +19 -13
  93. package/normal/wgsl/normal.fragment.js.map +1 -1
  94. package/normal/wgsl/normal.vertex.d.ts +0 -15
  95. package/normal/wgsl/normal.vertex.js +21 -15
  96. package/normal/wgsl/normal.vertex.js.map +1 -1
  97. package/package.json +2 -2
  98. package/shadowOnly/shadowOnly.fragment.d.ts +0 -15
  99. package/shadowOnly/shadowOnly.fragment.js +21 -15
  100. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  101. package/shadowOnly/shadowOnly.vertex.d.ts +0 -17
  102. package/shadowOnly/shadowOnly.vertex.js +23 -17
  103. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  104. package/shadowOnly/wgsl/shadowOnly.fragment.d.ts +0 -12
  105. package/shadowOnly/wgsl/shadowOnly.fragment.js +18 -12
  106. package/shadowOnly/wgsl/shadowOnly.fragment.js.map +1 -1
  107. package/shadowOnly/wgsl/shadowOnly.vertex.d.ts +0 -16
  108. package/shadowOnly/wgsl/shadowOnly.vertex.js +22 -16
  109. package/shadowOnly/wgsl/shadowOnly.vertex.js.map +1 -1
  110. package/simple/simple.fragment.d.ts +0 -14
  111. package/simple/simple.fragment.js +20 -14
  112. package/simple/simple.fragment.js.map +1 -1
  113. package/simple/simple.vertex.d.ts +0 -16
  114. package/simple/simple.vertex.js +22 -16
  115. package/simple/simple.vertex.js.map +1 -1
  116. package/simple/wgsl/simple.fragment.d.ts +0 -13
  117. package/simple/wgsl/simple.fragment.js +19 -13
  118. package/simple/wgsl/simple.fragment.js.map +1 -1
  119. package/simple/wgsl/simple.vertex.d.ts +0 -16
  120. package/simple/wgsl/simple.vertex.js +22 -16
  121. package/simple/wgsl/simple.vertex.js.map +1 -1
  122. package/sky/sky.fragment.d.ts +0 -8
  123. package/sky/sky.fragment.js +14 -8
  124. package/sky/sky.fragment.js.map +1 -1
  125. package/sky/sky.vertex.d.ts +0 -6
  126. package/sky/sky.vertex.js +12 -6
  127. package/sky/sky.vertex.js.map +1 -1
  128. package/sky/wgsl/sky.fragment.d.ts +0 -8
  129. package/sky/wgsl/sky.fragment.js +14 -8
  130. package/sky/wgsl/sky.fragment.js.map +1 -1
  131. package/sky/wgsl/sky.vertex.d.ts +0 -6
  132. package/sky/wgsl/sky.vertex.js +12 -6
  133. package/sky/wgsl/sky.vertex.js.map +1 -1
  134. package/terrain/terrain.fragment.d.ts +0 -14
  135. package/terrain/terrain.fragment.js +20 -14
  136. package/terrain/terrain.fragment.js.map +1 -1
  137. package/terrain/terrain.vertex.d.ts +0 -16
  138. package/terrain/terrain.vertex.js +22 -16
  139. package/terrain/terrain.vertex.js.map +1 -1
  140. package/terrain/wgsl/terrain.fragment.d.ts +0 -13
  141. package/terrain/wgsl/terrain.fragment.js +19 -13
  142. package/terrain/wgsl/terrain.fragment.js.map +1 -1
  143. package/terrain/wgsl/terrain.vertex.d.ts +0 -16
  144. package/terrain/wgsl/terrain.vertex.js +22 -16
  145. package/terrain/wgsl/terrain.vertex.js.map +1 -1
  146. package/triPlanar/triplanar.fragment.d.ts +0 -14
  147. package/triPlanar/triplanar.fragment.js +20 -14
  148. package/triPlanar/triplanar.fragment.js.map +1 -1
  149. package/triPlanar/triplanar.vertex.d.ts +0 -17
  150. package/triPlanar/triplanar.vertex.js +23 -17
  151. package/triPlanar/triplanar.vertex.js.map +1 -1
  152. package/triPlanar/wgsl/triplanar.fragment.d.ts +0 -13
  153. package/triPlanar/wgsl/triplanar.fragment.js +19 -13
  154. package/triPlanar/wgsl/triplanar.fragment.js.map +1 -1
  155. package/triPlanar/wgsl/triplanar.vertex.d.ts +0 -17
  156. package/triPlanar/wgsl/triplanar.vertex.js +23 -17
  157. package/triPlanar/wgsl/triplanar.vertex.js.map +1 -1
  158. package/water/water.fragment.d.ts +0 -14
  159. package/water/water.fragment.js +20 -14
  160. package/water/water.fragment.js.map +1 -1
  161. package/water/water.vertex.d.ts +0 -16
  162. package/water/water.vertex.js +22 -16
  163. package/water/water.vertex.js.map +1 -1
  164. package/water/wgsl/water.fragment.d.ts +0 -13
  165. package/water/wgsl/water.fragment.js +19 -13
  166. package/water/wgsl/water.fragment.js.map +1 -1
  167. package/water/wgsl/water.vertex.d.ts +0 -16
  168. package/water/wgsl/water.vertex.js +22 -16
  169. package/water/wgsl/water.vertex.js.map +1 -1
@@ -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/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";
14
- 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";
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 { sceneUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js";
7
+ import { clipPlaneVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
8
+ import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
9
+ import { fogVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
10
+ import { lightVxFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
11
+ import { lightVxUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
12
+ import { instancesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
13
+ import { bonesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
14
+ import { bakedVertexAnimationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
15
+ import { clipPlaneVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
16
+ import { logDepthVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
17
+ import { fogVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
18
+ import { shadowsVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
19
19
  const name = "shadowOnlyVertexShader";
20
20
  const shader = `attribute position: vec3f;
21
21
  #ifdef NORMAL
@@ -64,6 +64,12 @@ vertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).x
64
64
  if (!ShaderStore.ShadersStoreWGSL[name]) {
65
65
  ShaderStore.ShadersStoreWGSL[name] = shader;
66
66
  }
67
+ const includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, sceneUboDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, logDepthVertexWGSL, fogVertexWGSL, shadowsVertexWGSL];
68
+ for (const inc of includes) {
69
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
70
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
71
+ }
72
+ }
67
73
  /** @internal */
68
74
  export const shadowOnlyVertexShaderWGSL = { name, shader };
69
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  //# sourceMappingURL=shadowOnly.vertex.js.map
@@ -1 +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"]}
