@babylonjs/viewer 7.22.5 → 7.23.0-alpha

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Files changed (286) hide show
  1. package/dist/babylon-viewer.esm.js +2 -0
  2. package/dist/babylon-viewer.esm.js.map +1 -0
  3. package/dist/babylon-viewer.esm.min.js +2 -0
  4. package/dist/babylon-viewer.esm.min.js.map +1 -0
  5. package/dist/chunks/basisTextureLoader-BnIeLUi5.esm.min.js +2 -0
  6. package/dist/chunks/basisTextureLoader-BnIeLUi5.esm.min.js.map +1 -0
  7. package/dist/chunks/basisTextureLoader-D5DAa_qR.esm.js +600 -0
  8. package/dist/chunks/basisTextureLoader-D5DAa_qR.esm.js.map +1 -0
  9. package/dist/chunks/ddsTextureLoader-D9xNsYAT.esm.min.js +2 -0
  10. package/dist/chunks/ddsTextureLoader-D9xNsYAT.esm.min.js.map +1 -0
  11. package/dist/chunks/ddsTextureLoader-DCv39Yn8.esm.js +87 -0
  12. package/dist/chunks/ddsTextureLoader-DCv39Yn8.esm.js.map +1 -0
  13. package/dist/chunks/envTextureLoader-Cmuugxf1.esm.min.js +2 -0
  14. package/dist/chunks/envTextureLoader-Cmuugxf1.esm.min.js.map +1 -0
  15. package/dist/chunks/envTextureLoader-Dl0xiO1G.esm.js +62 -0
  16. package/dist/chunks/envTextureLoader-Dl0xiO1G.esm.js.map +1 -0
  17. package/dist/chunks/exrTextureLoader-C0UEUMfH.esm.js +1682 -0
  18. package/dist/chunks/exrTextureLoader-C0UEUMfH.esm.js.map +1 -0
  19. package/dist/chunks/exrTextureLoader-DVZGHvAz.esm.min.js +2 -0
  20. package/dist/chunks/exrTextureLoader-DVZGHvAz.esm.min.js.map +1 -0
  21. package/dist/chunks/hdrTextureLoader-BM271mLj.esm.min.js +2 -0
  22. package/dist/chunks/hdrTextureLoader-BM271mLj.esm.min.js.map +1 -0
  23. package/dist/chunks/hdrTextureLoader-CrHh5vTV.esm.js +252 -0
  24. package/dist/chunks/hdrTextureLoader-CrHh5vTV.esm.js.map +1 -0
  25. package/dist/chunks/helperFunctions-BQ8X1piK.esm.min.js +2 -0
  26. package/dist/chunks/helperFunctions-BQ8X1piK.esm.min.js.map +1 -0
  27. package/dist/chunks/helperFunctions-CUX6uz_w.esm.js +108 -0
  28. package/dist/chunks/helperFunctions-CUX6uz_w.esm.js.map +1 -0
  29. package/dist/chunks/helperFunctions-ChWwJuKv.esm.min.js +2 -0
  30. package/dist/chunks/helperFunctions-ChWwJuKv.esm.min.js.map +1 -0
  31. package/dist/chunks/helperFunctions-DpMCqZKL.esm.js +80 -0
  32. package/dist/chunks/helperFunctions-DpMCqZKL.esm.js.map +1 -0
  33. package/dist/chunks/index-DHuuBhpP.esm.js +102146 -0
  34. package/dist/chunks/index-DHuuBhpP.esm.js.map +1 -0
  35. package/dist/chunks/index-EA8kJjBu.esm.min.js +56 -0
  36. package/dist/chunks/index-EA8kJjBu.esm.min.js.map +1 -0
  37. package/dist/chunks/ktxTextureLoader-BRR5FQro.esm.min.js +2 -0
  38. package/dist/chunks/ktxTextureLoader-BRR5FQro.esm.min.js.map +1 -0
  39. package/dist/chunks/ktxTextureLoader-gZQU7w7m.esm.js +813 -0
  40. package/dist/chunks/ktxTextureLoader-gZQU7w7m.esm.js.map +1 -0
  41. package/dist/chunks/logDepthDeclaration-B1MaqbwG.esm.min.js +2 -0
  42. package/dist/chunks/logDepthDeclaration-B1MaqbwG.esm.min.js.map +1 -0
  43. package/dist/chunks/logDepthDeclaration-B2UkQWK5.esm.min.js +2 -0
  44. package/dist/chunks/logDepthDeclaration-B2UkQWK5.esm.min.js.map +1 -0
  45. package/dist/chunks/logDepthDeclaration-COhUDa1N.esm.js +73 -0
  46. package/dist/chunks/logDepthDeclaration-COhUDa1N.esm.js.map +1 -0
  47. package/dist/chunks/logDepthDeclaration-CojhsbFY.esm.js +76 -0
