@babylonjs/materials 9.7.0 → 9.9.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (171) 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/custom/pbrCustomMaterial.js +9 -0
  14. package/custom/pbrCustomMaterial.js.map +1 -1
  15. package/fire/fire.fragment.d.ts +0 -8
  16. package/fire/fire.fragment.js +14 -8
  17. package/fire/fire.fragment.js.map +1 -1
  18. package/fire/fire.vertex.d.ts +0 -13
  19. package/fire/fire.vertex.js +19 -13
  20. package/fire/fire.vertex.js.map +1 -1
  21. package/fire/wgsl/fire.fragment.d.ts +0 -8
  22. package/fire/wgsl/fire.fragment.js +14 -8
  23. package/fire/wgsl/fire.fragment.js.map +1 -1
  24. package/fire/wgsl/fire.vertex.d.ts +0 -13
  25. package/fire/wgsl/fire.vertex.js +19 -13
  26. package/fire/wgsl/fire.vertex.js.map +1 -1
  27. package/fur/fur.fragment.d.ts +0 -14
  28. package/fur/fur.fragment.js +20 -14
  29. package/fur/fur.fragment.js.map +1 -1
  30. package/fur/fur.vertex.d.ts +0 -16
  31. package/fur/fur.vertex.js +22 -16
  32. package/fur/fur.vertex.js.map +1 -1
  33. package/fur/wgsl/fur.fragment.d.ts +0 -13
  34. package/fur/wgsl/fur.fragment.js +19 -13
  35. package/fur/wgsl/fur.fragment.js.map +1 -1
  36. package/fur/wgsl/fur.vertex.d.ts +0 -16
  37. package/fur/wgsl/fur.vertex.js +22 -16
  38. package/fur/wgsl/fur.vertex.js.map +1 -1
  39. package/gradient/gradient.fragment.d.ts +0 -14
  40. package/gradient/gradient.fragment.js +20 -14
  41. package/gradient/gradient.fragment.js.map +1 -1
  42. package/gradient/gradient.vertex.d.ts +0 -16
  43. package/gradient/gradient.vertex.js +22 -16
  44. package/gradient/gradient.vertex.js.map +1 -1
  45. package/gradient/wgsl/gradient.fragment.d.ts +0 -13
  46. package/gradient/wgsl/gradient.fragment.js +19 -13
  47. package/gradient/wgsl/gradient.fragment.js.map +1 -1
  48. package/gradient/wgsl/gradient.vertex.d.ts +0 -16
  49. package/gradient/wgsl/gradient.vertex.js +22 -16
  50. package/gradient/wgsl/gradient.vertex.js.map +1 -1
  51. package/grid/grid.fragment.d.ts +0 -7
  52. package/grid/grid.fragment.js +13 -7
  53. package/grid/grid.fragment.js.map +1 -1
  54. package/grid/grid.vertex.d.ts +0 -10
  55. package/grid/grid.vertex.js +16 -10
  56. package/grid/grid.vertex.js.map +1 -1
  57. package/grid/wgsl/grid.fragment.d.ts +0 -7
  58. package/grid/wgsl/grid.fragment.js +13 -7
  59. package/grid/wgsl/grid.fragment.js.map +1 -1
  60. package/grid/wgsl/grid.vertex.d.ts +0 -9
  61. package/grid/wgsl/grid.vertex.js +15 -9
  62. package/grid/wgsl/grid.vertex.js.map +1 -1
  63. package/lava/lava.fragment.d.ts +0 -14
  64. package/lava/lava.fragment.js +20 -14
  65. package/lava/lava.fragment.js.map +1 -1
  66. package/lava/lava.vertex.d.ts +0 -16
  67. package/lava/lava.vertex.js +22 -16
  68. package/lava/lava.vertex.js.map +1 -1
  69. package/lava/wgsl/lava.fragment.d.ts +0 -13
  70. package/lava/wgsl/lava.fragment.js +19 -13
  71. package/lava/wgsl/lava.fragment.js.map +1 -1
  72. package/lava/wgsl/lava.vertex.d.ts +0 -16
  73. package/lava/wgsl/lava.vertex.js +22 -16
  74. package/lava/wgsl/lava.vertex.js.map +1 -1
  75. package/mix/mix.fragment.d.ts +0 -14
  76. package/mix/mix.fragment.js +20 -14
  77. package/mix/mix.fragment.js.map +1 -1
  78. package/mix/mix.vertex.d.ts +0 -16
  79. package/mix/mix.vertex.js +22 -16
  80. package/mix/mix.vertex.js.map +1 -1
  81. package/mix/wgsl/mix.fragment.d.ts +0 -13
  82. package/mix/wgsl/mix.fragment.js +19 -13
  83. package/mix/wgsl/mix.fragment.js.map +1 -1
  84. package/mix/wgsl/mix.vertex.d.ts +0 -16
  85. package/mix/wgsl/mix.vertex.js +22 -16
  86. package/mix/wgsl/mix.vertex.js.map +1 -1
  87. package/normal/normal.fragment.d.ts +0 -14
  88. package/normal/normal.fragment.js +20 -14
  89. package/normal/normal.fragment.js.map +1 -1
  90. package/normal/normal.vertex.d.ts +0 -15
  91. package/normal/normal.vertex.js +21 -15
  92. package/normal/normal.vertex.js.map +1 -1
  93. package/normal/wgsl/normal.fragment.d.ts +0 -13
  94. package/normal/wgsl/normal.fragment.js +19 -13
  95. package/normal/wgsl/normal.fragment.js.map +1 -1
  96. package/normal/wgsl/normal.vertex.d.ts +0 -15
  97. package/normal/wgsl/normal.vertex.js +21 -15
  98. package/normal/wgsl/normal.vertex.js.map +1 -1
  99. package/package.json +2 -2
  100. package/shadowOnly/shadowOnly.fragment.d.ts +0 -15
  101. package/shadowOnly/shadowOnly.fragment.js +21 -15
  102. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  103. package/shadowOnly/shadowOnly.vertex.d.ts +0 -17
  104. package/shadowOnly/shadowOnly.vertex.js +23 -17
  105. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  106. package/shadowOnly/wgsl/shadowOnly.fragment.d.ts +0 -12
  107. package/shadowOnly/wgsl/shadowOnly.fragment.js +18 -12
  108. package/shadowOnly/wgsl/shadowOnly.fragment.js.map +1 -1
  109. package/shadowOnly/wgsl/shadowOnly.vertex.d.ts +0 -16
  110. package/shadowOnly/wgsl/shadowOnly.vertex.js +22 -16
  111. package/shadowOnly/wgsl/shadowOnly.vertex.js.map +1 -1
  112. package/simple/simple.fragment.d.ts +0 -14
  113. package/simple/simple.fragment.js +20 -14
