@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
@@ -1,21 +1,21 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
4
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
6
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
7
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
8
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
9
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
10
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
11
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
12
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
13
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
14
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
15
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
16
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
17
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
18
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
3
+ import { bonesDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
4
+ import { bakedVertexAnimationDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
+ import { instancesDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
6
+ import { clipPlaneVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
7
+ import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
8
+ import { fogVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
9
+ import { lightVxFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
10
+ import { lightVxUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
11
+ import { instancesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
12
+ import { bonesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
13
+ import { bakedVertexAnimationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
14
+ import { clipPlaneVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
15
+ import { fogVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
16
+ import { shadowsVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
17
+ import { vertexColorMixingWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
18
+ import { logDepthVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
19
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  const name = "mixVertexShader";
20
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  const shader = `attribute position: vec3f;
21
21
  #ifdef NORMAL
@@ -96,6 +96,12 @@ else
96
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  if (!ShaderStore.ShadersStoreWGSL[name]) {
97
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  ShaderStore.ShadersStoreWGSL[name] = shader;
98
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  }
99
+ const includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, fogVertexWGSL, shadowsVertexWGSL, vertexColorMixingWGSL, logDepthVertexWGSL];
100
+ for (const inc of includes) {
101
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
102
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
103
+ }
104
+ }
99
105
  /** @internal */
100
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  export const mixVertexShaderWGSL = { name, shader };
101
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  //# sourceMappingURL=mix.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"mix.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/mix/wgsl/mix.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,iEAAiE,CAAC;AACzE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,uDAAuD,CAAC;AAC/D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,gDAAgD,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\n\nconst name = \"mixVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;uniform textureMatrix: mat4x4f;uniform vTextureInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vTextureInfos.x==0.)\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const mixVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"mix.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/mix/wgsl/mix.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,mCAAmC,EAAE,MAAM,iEAAiE,CAAC;AACtH,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,yBAAyB,EAAE,MAAM,uDAAuD,CAAC;AAClG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,kBAAkB,EAAE,MAAM,gDAAgD,CAAC;AAEpF,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,oBAAoB,EAAE,mCAAmC,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,yBAAyB,EAAE,mBAAmB,EAAE,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,aAAa,EAAE,iBAAiB,EAAE,qBAAqB,EAAE,kBAAkB,CAAC,CAAC;AACvZ,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { bonesDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport { bakedVertexAnimationDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport { instancesDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport { clipPlaneVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport { lightVxFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport { lightVxUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport { instancesVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport { bonesVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport { bakedVertexAnimationWGSL } from \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport { clipPlaneVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport { fogVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport { shadowsVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport { vertexColorMixingWGSL } from \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\nimport { logDepthVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\n\nconst name = \"mixVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;uniform textureMatrix: mat4x4f;uniform vTextureInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vTextureInfos.x==0.)\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, fogVertexWGSL, shadowsVertexWGSL, vertexColorMixingWGSL, logDepthVertexWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const mixVertexShaderWGSL = { name, shader };\n"]}
@@ -1,17 +1,3 @@
1
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
2
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
15
1
  /** @internal */
16
2
  export declare const normalPixelShader: {
17
3
  name: string;
@@ -1,19 +1,19 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
15
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
16
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
3
+ import { helperFunctions } from "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import { lightFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
5
+ import { lightUboDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
6
+ import { lightsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
7
+ import { shadowsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
8
+ import { clipPlaneFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
9
+ import { logDepthDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
10
+ import { fogFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
11
+ import { clipPlaneFragment } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
+ import { depthPrePass } from "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
13
+ import { lightFragment } from "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
14
+ import { logDepthFragment } from "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
15
+ import { fogFragment } from "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
16
+ import { imageProcessingCompatibility } from "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
17
17
  const name = "normalPixelShader";
18
18
  const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;
19
19
  #ifdef NORMAL
@@ -83,6 +83,12 @@ gl_FragColor=color;
83
83
  if (!ShaderStore.ShadersStore[name]) {