  48. package/dist/chunks/logDepthDeclaration-CojhsbFY.esm.js.map +1 -0
  49. package/dist/chunks/pass.fragment-BNKAdmAy.esm.min.js +2 -0
  50. package/dist/chunks/pass.fragment-BNKAdmAy.esm.min.js.map +1 -0
  51. package/dist/chunks/pass.fragment-CDiei_Sn.esm.js +15 -0
  52. package/dist/chunks/pass.fragment-CDiei_Sn.esm.js.map +1 -0
  53. package/dist/chunks/pbr.fragment-BN71FgFx.esm.min.js +2 -0
  54. package/dist/chunks/pbr.fragment-BN71FgFx.esm.min.js.map +1 -0
  55. package/dist/chunks/pbr.fragment-BvCEmvwh.esm.js +4530 -0
  56. package/dist/chunks/pbr.fragment-BvCEmvwh.esm.js.map +1 -0
  57. package/dist/chunks/pbr.fragment-DU4hy3T_.esm.min.js +2 -0
  58. package/dist/chunks/pbr.fragment-DU4hy3T_.esm.min.js.map +1 -0
  59. package/dist/chunks/pbr.fragment-QxF1RFoh.esm.js +4323 -0
  60. package/dist/chunks/pbr.fragment-QxF1RFoh.esm.js.map +1 -0
  61. package/dist/chunks/pbr.vertex-62J9fbA6.esm.js +932 -0
  62. package/dist/chunks/pbr.vertex-62J9fbA6.esm.js.map +1 -0
  63. package/dist/chunks/pbr.vertex-C8vOdMd6.esm.min.js +2 -0
  64. package/dist/chunks/pbr.vertex-C8vOdMd6.esm.min.js.map +1 -0
  65. package/dist/chunks/pbr.vertex-Cp4yABqq.esm.js +809 -0
  66. package/dist/chunks/pbr.vertex-Cp4yABqq.esm.js.map +1 -0
  67. package/dist/chunks/pbr.vertex-DPPPQSbX.esm.min.js +2 -0
  68. package/dist/chunks/pbr.vertex-DPPPQSbX.esm.min.js.map +1 -0
  69. package/dist/chunks/postprocess.vertex-5WWqPw1s.esm.js +20 -0
  70. package/dist/chunks/postprocess.vertex-5WWqPw1s.esm.js.map +1 -0
  71. package/dist/chunks/postprocess.vertex-DzqXlss5.esm.min.js +2 -0
  72. package/dist/chunks/postprocess.vertex-DzqXlss5.esm.min.js.map +1 -0
  73. package/dist/chunks/rgbdDecode.fragment-BdggM8VZ.esm.min.js +2 -0
  74. package/dist/chunks/rgbdDecode.fragment-BdggM8VZ.esm.min.js.map +1 -0
  75. package/dist/chunks/rgbdDecode.fragment-Bpslxg4R.esm.js +17 -0
  76. package/dist/chunks/rgbdDecode.fragment-Bpslxg4R.esm.js.map +1 -0
  77. package/dist/chunks/rgbdDecode.fragment-By7Rc7Xz.esm.js +17 -0
  78. package/dist/chunks/rgbdDecode.fragment-By7Rc7Xz.esm.js.map +1 -0
  79. package/dist/chunks/rgbdDecode.fragment-CnUoEV03.esm.min.js +2 -0
  80. package/dist/chunks/rgbdDecode.fragment-CnUoEV03.esm.min.js.map +1 -0
  81. package/dist/chunks/rgbdEncode.fragment-BBl79-3e.esm.js +17 -0
  82. package/dist/chunks/rgbdEncode.fragment-BBl79-3e.esm.js.map +1 -0
  83. package/dist/chunks/rgbdEncode.fragment-BGkuZmHn.esm.min.js +2 -0
  84. package/dist/chunks/rgbdEncode.fragment-BGkuZmHn.esm.min.js.map +1 -0
  85. package/dist/chunks/rgbdEncode.fragment-LUPpF87m.esm.min.js +2 -0
  86. package/dist/chunks/rgbdEncode.fragment-LUPpF87m.esm.min.js.map +1 -0
  87. package/dist/chunks/rgbdEncode.fragment-PJDNuVns.esm.js +17 -0
  88. package/dist/chunks/rgbdEncode.fragment-PJDNuVns.esm.js.map +1 -0
  89. package/dist/chunks/tgaTextureLoader-CccJYauf.esm.min.js +2 -0
  90. package/dist/chunks/tgaTextureLoader-CccJYauf.esm.min.js.map +1 -0
  91. package/dist/chunks/tgaTextureLoader-DdDpL5u3.esm.js +349 -0
  92. package/dist/chunks/tgaTextureLoader-DdDpL5u3.esm.js.map +1 -0
  93. package/lib/index.d.ts +237 -0
  94. package/lib/index.js +869 -0
  95. package/lib/index.js.map +1 -0
  96. package/package.json +17 -27
  97. package/readme.md +35 -21