  114. package/simple/simple.fragment.js.map +1 -1
  115. package/simple/simple.vertex.d.ts +0 -16
  116. package/simple/simple.vertex.js +22 -16
  117. package/simple/simple.vertex.js.map +1 -1
  118. package/simple/wgsl/simple.fragment.d.ts +0 -13
  119. package/simple/wgsl/simple.fragment.js +19 -13
  120. package/simple/wgsl/simple.fragment.js.map +1 -1
  121. package/simple/wgsl/simple.vertex.d.ts +0 -16
  122. package/simple/wgsl/simple.vertex.js +22 -16
  123. package/simple/wgsl/simple.vertex.js.map +1 -1
  124. package/sky/sky.fragment.d.ts +0 -8
  125. package/sky/sky.fragment.js +14 -8
  126. package/sky/sky.fragment.js.map +1 -1
  127. package/sky/sky.vertex.d.ts +0 -6
  128. package/sky/sky.vertex.js +12 -6
  129. package/sky/sky.vertex.js.map +1 -1
  130. package/sky/wgsl/sky.fragment.d.ts +0 -8
  131. package/sky/wgsl/sky.fragment.js +14 -8
  132. package/sky/wgsl/sky.fragment.js.map +1 -1
  133. package/sky/wgsl/sky.vertex.d.ts +0 -6
  134. package/sky/wgsl/sky.vertex.js +12 -6
  135. package/sky/wgsl/sky.vertex.js.map +1 -1
  136. package/terrain/terrain.fragment.d.ts +0 -14
  137. package/terrain/terrain.fragment.js +20 -14
  138. package/terrain/terrain.fragment.js.map +1 -1
  139. package/terrain/terrain.vertex.d.ts +0 -16
  140. package/terrain/terrain.vertex.js +22 -16
  141. package/terrain/terrain.vertex.js.map +1 -1
  142. package/terrain/wgsl/terrain.fragment.d.ts +0 -13
  143. package/terrain/wgsl/terrain.fragment.js +19 -13
  144. package/terrain/wgsl/terrain.fragment.js.map +1 -1
  145. package/terrain/wgsl/terrain.vertex.d.ts +0 -16
  146. package/terrain/wgsl/terrain.vertex.js +22 -16
  147. package/terrain/wgsl/terrain.vertex.js.map +1 -1
  148. package/triPlanar/triplanar.fragment.d.ts +0 -14
  149. package/triPlanar/triplanar.fragment.js +20 -14
  150. package/triPlanar/triplanar.fragment.js.map +1 -1
  151. package/triPlanar/triplanar.vertex.d.ts +0 -17
  152. package/triPlanar/triplanar.vertex.js +23 -17
  153. package/triPlanar/triplanar.vertex.js.map +1 -1
  154. package/triPlanar/wgsl/triplanar.fragment.d.ts +0 -13
  155. package/triPlanar/wgsl/triplanar.fragment.js +19 -13
  156. package/triPlanar/wgsl/triplanar.fragment.js.map +1 -1
  157. package/triPlanar/wgsl/triplanar.vertex.d.ts +0 -17
  158. package/triPlanar/wgsl/triplanar.vertex.js +23 -17
  159. package/triPlanar/wgsl/triplanar.vertex.js.map +1 -1
  160. package/water/water.fragment.d.ts +0 -14
  161. package/water/water.fragment.js +20 -14
  162. package/water/water.fragment.js.map +1 -1
  163. package/water/water.vertex.d.ts +0 -16
  164. package/water/water.vertex.js +22 -16
  165. package/water/water.vertex.js.map +1 -1
  166. package/water/wgsl/water.fragment.d.ts +0 -13
  167. package/water/wgsl/water.fragment.js +19 -13
  168. package/water/wgsl/water.fragment.js.map +1 -1
  169. package/water/wgsl/water.vertex.d.ts +0 -16
  170. package/water/wgsl/water.vertex.js +22 -16
  171. package/water/wgsl/water.vertex.js.map +1 -1
@@ -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/clipPlaneFragment.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.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 firePixelShader: {
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/clipPlaneFragment.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.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 { clipPlaneFragment } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
7
+ import { depthPrePass } from "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.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 = "firePixelShader";
12
12
  const shader = `precision highp float;uniform vec4 vEyePosition;varying vec3 vPositionW;
13
13
  #ifdef VERTEXCOLOR
@@ -60,6 +60,12 @@ gl_FragColor=color;
60
60
  if (!ShaderStore.ShadersStore[name]) {
61
61
  ShaderStore.ShadersStore[name] = shader;
62
62
  }
63
+ const includes = [clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, depthPrePass, logDepthFragment, fogFragment, imageProcessingCompatibility];
64
+ for (const inc of includes) {
65
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
66
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
67
+ }
68
+ }
63
69
  /** @internal */
64
70
  export const firePixelShader = { name, shader };
65
71
  //# sourceMappingURL=fire.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fire.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/fire/fire.