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,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,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,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,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,kBAAkB,EAAE,MAAM,gDAAgD,CAAC;AACpF,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAElF,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,MAAM,QAAQ,GAAG,CAAC,oBAAoB,EAAE,mCAAmC,EAAE,wBAAwB,EAAE,uBAAuB,EAAE,8BAA8B,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,yBAAyB,EAAE,mBAAmB,EAAE,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,aAAa,EAAE,iBAAiB,CAAC,CAAC;AACzZ,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,0BAA0B,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 { sceneUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\nimport { clipPlaneVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport { lightVxFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport { lightVxUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\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 { logDepthVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport { fogVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport { shadowsVertexWGSL } from \"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}\nconst includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, sceneUboDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, logDepthVertexWGSL, fogVertexWGSL, shadowsVertexWGSL];\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 shadowOnlyVertexShaderWGSL = { name, shader };\n"]}
@@ -1,17 +1,3 @@
1
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
2
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
15
1
  /** @internal */
16
2
  export declare const simplePixelShader: {
17
3
  name: string;
@@ -1,19 +1,19 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
15
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
16
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
3
+ import { helperFunctions } from "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import { lightFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
5
+ import { lightUboDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
6
+ import { lightsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
7
+ import { shadowsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
8
+ import { clipPlaneFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
9
+ import { logDepthDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
10
+ import { fogFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
11
+ import { clipPlaneFragment } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
+ import { depthPrePass } from "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
13
+ import { lightFragment } from "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
14
+ import { logDepthFragment } from "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
15
+ import { fogFragment } from "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
16
+ import { imageProcessingCompatibility } from "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
17
17
  const name = "simplePixelShader";
18
18
  const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;
19
19
  #ifdef NORMAL
@@ -79,6 +79,12 @@ gl_FragColor=color;
79
79
  if (!ShaderStore.ShadersStore[name]) {
80
80
  ShaderStore.ShadersStore[name] = shader;
81
81
  }
82
+ const includes = [helperFunctions, lightFragmentDeclaration, lightUboDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];
83
+ for (const inc of includes) {
84
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
85
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
86
+ }
87
+ }
82
88
  /** @internal */
83
89
  export const simplePixelShader = { name, shader };
84
90
  //# sourceMappingURL=simple.fragment.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"simple.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/simple/simple.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,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,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,sBAAsB,EAAE,MAAM,oDAAoD,CAAC;AAC5F,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,YAAY,EAAE,MAAM,0CAA0C,CAAC;AACxE,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,yCAAyC,CAAC;AACtE,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AAExG,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Db,CAAC;AACH,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,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,4BAA4B,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,iBAAiB,EAAE,YAAY,EAAE,aAAa,EAAE,gBAAgB,EAAE,WAAW,EAAE,4BAA4B,CAAC,CAAC;AAC7T,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 { helperFunctions } from \"core/Shaders/ShadersInclude/helperFunctions\";\nimport { lightFragmentDeclaration } from \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport { lightsFragmentFunctions } from \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctions } from \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclaration } from \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragment } from \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport { depthPrePass } from \"core/Shaders/ShadersInclude/depthPrePass\";\nimport { lightFragment } from \"core/Shaders/ShadersInclude/lightFragment\";\nimport { logDepthFragment } from \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"core/Shaders/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibility } from \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"simplePixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying 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<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [helperFunctions, lightFragmentDeclaration, lightUboDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];\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 simplePixelShader = { name, shader };\n"]}
@@ -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/logDepthDeclaration.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.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/logDepthVertex.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