  98. package/configuration/configuration.d.ts +0 -107
  99. package/configuration/configuration.js +0 -16
  100. package/configuration/configuration.js.map +0 -1
  101. package/configuration/configurationCompatibility.d.ts +0 -8
  102. package/configuration/configurationCompatibility.js +0 -66
  103. package/configuration/configurationCompatibility.js.map +0 -1
  104. package/configuration/configurationContainer.d.ts +0 -10
  105. package/configuration/configurationContainer.js +0 -10
  106. package/configuration/configurationContainer.js.map +0 -1
  107. package/configuration/globals.d.ts +0 -6
  108. package/configuration/globals.js +0 -18
  109. package/configuration/globals.js.map +0 -1
  110. package/configuration/index.d.ts +0 -2
  111. package/configuration/index.js +0 -4
  112. package/configuration/index.js.map +0 -1
  113. package/configuration/interfaces/cameraConfiguration.d.ts +0 -31
  114. package/configuration/interfaces/cameraConfiguration.js +0 -2
  115. package/configuration/interfaces/cameraConfiguration.js.map +0 -1
  116. package/configuration/interfaces/colorGradingConfiguration.d.ts +0 -81
  117. package/configuration/interfaces/colorGradingConfiguration.js +0 -2
  118. package/configuration/interfaces/colorGradingConfiguration.js.map +0 -1
  119. package/configuration/interfaces/defaultRenderingPipelineConfiguration.d.ts +0 -20
  120. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js +0 -2
  121. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js.map +0 -1
  122. package/configuration/interfaces/environmentMapConfiguration.d.ts +0 -22
  123. package/configuration/interfaces/environmentMapConfiguration.js +0 -2
  124. package/configuration/interfaces/environmentMapConfiguration.js.map +0 -1
  125. package/configuration/interfaces/groundConfiguration.d.ts +0 -24
  126. package/configuration/interfaces/groundConfiguration.js +0 -2
  127. package/configuration/interfaces/groundConfiguration.js.map +0 -1
  128. package/configuration/interfaces/imageProcessingConfiguration.d.ts +0 -45
  129. package/configuration/interfaces/imageProcessingConfiguration.js +0 -2
  130. package/configuration/interfaces/imageProcessingConfiguration.js.map +0 -1
  131. package/configuration/interfaces/index.d.ts +0 -15
  132. package/configuration/interfaces/index.js +0 -16
  133. package/configuration/interfaces/index.js.map +0 -1
  134. package/configuration/interfaces/lightConfiguration.d.ts +0 -60
  135. package/configuration/interfaces/lightConfiguration.js +0 -2
  136. package/configuration/interfaces/lightConfiguration.js.map +0 -1
  137. package/configuration/interfaces/modelAnimationConfiguration.d.ts +0 -26
  138. package/configuration/interfaces/modelAnimationConfiguration.js +0 -2
  139. package/configuration/interfaces/modelAnimationConfiguration.js.map +0 -1
  140. package/configuration/interfaces/modelConfiguration.d.ts +0 -65
  141. package/configuration/interfaces/modelConfiguration.js +0 -2
  142. package/configuration/interfaces/modelConfiguration.js.map +0 -1
  143. package/configuration/interfaces/observersConfiguration.d.ts +0 -5
  144. package/configuration/interfaces/observersConfiguration.js +0 -2
  145. package/configuration/interfaces/observersConfiguration.js.map +0 -1