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,+CAA+C,CAAC;AACvD,OAAO,0CAA0C,CAAC;AAClD,OAAO,8CAA8C,CAAC;AACtD,OAAO,yCAAyC,CAAC;AACjD,OAAO,0DAA0D,CAAC;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Cb,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,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"firePixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\nuniform sampler2D distortionSampler;uniform sampler2D opacitySampler;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvec4 bx2(vec4 x)\n{return vec4(2.0)*x-vec4(1.0);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);float alpha=1.0;\n#ifdef DIFFUSE\nconst float distortionAmount0 =0.092;const float distortionAmount1 =0.092;const float distortionAmount2 =0.092;vec2 heightAttenuation=vec2(0.3,0.39);vec4 noise0=texture2D(distortionSampler,vDistortionCoords1);vec4 noise1=texture2D(distortionSampler,vDistortionCoords2);vec4 noise2=texture2D(distortionSampler,vDistortionCoords3);vec4 noiseSum=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;vec4 perturbedBaseCoords=vec4(vDiffuseUV,0.0,1.0)+noiseSum*(vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);vec4 opacityColor=texture2D(opacitySampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor=texture2D(diffuseSampler,perturbedBaseCoords.xy)*2.0;baseColor*=opacityColor;baseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(1.0,1.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec4 color=vec4(baseColor.rgb,alpha);\n#include<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}\n/** @internal */\nexport const firePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fire.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/fire/fire.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,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,YAAY,EAAE,MAAM,0CAA0C,CAAC;AACxE,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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Cb,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,4BAA4B,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,iBAAiB,EAAE,YAAY,EAAE,gBAAgB,EAAE,WAAW,EAAE,4BAA4B,CAAC,CAAC;AAC3L,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,eAAe,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 { clipPlaneFragment } from \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport { depthPrePass } from \"core/Shaders/ShadersInclude/depthPrePass\";\nimport { logDepthFragment } from \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"core/Shaders/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibility } from \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"firePixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\nuniform sampler2D distortionSampler;uniform sampler2D opacitySampler;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvec4 bx2(vec4 x)\n{return vec4(2.0)*x-vec4(1.0);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);float alpha=1.0;\n#ifdef DIFFUSE\nconst float distortionAmount0 =0.092;const float distortionAmount1 =0.092;const float distortionAmount2 =0.092;vec2 heightAttenuation=vec2(0.3,0.39);vec4 noise0=texture2D(distortionSampler,vDistortionCoords1);vec4 noise1=texture2D(distortionSampler,vDistortionCoords2);vec4 noise2=texture2D(distortionSampler,vDistortionCoords3);vec4 noiseSum=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;vec4 perturbedBaseCoords=vec4(vDiffuseUV,0.0,1.0)+noiseSum*(vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);vec4 opacityColor=texture2D(opacitySampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor=texture2D(diffuseSampler,perturbedBaseCoords.xy)*2.0;baseColor*=opacityColor;baseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(1.0,1.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec4 color=vec4(baseColor.rgb,alpha);\n#include<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 = [clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, depthPrePass, 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 firePixelShader = { name, shader };\n"]}
@@ -1,16 +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/instancesVertex.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
14
1
  /** @internal */
15
2
  export declare const fireVertexShader: {
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/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/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/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 { instancesVertex } from "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
10
+ import { bonesVertex } from "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
11
+ import { bakedVertexAnimation } from "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
12
+ import { clipPlaneVertex } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
13
+ import { logDepthVertex } from "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
14
+ import { fogVertex } from "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
15
+ import { vertexColorMixing } from "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
16
16
  const name = "fireVertexShader";
17
17
  const shader = `precision highp float;attribute vec3 position;
18
18
  #ifdef UV1
@@ -75,6 +75,12 @@ vec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;vDistortionCoords1.x=uv.x;vDistortio
75
75
  if (!ShaderStore.ShadersStore[name]) {
76
76
  ShaderStore.ShadersStore[name] = shader;
77
77
  }
78
+ const includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, logDepthDeclaration, fogVertexDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, logDepthVertex, fogVertex, vertexColorMixing];
79
+ for (const inc of includes) {
80