15
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
16
- import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
17
1
  /** @internal */
18
2
  export declare const simpleVertexShader: {
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/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/logDepthDeclaration.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.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/logDepthVertex.js";
16
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
17
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
18
- import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.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 { logDepthDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
8
+ import { fogVertexDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
9
+ import { lightFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
10
+ import { lightUboDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.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 { logDepthVertex } from "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
16
+ import { fogVertex } from "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
17
+ import { shadowsVertex } from "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
18
+ import { vertexColorMixing } from "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
19
19
  const name = "simpleVertexShader";
20
20
  const shader = `precision highp float;attribute vec3 position;
21
21
  #ifdef NORMAL
@@ -94,6 +94,12 @@ gl_PointSize=pointSize;
94
94
  if (!ShaderStore.ShadersStore[name]) {
95
95
  ShaderStore.ShadersStore[name] = shader;
96
96
  }
97
+ const includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, logDepthDeclaration, fogVertexDeclaration, lightFragmentDeclaration, lightUboDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, logDepthVertex, fogVertex, shadowsVertex, vertexColorMixing];
98
+ for (const inc of includes) {
99
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
100
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
101
+ }
102
+ }
97
103
  /** @internal */
98
104
  export const simpleVertexShader = { name, shader };
99
105
  //# sourceMappingURL=simple.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"simple.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/simple/simple.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6DAA6D,CAAC;AACrE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,wDAAwD,CAAC;AAChE,OAAO,iDAAiD,CAAC;AACzD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,4CAA4C,CAAC;AACpD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwEd,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,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"simpleVertexShader\";\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 DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\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);gl_Position=viewProjection*worldPos;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 DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const simpleVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"simple.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/simple/simple.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,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,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,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,cAAc,EAAE,MAAM,4CAA4C,CAAC;AAC5E,OAAO,EAAE,SAAS,EAAE,MAAM,uCAAuC,CAAC;AAClE,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAElF,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwEd,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,mBAAmB,EAAE,oBAAoB,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,eAAe,EAAE,WAAW,EAAE,oBAAoB,EAAE,eAAe,EAAE,cAAc,EAAE,SAAS,EAAE,aAAa,EAAE,iBAAiB,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,kBAAkB,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 { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogVertexDeclaration } from \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport { lightFragmentDeclaration } from \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"core/Shaders/ShadersInclude/lightUboDeclaration\";\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 { logDepthVertex } from \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport { fogVertex } from \"core/Shaders/ShadersInclude/fogVertex\";\nimport { shadowsVertex } from \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport { vertexColorMixing } from \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"simpleVertexShader\";\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 DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\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);gl_Position=viewProjection*worldPos;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 DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, logDepthDeclaration, fogVertexDeclaration, lightFragmentDeclaration, lightUboDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, logDepthVertex, fogVertex, shadowsVertex, vertexColorMixing];\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 simpleVertexShader = { name, shader };\n"]}
@@ -1,16 +1,3 @@
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
1
  /** @internal */
15
2
  export declare const simplePixelShaderWGSL: {
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/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";
3
+ import { helperFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
4
+ import { lightUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
5
+ import { lightsFragmentFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
6
+ import { shadowsFragmentFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
7
+ import { clipPlaneFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
8
+ import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
9
+ import { fogFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
10
+ import { clipPlaneFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