84
84
  ShaderStore.ShadersStore[name] = shader;
85
85
  }
86
+ const includes = [helperFunctions, lightFragmentDeclaration, lightUboDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];
87
+ for (const inc of includes) {
88
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
89
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
90
+ }
91
+ }
86
92
  /** @internal */
87
93
  export const normalPixelShader = { name, shader };
88
94
  //# sourceMappingURL=normal.fragment.js.map
@@ -1 +1 @@
1
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1
+ 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Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { helperFunctions } from \"core/Shaders/ShadersInclude/helperFunctions\";\nimport { lightFragmentDeclaration } from \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport { lightsFragmentFunctions } from \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctions } from \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclaration } from \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragment } from \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport { depthPrePass } from \"core/Shaders/ShadersInclude/depthPrePass\";\nimport { lightFragment } from \"core/Shaders/ShadersInclude/lightFragment\";\nimport { logDepthFragment } from \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"core/Shaders/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibility } from \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"normalPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef LIGHTING\n#include<helperFunctions>\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef LIGHTING\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse= baseColor.rgb;\n#endif\nvec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [helperFunctions, lightFragmentDeclaration, lightUboDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const normalPixelShader = { name, shader };\n"]}
@@ -1,18 +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
1
  /** @internal */
17
2
  export declare const normalVertexShader: {
18
3
  name: string;
@@ -1,20 +1,20 @@
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";
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
18
  const name = "normalVertexShader";
19
19
  const shader = `precision highp float;attribute vec3 position;
20
20
  #ifdef NORMAL
@@ -86,6 +86,12 @@ gl_PointSize=pointSize;
86
86
  if (!ShaderStore.ShadersStore[name]) {
87
87
  ShaderStore.ShadersStore[name] = shader;
88
88
  }
89
+ const includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, logDepthDeclaration, fogVertexDeclaration, lightFragmentDeclaration, lightUboDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, logDepthVertex, fogVertex, shadowsVertex];
90
+ for (const inc of includes) {
91
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
92
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
93
+ }
94
+ }
89
95
  /** @internal */
90
96
  export const normalVertexShader = { name, shader };
91
97
  //# sourceMappingURL=normal.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"normal.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/normal/normal.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;AAEnD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\n\nconst name = \"normalVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#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 normalVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"normal.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/normal/normal.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;AAE1E,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiEd,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,CAAC,CAAC;AAChU,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { bonesDeclaration } from \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport { bakedVertexAnimationDeclaration } from \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport { instancesDeclaration } from \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport { clipPlaneVertexDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogVertexDeclaration } from \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport { lightFragmentDeclaration } from \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport { instancesVertex } from \"core/Shaders/ShadersInclude/instancesVertex\";\nimport { bonesVertex } from \"core/Shaders/ShadersInclude/bonesVertex\";\nimport { bakedVertexAnimation } from \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport { clipPlaneVertex } from \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport { logDepthVertex } from \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport { fogVertex } from \"core/Shaders/ShadersInclude/fogVertex\";\nimport { shadowsVertex } from \"core/Shaders/ShadersInclude/shadowsVertex\";\n\nconst name = \"normalVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#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];\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 normalVertexShader = { name, shader };\n"]}
@@ -1,16 +1,3 @@
1
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
2
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
3
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
4
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
5
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
6
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
7
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
8
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
9
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
10
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
11
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
12
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
13
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
14
1
  /** @internal */
15
2
  export declare const normalPixelShaderWGSL: {
16
3
  name: string;
@@ -1,18 +1,18 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
4
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
5
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
6
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
7
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
8
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
9
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
10
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
11
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
12
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
13
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
14
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
15
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
3
+ import { helperFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
4
+ import { lightUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
5
+ import { lightsFragmentFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
6
+ import { shadowsFragmentFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
7
+ import { clipPlaneFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
8
+ import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
9
+ import { fogFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
10
+ import { clipPlaneFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
11
+ import { depthPrePassWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
12
+ import { lightFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
13
+ import { logDepthFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
14
+ import { fogFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
15
+ import { imageProcessingCompatibilityWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
16
16