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
81
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
82
+ }
83
+ }
78
84
  /** @internal */
79
85
  export const fireVertexShader = { name, shader };
80
86
  //# sourceMappingURL=fire.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/fire/fire.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,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,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"fireVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\nuniform float time;uniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#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 DIFFUSE\nvDiffuseUV=uv;vDiffuseUV.y-=0.2;\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;vDistortionCoords1.x=uv.x;vDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;vDistortionCoords2.x=uv.x;vDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;vDistortionCoords3.x=uv.x;vDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fireVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/fire/fire.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,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,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAElF,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,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,eAAe,EAAE,WAAW,EAAE,oBAAoB,EAAE,eAAe,EAAE,cAAc,EAAE,SAAS,EAAE,iBAAiB,CAAC,CAAC;AACrR,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,gBAAgB,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 { 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 { vertexColorMixing } from \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"fireVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\nuniform float time;uniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#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 DIFFUSE\nvDiffuseUV=uv;vDiffuseUV.y-=0.2;\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;vDistortionCoords1.x=uv.x;vDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;vDistortionCoords2.x=uv.x;vDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;vDistortionCoords3.x=uv.x;vDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, logDepthDeclaration, fogVertexDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, logDepthVertex, fogVertex, 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 fireVertexShader = { name, shader };\n"]}
@@ -1,11 +1,3 @@
1
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
2
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
3
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
4
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
5
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
6
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
7
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
8
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
9
1
  /** @internal */
10
2
  export declare const firePixelShaderWGSL: {
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/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
4
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
5
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
6
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
7
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
8
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
9
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
10
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
3
+ import { clipPlaneFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
4
+ import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
5
+ import { fogFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
6
+ import { clipPlaneFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
7
+ import { depthPrePassWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
8
+ import { logDepthFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
9
+ import { fogFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
10
+ import { imageProcessingCompatibilityWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
11
11
  const name = "firePixelShader";
12
12
  const shader = `uniform vEyePosition: vec4f;varying vPositionW: vec3f;
13
13
  #ifdef VERTEXCOLOR
@@ -58,6 +58,12 @@ fragmentOutputs.color=color;
58
58
  if (!ShaderStore.ShadersStoreWGSL[name]) {
59
59
  ShaderStore.ShadersStoreWGSL[name] = shader;
60
60
  }
61
+ const includes = [clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, depthPrePassWGSL, logDepthFragmentWGSL, fogFragmentWGSL, imageProcessingCompatibilityWGSL];
62
+ for (const inc of includes) {
63
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
64
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
65
+ }
66
+ }
61
67
  /** @internal */
62
68
  export const firePixelShaderWGSL = { name, shader };
63
69