11
+ import { depthPrePassWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
12
+ import { lightFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
13
+ import { logDepthFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
14
+ import { fogFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
15
+ import { imageProcessingCompatibilityWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
16
16
  const name = "simplePixelShader";
17
17
  const shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;
18
18
  #ifdef NORMAL
@@ -76,6 +76,12 @@ fragmentOutputs.color=color;
76
76
  if (!ShaderStore.ShadersStoreWGSL[name]) {
77
77
  ShaderStore.ShadersStoreWGSL[name] = shader;
78
78
  }
79
+ const includes = [helperFunctionsWGSL, lightUboDeclarationWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, imageProcessingCompatibilityWGSL];
80
+ for (const inc of includes) {
81
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
82
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
83
+ }
84
+ }
79
85
  /** @internal */
80
86
  export const simplePixelShaderWGSL = { name, shader };
81
87
  //# sourceMappingURL=simple.fragment.js.map
@@ -1 +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"]}
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,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,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,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAEhH,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,MAAM,QAAQ,GAAG,CAAC,mBAAmB,EAAE,uBAAuB,EAAE,2BAA2B,EAAE,4BAA4B,EAAE,gCAAgC,EAAE,uBAAuB,EAAE,0BAA0B,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,eAAe,EAAE,gCAAgC,CAAC,CAAC;AACvV,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 { helperFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\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 { depthPrePassWGSL } from \"core/ShadersWGSL/ShadersInclude/depthPrePass\";\nimport { lightFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibilityWGSL } from \"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}\nconst includes = [helperFunctionsWGSL, lightUboDeclarationWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, imageProcessingCompatibilityWGSL];\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 simplePixelShaderWGSL = { 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/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
1
  /** @internal */
18
2
  export declare const simpleVertexShaderWGSL: {
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/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";
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 { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
8
+ import { fogVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
9
+ import { lightVxFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
10
+ import { lightVxUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.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 { logDepthVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
16
+ import { fogVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
17
+ import { shadowsVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
18
+ import { vertexColorMixingWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
19
19
  const name = "simpleVertexShader";
20
20
  const shader = `attribute position: vec3f;
21
21
  #ifdef NORMAL
@@ -96,6 +96,12 @@ else
96
96
  if (!ShaderStore.ShadersStoreWGSL[name]) {
97
97
  ShaderStore.ShadersStoreWGSL[name] = shader;
98
98
  }
99
+ const includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, logDepthVertexWGSL, fogVertexWGSL, shadowsVertexWGSL, vertexColorMixingWGSL];
100
+ for (const inc of includes) {
101
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
102
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
103
+ }
104
+ }
99
105
  /** @internal */
100
106
  export const simpleVertexShaderWGSL = { name, shader };
101
107
  //# sourceMappingURL=simple.vertex.js.map
@@ -1 +1 @@
1
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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,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,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,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,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,kBAAkB,EAAE,MAAM,gDAAgD,CAAC;AACpF,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAE1F,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,MAAM,QAAQ,GAAG,CAAC,oBAAoB,EAAE,mCAAmC,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,yBAAyB,EAAE,mBAAmB,EAAE,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,aAAa,EAAE,iBAAiB,EAAE,qBAAqB,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,sBAAsB,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 { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport { lightVxFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport { lightVxUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\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 { logDepthVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport { fogVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport { shadowsVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport { vertexColorMixingWGSL } from \"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}\nconst includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, logDepthVertexWGSL, fogVertexWGSL, shadowsVertexWGSL, vertexColorMixingWGSL];\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 simpleVertexShaderWGSL = { name, shader };\n"]}
@@ -1,11 +1,3 @@
1
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
2
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
9
1
  /** @internal */
10
2
  export declare const skyPixelShader: {
11
3
  name: string;
@@ -1,13 +1,13 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
3
+ import { clipPlaneFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
4
+ import { logDepthDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
5
+ import { fogFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
6
+ import { helperFunctions } from "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