  const name = "normalPixelShader";
17
17
  const shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;
18
18
  #ifdef NORMAL
@@ -80,6 +80,12 @@ fragmentOutputs.color=color;
80
80
  if (!ShaderStore.ShadersStoreWGSL[name]) {
81
81
  ShaderStore.ShadersStoreWGSL[name] = shader;
82
82
  }
83
+ const includes = [helperFunctionsWGSL, lightUboDeclarationWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, imageProcessingCompatibilityWGSL];
84
+ for (const inc of includes) {
85
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
86
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
87
+ }
88
+ }
83
89
  /** @internal */
84
90
  export const normalPixelShaderWGSL = { name, shader };
85
91
  //# sourceMappingURL=normal.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"normal.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/normal/wgsl/normal.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,iDAAiD,CAAC;AACzD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,yDAAyD,CAAC;AACjE,OAAO,0DAA0D,CAAC;AAClE,OAAO,8DAA8D,CAAC;AACtE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,wDAAwD,CAAC;AAChE,OAAO,mDAAmD,CAAC;AAC3D,OAAO,8CAA8C,CAAC;AACtD,OAAO,+CAA+C,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,8DAA8D,CAAC;AAEtE,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/depthPrePass\";\nimport \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"normalPixelShader\";\nconst shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef LIGHTING\n#include<helperFunctions>\n#include<lightUboDeclaration>[0]\n#include<lightUboDeclaration>[1]\n#include<lightUboDeclaration>[2]\n#include<lightUboDeclaration>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor, vec4f(fragmentInputs.vNormalW,1.0),0.5);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef LIGHTING\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f= baseColor.rgb;\n#endif\nvar color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const normalPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"normal.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/normal/wgsl/normal.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,2BAA2B,EAAE,MAAM,yDAAyD,CAAC;AACtG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAChH,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,0BAA0B,EAAE,MAAM,wDAAwD,CAAC;AACpG,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAEhH,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,mBAAmB,EAAE,uBAAuB,EAAE,2BAA2B,EAAE,4BAA4B,EAAE,gCAAgC,EAAE,uBAAuB,EAAE,0BAA0B,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,eAAe,EAAE,gCAAgC,CAAC,CAAC;AACvV,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { helperFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport { lightUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport { lightsFragmentFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport { depthPrePassWGSL } from \"core/ShadersWGSL/ShadersInclude/depthPrePass\";\nimport { lightFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibilityWGSL } from \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"normalPixelShader\";\nconst shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef LIGHTING\n#include<helperFunctions>\n#include<lightUboDeclaration>[0]\n#include<lightUboDeclaration>[1]\n#include<lightUboDeclaration>[2]\n#include<lightUboDeclaration>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor, vec4f(fragmentInputs.vNormalW,1.0),0.5);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef LIGHTING\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f= baseColor.rgb;\n#endif\nvar color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [helperFunctionsWGSL, lightUboDeclarationWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, imageProcessingCompatibilityWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const normalPixelShaderWGSL = { name, shader };\n"]}
@@ -1,18 +1,3 @@
1
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
2
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
4
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
5
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
6
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
7
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
8
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
9
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
10
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
11
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
12
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
13
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
14
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
15
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
16
1
  /** @internal */
17
2
  export declare const normalVertexShaderWGSL: {
18
3
  name: string;
@@ -1,20 +1,20 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
4
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
6
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
7
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
8
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
9
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
10
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
11
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
12
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
13
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
14
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
15
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
16
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
17
- import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
3
+ import { bonesDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
4
+ import { bakedVertexAnimationDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
+ import { instancesDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
6
+ import { clipPlaneVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
7
+ import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
8
+ import { fogVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
9
+ import { lightVxFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
10
+ import { lightVxUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
11
+ import { instancesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
12
+ import { bonesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
13
+ import { bakedVertexAnimationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
14
+ import { clipPlaneVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
15
+ import { logDepthVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
16
+ import { fogVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
17
+ import { shadowsVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
18
18
  const name = "normalVertexShader";
19
19
  const shader = `attribute position: vec3f;
20
20
  #ifdef NORMAL
@@ -88,6 +88,12 @@ else
88
88
  if (!ShaderStore.ShadersStoreWGSL[name]) {
89
89
  ShaderStore.ShadersStoreWGSL[name] = shader;
90
90
  }
91
+ const includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, logDepthVertexWGSL, fogVertexWGSL, shadowsVertexWGSL];
92
+ for (const inc of includes) {
93
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
94
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
95
+ }
96
+ }
91
97
  /** @internal */
92
98
  export const normalVertexShaderWGSL = { name, shader };
93
99