  //# sourceMappingURL=fire.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fire.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/fire/wgsl/fire.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,8DAA8D,CAAC;AACtE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,wDAAwD,CAAC;AAChE,OAAO,mDAAmD,CAAC;AAC3D,OAAO,8CAA8C,CAAC;AACtD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,8DAA8D,CAAC;AAEtE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\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/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"firePixelShader\";\nconst shader = `uniform vEyePosition: vec4f;varying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\nvar distortionSamplerSampler: sampler;var distortionSampler: texture_2d<f32>;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;\n#ifdef DIFFUSE\nvarying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nfn bx2(x: vec4f)->vec4f\n{return vec4f(2.0)*x- vec4f(1.0);}\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 alpha: f32=1.0;\n#ifdef DIFFUSE\nlet distortionAmount0: f32=0.092;let distortionAmount1: f32=0.092;let distortionAmount2: f32=0.092;var heightAttenuation: vec2f= vec2f(0.3,0.39);var noise0: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords1);var noise1: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords2);var noise2: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords3);var noiseSum: vec4f=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;var perturbedBaseCoords: vec4f= vec4f(fragmentInputs.vDiffuseUV,0.0,1.0)+noiseSum*(fragmentInputs.vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);var opacityColor: vec4f=textureSample(opacitySampler,opacitySamplerSampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,perturbedBaseCoords.xy)*2.0;baseColor=baseColor*opacityColor;baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(1.0,1.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar color: vec4f= vec4f(baseColor.rgb,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 firePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"fire.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/fire/wgsl/fire.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,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,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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,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,gCAAgC,EAAE,uBAAuB,EAAE,0BAA0B,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,oBAAoB,EAAE,eAAe,EAAE,gCAAgC,CAAC,CAAC;AAC3N,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\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 { logDepthFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibilityWGSL } from \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"firePixelShader\";\nconst shader = `uniform vEyePosition: vec4f;varying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\nvar distortionSamplerSampler: sampler;var distortionSampler: texture_2d<f32>;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;\n#ifdef DIFFUSE\nvarying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nfn bx2(x: vec4f)->vec4f\n{return vec4f(2.0)*x- vec4f(1.0);}\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 alpha: f32=1.0;\n#ifdef DIFFUSE\nlet distortionAmount0: f32=0.092;let distortionAmount1: f32=0.092;let distortionAmount2: f32=0.092;var heightAttenuation: vec2f= vec2f(0.3,0.39);var noise0: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords1);var noise1: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords2);var noise2: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords3);var noiseSum: vec4f=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;var perturbedBaseCoords: vec4f= vec4f(fragmentInputs.vDiffuseUV,0.0,1.0)+noiseSum*(fragmentInputs.vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);var opacityColor: vec4f=textureSample(opacitySampler,opacitySamplerSampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,perturbedBaseCoords.xy)*2.0;baseColor=baseColor*opacityColor;baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(1.0,1.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar color: vec4f= vec4f(baseColor.rgb,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 = [clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, depthPrePassWGSL, 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 firePixelShaderWGSL = { name, shader };\n"]}
@@ -1,16 +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/instancesVertex.js";
8
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
9
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
10
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
11
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
12
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
13
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
14
1
  /** @internal */
15
2
  export declare const fireVertexShaderWGSL: {
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/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/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/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 { instancesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
10
+ import { bonesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
11