7
+ import { clipPlaneFragment } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
8
+ import { logDepthFragment } from "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
9
+ import { fogFragment } from "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
10
+ import { imageProcessingCompatibility } from "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
11
11
  const name = "skyPixelShader";
12
12
  const shader = `precision highp float;varying vec3 vPositionW;
13
13
  #ifdef VERTEXCOLOR
@@ -76,6 +76,12 @@ gl_FragColor=color;
76
76
  if (!ShaderStore.ShadersStore[name]) {
77
77
  ShaderStore.ShadersStore[name] = shader;
78
78
  }
79
+ const includes = [clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, helperFunctions, clipPlaneFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];
80
+ for (const inc of includes) {
81
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
82
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
83
+ }
84
+ }
79
85
  /** @internal */
80
86
  export const skyPixelShader = { name, shader };
81
87
  //# sourceMappingURL=sky.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/sky/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,0DAA0D,CAAC;AAClE,OAAO,iDAAiD,CAAC;AACzD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,8CAA8C,CAAC;AACtD,OAAO,yCAAyC,CAAC;AACjD,OAAO,0DAA0D,CAAC;AAElE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Dd,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,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `precision highp float;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;vec3 totalRayleigh(vec3 lambda)\n{return (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));}\nvec3 simplifiedRayleigh()\n{return 0.0005/vec3(94,40,18);}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{float c=(0.2*T )*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;}\nfloat hgPhase(float cosTheta,float g)\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfloat sunIntensity(float zenithAngleCos)\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nfloat A=0.15;float B=0.50;float C=0.10;float D=0.20;float EEE=0.02;float F=0.30;float W=1000.0;vec3 Uncharted2Tonemap(vec3 x)\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float theta=acos(direction.y);float phi=atan(direction.z,direction.x);vec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);vec3 L0=vec3(0.1)*Fex;float sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);L0+=(sunE*19000.0*Fex)*sundisk;vec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));vec3 texColor=(Lin+L0);texColor*=0.04 ;texColor+=vec3(0.0,0.001,0.0025)*0.3;float g_fMaxLuminance=1.0;float fLumScaled=0.1/luminance; \nfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled); \nfloat ExposureBias=fLumCompressed;vec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);vec3 retColor=curr*whiteScale;/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#if DITHER\nretColor.rgb+=dither(gl_FragCoord.xy,0.5);\n#endif\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const skyPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/sky/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,sBAAsB,EAAE,MAAM,oDAAoD,CAAC;AAC5F,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,yCAAyC,CAAC;AACtE,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AAExG,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Dd,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,4BAA4B,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,eAAe,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,WAAW,EAAE,4BAA4B,CAAC,CAAC;AAC9L,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,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { clipPlaneFragmentDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclaration } from \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport { helperFunctions } from \"core/Shaders/ShadersInclude/helperFunctions\";\nimport { clipPlaneFragment } from \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport { logDepthFragment } from \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"core/Shaders/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibility } from \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `precision highp float;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;vec3 totalRayleigh(vec3 lambda)\n{return (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));}\nvec3 simplifiedRayleigh()\n{return 0.0005/vec3(94,40,18);}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{float c=(0.2*T )*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;}\nfloat hgPhase(float cosTheta,float g)\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfloat sunIntensity(float zenithAngleCos)\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nfloat A=0.15;float B=0.50;float C=0.10;float D=0.20;float EEE=0.02;float F=0.30;float W=1000.0;vec3 Uncharted2Tonemap(vec3 x)\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float theta=acos(direction.y);float phi=atan(direction.z,direction.x);vec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);vec3 L0=vec3(0.1)*Fex;float sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);L0+=(sunE*19000.0*Fex)*sundisk;vec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));vec3 texColor=(Lin+L0);texColor*=0.04 ;texColor+=vec3(0.0,0.001,0.0025)*0.3;float g_fMaxLuminance=1.0;float fLumScaled=0.1/luminance; \nfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled); \nfloat ExposureBias=fLumCompressed;vec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);vec3 retColor=curr*whiteScale;/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#if DITHER\nretColor.rgb+=dither(gl_FragCoord.xy,0.5);\n#endif\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, helperFunctions, clipPlaneFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];\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 skyPixelShader = { name, shader };\n"]}
@@ -1,9 +1,3 @@
1
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
2
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
7
1
  /** @internal */
8
2
  export declare const skyVertexShader: {
9
3
  name: string;