  146. package/configuration/interfaces/sceneConfiguration.d.ts +0 -48
  147. package/configuration/interfaces/sceneConfiguration.js +0 -2
  148. package/configuration/interfaces/sceneConfiguration.js.map +0 -1
  149. package/configuration/interfaces/sceneOptimizerConfiguration.d.ts +0 -23
  150. package/configuration/interfaces/sceneOptimizerConfiguration.js +0 -2
  151. package/configuration/interfaces/sceneOptimizerConfiguration.js.map +0 -1
  152. package/configuration/interfaces/skyboxConfiguration.d.ts +0 -21
  153. package/configuration/interfaces/skyboxConfiguration.js +0 -2
  154. package/configuration/interfaces/skyboxConfiguration.js.map +0 -1
  155. package/configuration/interfaces/templateConfiguration.d.ts +0 -67
  156. package/configuration/interfaces/templateConfiguration.js +0 -2
  157. package/configuration/interfaces/templateConfiguration.js.map +0 -1
  158. package/configuration/interfaces/vrConfiguration.d.ts +0 -16
  159. package/configuration/interfaces/vrConfiguration.js +0 -2
  160. package/configuration/interfaces/vrConfiguration.js.map +0 -1
  161. package/configuration/loader.d.ts +0 -4
  162. package/configuration/loader.js +0 -17
  163. package/configuration/loader.js.map +0 -1
  164. package/configuration/mappers.d.ts +0 -43
  165. package/configuration/mappers.js +0 -192
  166. package/configuration/mappers.js.map +0 -1
  167. package/configuration/renderOnlyLoader.d.ts +0 -33
  168. package/configuration/renderOnlyLoader.js +0 -162
  169. package/configuration/renderOnlyLoader.js.map +0 -1
  170. package/configuration/types/default.d.ts +0 -6
  171. package/configuration/types/default.js +0 -121
  172. package/configuration/types/default.js.map +0 -1
  173. package/configuration/types/environmentMap.d.ts +0 -5
  174. package/configuration/types/environmentMap.js +0 -14
  175. package/configuration/types/environmentMap.js.map +0 -1
  176. package/configuration/types/extended.d.ts +0 -6
  177. package/configuration/types/extended.js +0 -317
  178. package/configuration/types/extended.js.map +0 -1
  179. package/configuration/types/index.d.ts +0 -14
  180. package/configuration/types/index.js +0 -51
  181. package/configuration/types/index.js.map +0 -1
  182. package/configuration/types/minimal.d.ts +0 -6
  183. package/configuration/types/minimal.js +0 -43
  184. package/configuration/types/minimal.js.map +0 -1
  185. package/configuration/types/renderOnlyDefault.d.ts +0 -30
  186. package/configuration/types/renderOnlyDefault.js +0 -31
  187. package/configuration/types/renderOnlyDefault.js.map +0 -1
  188. package/configuration/types/shadowLight.d.ts +0 -9
  189. package/configuration/types/shadowLight.js +0 -64
  190. package/configuration/types/shadowLight.js.map +0 -1
  191. package/helper/index.d.ts +0 -29
  192. package/helper/index.js +0 -66
  193. package/helper/index.js.map +0 -1
  194. package/index.d.ts +0 -30
  195. package/index.js +0 -46
  196. package/index.js.map +0 -1
  197. package/initializer.d.ts +0 -11
  198. package/initializer.js +0 -35
  199. package/initializer.js.map +0 -1
  200. package/interfaces.d.ts +0 -5
  201. package/interfaces.js +0 -7
  202. package/interfaces.js.map +0 -1
  203. package/labs/environmentSerializer.d.ts +0 -126
  204. package/labs/environmentSerializer.js +0 -191