+ import { bakedVertexAnimationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
12
+ import { clipPlaneVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
13
+ import { logDepthVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
14
+ import { fogVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
15
+ import { vertexColorMixingWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
16
16
  const name = "fireVertexShader";
17
17
  const shader = `attribute position: vec3f;
18
18
  #ifdef UV1
@@ -73,6 +73,12 @@ var layerSpeed: vec3f= vec3f(-0.2,-0.52,-0.1)*uniforms.speed;vertexOutputs.vDist
73
73
  if (!ShaderStore.ShadersStoreWGSL[name]) {
74
74
  ShaderStore.ShadersStoreWGSL[name] = shader;
75
75
  }
76
+ const includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, logDepthVertexWGSL, fogVertexWGSL, vertexColorMixingWGSL];
77
+ for (const inc of includes) {
78
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
79
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
80
+ }
81
+ }
76
82
  /** @internal */
77
83
  export const fireVertexShaderWGSL = { name, shader };
78
84
  //# sourceMappingURL=fire.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/fire/wgsl/fire.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,iEAAiE,CAAC;AACzE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,mDAAmD,CAAC;AAE3D,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDd,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/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/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/vertexColorMixing\";\n\nconst name = \"fireVertexShader\";\nconst shader = `attribute position: vec3f;\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;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\nuniform time: f32;uniform speed: f32;\n#ifdef DIFFUSE\nvarying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;\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 DIFFUSE\nvertexOutputs.vDiffuseUV=vec2f(vertexInputs.uv.x,vertexInputs.uv.y-0.2);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#ifdef DIFFUSE\nvar layerSpeed: vec3f= vec3f(-0.2,-0.52,-0.1)*uniforms.speed;vertexOutputs.vDistortionCoords1=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.x*uniforms.time/1000.0);vertexOutputs.vDistortionCoords2=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.y*uniforms.time/1000.0);vertexOutputs.vDistortionCoords3=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.z*uniforms.time/1000.0);\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const fireVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/fire/wgsl/fire.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,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,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAE1F,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDd,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,mBAAmB,EAAE,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,aAAa,EAAE,qBAAqB,CAAC,CAAC;AACzU,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 { 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 { 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 { vertexColorMixingWGSL } from \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\n\nconst name = \"fireVertexShader\";\nconst shader = `attribute position: vec3f;\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;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\nuniform time: f32;uniform speed: f32;\n#ifdef DIFFUSE\nvarying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;\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 DIFFUSE\nvertexOutputs.vDiffuseUV=vec2f(vertexInputs.uv.x,vertexInputs.uv.y-0.2);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#ifdef DIFFUSE\nvar layerSpeed: vec3f= vec3f(-0.2,-0.52,-0.1)*uniforms.speed;vertexOutputs.vDistortionCoords1=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.x*uniforms.time/1000.0);vertexOutputs.vDistortionCoords2=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.y*uniforms.time/1000.0);vertexOutputs.vDistortionCoords3=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.z*uniforms.time/1000.0);\n#endif\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, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, logDepthVertexWGSL, fogVertexWGSL, 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 fireVertexShaderWGSL = { 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/logDepthDeclaration.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.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 furPixelShader: {
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/logDepthDeclaration.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.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 { logDepthDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
7
+ import { lightsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
8
+ import { shadowsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
9
+ import { fogFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
10