  //# sourceMappingURL=normal.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"normal.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/normal/wgsl/normal.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,iEAAiE,CAAC;AACzE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,uDAAuD,CAAC;AAC/D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\n\nconst name = \"normalVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const normalVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"normal.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/normal/wgsl/normal.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,mCAAmC,EAAE,MAAM,iEAAiE,CAAC;AACtH,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,yBAAyB,EAAE,MAAM,uDAAuD,CAAC;AAClG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,kBAAkB,EAAE,MAAM,gDAAgD,CAAC;AACpF,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAElF,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,oBAAoB,EAAE,mCAAmC,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,yBAAyB,EAAE,mBAAmB,EAAE,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,aAAa,EAAE,iBAAiB,CAAC,CAAC;AAChY,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { bonesDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport { bakedVertexAnimationDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport { instancesDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport { clipPlaneVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport { lightVxFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport { lightVxUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport { instancesVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport { bonesVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport { bakedVertexAnimationWGSL } from \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport { clipPlaneVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport { logDepthVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport { fogVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport { shadowsVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\n\nconst name = \"normalVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, logDepthVertexWGSL, fogVertexWGSL, shadowsVertexWGSL];\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 normalVertexShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/materials",
3
- "version": "9.7.0",
3
+ "version": "9.9.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,7 +18,7 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "9.7.0",
21
+ "@babylonjs/core": "9.9.0",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@dev/materials": "^1.0.0"
24
24
  },
@@ -1,18 +1,3 @@
1
- import "@babylonjs/core/Shaders/ShadersInclude/sceneFragmentDeclaration.js";
2
- import "@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
15
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
16
1
  /** @internal */
17
2
  export declare const shadowOnlyPixelShader: {
18
3
  name: string;
@@ -1,20 +1,20 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/sceneFragmentDeclaration.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
15
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
16
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
17
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
3
+ import { sceneFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/sceneFragmentDeclaration.js";
4
+ import { sceneUboDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.js";
5
+ import { helperFunctions } from "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
6
+ import { lightFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
7
+ import { lightUboDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
8
+ import { lightsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
9
+ import { shadowsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
10
+ import { clipPlaneFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
11
+ import { logDepthDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
12
+ import { fogFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
13
+ import { clipPlaneFragment } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
14
+ import { lightFragment } from "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
15
+ import { logDepthFragment } from "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
16
+ import { fogFragment } from "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
17
+ import { imageProcessingCompatibility } from "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
18
18
  const name = "shadowOnlyPixelShader";
19
19
  const shader = `precision highp float;
20
20
  #include<__decl__sceneFragment>
@@ -58,6 +58,12 @@ gl_FragColor=color;
58
58
  if (!ShaderStore.ShadersStore[name]) {
59
59
  ShaderStore.ShadersStore[name] = shader;
60
60
  }
61
+ const includes = [sceneFragmentDeclaration, sceneUboDeclaration, helperFunctions, lightFragmentDeclaration, lightUboDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, lightFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];
62
+ for (const inc of includes) {
63
+ if (!ShaderStore.IncludesShadersStore[inc.name]) {
64
+ ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
65
+ }
66
+ }
61
67
  /** @internal */
62
68
  export const shadowOnlyPixelShader = { name, shader };
63
69
  //# sourceMappingURL=shadowOnly.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,0DAA0D,CAAC;AAClE,OAAO,iDAAiD,CAAC;AACzD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,2CAA2C,CAAC;AACnD,OAAO,8CAA8C,CAAC;AACtD,OAAO,yCAAyC,CAAC;AACjD,OAAO,0DAA0D,CAAC;AAElE,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqCb,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/sceneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/sceneUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"shadowOnlyPixelShader\";\nconst shader = `precision highp float;\n#include<__decl__sceneFragment>\nuniform float alpha;uniform vec3 shadowColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0..1]\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*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 shadowOnlyPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,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,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,sBAAsB,EAAE,MAAM,oDAAoD,CAAC;AAC5F,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,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,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqCb,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,wBAAwB,EAAE,mBAAmB,EAAE,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,4BAA4B,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,iBAAiB,EAAE,aAAa,EAAE,gBAAgB,EAAE,WAAW,EAAE,4BAA4B,CAAC,CAAC;AAC9V,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { sceneFragmentDeclaration } from \"core/Shaders/ShadersInclude/sceneFragmentDeclaration\";\nimport { sceneUboDeclaration } from \"core/Shaders/ShadersInclude/sceneUboDeclaration\";\nimport { helperFunctions } from \"core/Shaders/ShadersInclude/helperFunctions\";\nimport { lightFragmentDeclaration } from \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport { lightsFragmentFunctions } from \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctions } from \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclaration } from \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragment } from \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport { 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 = \"shadowOnlyPixelShader\";\nconst shader = `precision highp float;\n#include<__decl__sceneFragment>\nuniform float alpha;uniform vec3 shadowColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0..1]\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*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 = [sceneFragmentDeclaration, sceneUboDeclaration, helperFunctions, lightFragmentDeclaration, lightUboDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, 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 shadowOnlyPixelShader = { name, shader };\n"]}