+ import { clipPlaneFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.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 = "furPixelShader";
18
18
  const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 furColor;uniform float furLength;varying vec3 vPositionW;varying float vfur_length;
19
19
  #ifdef NORMAL
@@ -92,6 +92,12 @@ gl_FragColor=color;
92
92
  if (!ShaderStore.ShadersStore[name]) {
93
93
  ShaderStore.ShadersStore[name] = shader;
94
94
  }
95
+ const includes = [helperFunctions, lightFragmentDeclaration, lightUboDeclaration, logDepthDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, fogFragmentDeclaration, clipPlaneFragmentDeclaration, clipPlaneFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];
96
+ for (const inc of includes) {
97
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
98
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
99
+ }
100
+ }
95
101
  /** @internal */
96
102
  export const furPixelShader = { name, shader };
97
103
  //# sourceMappingURL=fur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fur.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/fur/fur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,iDAAiD,CAAC;AACzD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,0DAA0D,CAAC;AAClE,OAAO,+CAA+C,CAAC;AACvD,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,8CAA8C,CAAC;AACtD,OAAO,yCAAyC,CAAC;AACjD,OAAO,0DAA0D,CAAC;AAElE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwEb,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,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"furPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 furColor;uniform float furLength;varying vec3 vPositionW;varying float vfur_length;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform float furOcclusion;uniform sampler2D furTexture;varying vec2 vFurUV;\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<fogFragmentDeclaration>\n#include<clipPlaneFragmentDeclaration>\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#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=furColor;vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor*=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef HIGHLEVEL\nvec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));if (furTextureColor.a<=0.0 || furTextureColor.g<furOffset) {discard;}\nfloat occlusion=mix(0.0,furTextureColor.b*1.2,furOffset);baseColor=vec4(baseColor.xyz*max(occlusion,furOcclusion),1.1-furOffset);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;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.rgb*baseColor.rgb,0.0,1.0);\n#ifdef HIGHLEVEL\nvec4 color=vec4(finalDiffuse,alpha);\n#else\nfloat r=vfur_length/furLength*0.5;vec4 color=vec4(finalDiffuse*(0.5+r),alpha);\n#endif\n#include<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}\n/** @internal */\nexport const furPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fur.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/fur/fur.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,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,sBAAsB,EAAE,MAAM,oDAAoD,CAAC;AAC5F,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,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,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwEb,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,mBAAmB,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,sBAAsB,EAAE,4BAA4B,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,cAAc,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 { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { lightsFragmentFunctions } from \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctions } from \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport { fogFragmentDeclaration } from \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\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 = \"furPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 furColor;uniform float furLength;varying vec3 vPositionW;varying float vfur_length;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform float furOcclusion;uniform sampler2D furTexture;varying vec2 vFurUV;\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<fogFragmentDeclaration>\n#include<clipPlaneFragmentDeclaration>\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#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=furColor;vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor*=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef HIGHLEVEL\nvec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));if (furTextureColor.a<=0.0 || furTextureColor.g<furOffset) {discard;}\nfloat occlusion=mix(0.0,furTextureColor.b*1.2,furOffset);baseColor=vec4(baseColor.xyz*max(occlusion,furOcclusion),1.1-furOffset);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;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.rgb*baseColor.rgb,0.0,1.0);\n#ifdef HIGHLEVEL\nvec4 color=vec4(finalDiffuse,alpha);\n#else\nfloat r=vfur_length/furLength*0.5;vec4 color=vec4(finalDiffuse*(0.5+r),alpha);\n#endif\n#include<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, logDepthDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, fogFragmentDeclaration, clipPlaneFragmentDeclaration, 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 furPixelShader = { 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 furVertexShader: {
19
3
  name: string;
package/fur/fur.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/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 = "furVertexShader";
20
20
  const shader = `precision highp float;attribute vec3 position;attribute vec3 normal;
21
21
  #ifdef UV1
@@ -124,6 +124,12 @@ gl_PointSize=pointSize;
124
124
  if (!ShaderStore.ShadersStore[name]) {
125
125
  ShaderStore.ShadersStore[name] = shader;
126
126
  }
127
+ const includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, logDepthDeclaration, fogVertexDeclaration, lightFragmentDeclaration, lightUboDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, logDepthVertex, fogVertex, shadowsVertex, vertexColorMixing];
128
+ for (const inc of includes) {
129
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
130
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
131
+ }
132
+ }
127
133
  /** @internal */
128
134
  export const furVertexShader = { name, shader };
129
135
  //# sourceMappingURL=fur.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fur.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/fur/fur.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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsGd,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,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/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 = \"furVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\nuniform float furLength;uniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform vec3 furGravity;uniform float furTime;uniform float furSpacing;uniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#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>\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else \nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);vec3 tangent2=vec3(-normal.z,0,normal.x);r=Rand(tangent1*r);float J=(2.0+4.0*r);r=Rand(tangent2*r);float K=(2.0+2.0*r);tangent1=tangent1*J+tangent2*K;tangent1=normalize(tangent1);vec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\nvec3 forceDirection=vec3(0.0,0.0,0.0);forceDirection.x=sin(furTime+position.x*0.05)*0.2;forceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;forceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;vec3 displacement=vec3(0.0,0.0,0.0);displacement=furGravity+forceDirection;float displacementFactor=pow(furOffset,3.0);vec3 aNormal=normal;aNormal.xyz+=displacement*displacementFactor;newPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);vec4 worldPos=finalWorld*vec4(newPosition,1.0);vPositionW=vec3(worldPos);\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<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 furVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fur.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/fur/fur.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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsGd,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,eAAe,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 = \"furVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\nuniform float furLength;uniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform vec3 furGravity;uniform float furTime;uniform float furSpacing;uniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#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>\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else \nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);vec3 tangent2=vec3(-normal.z,0,normal.x);r=Rand(tangent1*r);float J=(2.0+4.0*r);r=Rand(tangent2*r);float K=(2.0+2.0*r);tangent1=tangent1*J+tangent2*K;tangent1=normalize(tangent1);vec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\nvec3 forceDirection=vec3(0.0,0.0,0.0);forceDirection.x=sin(furTime+position.x*0.05)*0.2;forceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;forceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;vec3 displacement=vec3(0.0,0.0,0.0);displacement=furGravity+forceDirection;float displacementFactor=pow(furOffset,3.0);vec3 aNormal=normal;aNormal.xyz+=displacement*displacementFactor;newPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);vec4 worldPos=finalWorld*vec4(newPosition,1.0);vPositionW=vec3(worldPos);\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<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 furVertexShader = { 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/logDepthDeclaration.js";
4
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
5
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
6
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
7
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.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 furPixelShaderWGSL: {
16
3
  name: string;