  205. package/labs/environmentSerializer.js.map +0 -1
  206. package/labs/texture.d.ts +0 -183
  207. package/labs/texture.js +0 -351
  208. package/labs/texture.js.map +0 -1
  209. package/labs/viewerLabs.d.ts +0 -51
  210. package/labs/viewerLabs.js +0 -134
  211. package/labs/viewerLabs.js.map +0 -1
  212. package/loader/modelLoader.d.ts +0 -56
  213. package/loader/modelLoader.js +0 -199
  214. package/loader/modelLoader.js.map +0 -1
  215. package/loader/plugins/applyMaterialConfig.d.ts +0 -12
  216. package/loader/plugins/applyMaterialConfig.js +0 -16
  217. package/loader/plugins/applyMaterialConfig.js.map +0 -1
  218. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +0 -9
  219. package/loader/plugins/extendedMaterialLoaderPlugin.js +0 -16
  220. package/loader/plugins/extendedMaterialLoaderPlugin.js.map +0 -1
  221. package/loader/plugins/index.d.ts +0 -19
  222. package/loader/plugins/index.js +0 -44
  223. package/loader/plugins/index.js.map +0 -1
  224. package/loader/plugins/loaderPlugin.d.ts +0 -24
  225. package/loader/plugins/loaderPlugin.js +0 -2
  226. package/loader/plugins/loaderPlugin.js.map +0 -1
  227. package/loader/plugins/msftLodLoaderPlugin.d.ts +0 -12
  228. package/loader/plugins/msftLodLoaderPlugin.js +0 -21
  229. package/loader/plugins/msftLodLoaderPlugin.js.map +0 -1
  230. package/loader/plugins/telemetryLoaderPlugin.d.ts +0 -12
  231. package/loader/plugins/telemetryLoaderPlugin.js +0 -36
  232. package/loader/plugins/telemetryLoaderPlugin.js.map +0 -1
  233. package/managers/observablesManager.d.ts +0 -66
  234. package/managers/observablesManager.js +0 -35
  235. package/managers/observablesManager.js.map +0 -1
  236. package/managers/sceneManager.d.ts +0 -245
  237. package/managers/sceneManager.js +0 -1375
  238. package/managers/sceneManager.js.map +0 -1
  239. package/managers/telemetryManager.d.ts +0 -78
  240. package/managers/telemetryManager.js +0 -117
  241. package/managers/telemetryManager.js.map +0 -1
  242. package/model/modelAnimation.d.ts +0 -215
  243. package/model/modelAnimation.js +0 -237
  244. package/model/modelAnimation.js.map +0 -1
  245. package/model/viewerModel.d.ts +0 -233
  246. package/model/viewerModel.js +0 -673
  247. package/model/viewerModel.js.map +0 -1
  248. package/optimizer/custom/extended.d.ts +0 -13
  249. package/optimizer/custom/extended.js +0 -101
  250. package/optimizer/custom/extended.js.map +0 -1
  251. package/optimizer/custom/index.d.ts +0 -9
  252. package/optimizer/custom/index.js +0 -26
  253. package/optimizer/custom/index.js.map +0 -1
  254. package/renderOnlyIndex.d.ts +0 -11
  255. package/renderOnlyIndex.js +0 -18
  256. package/renderOnlyIndex.js.map +0 -1
  257. package/templating/eventManager.d.ts +0 -35
  258. package/templating/eventManager.js +0 -66
  259. package/templating/eventManager.js.map +0 -1
  260. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
  261. package/templating/plugins/hdButtonPlugin.js +0 -21
  262. package/templating/plugins/hdButtonPlugin.js.map +0 -1
  263. package/templating/plugins/printButton.d.ts +0 -9
  264. package/templating/plugins/printButton.js +0 -40
  265. package/templating/plugins/printButton.js.map +0 -1
  266. package/templating/templateManager.d.ts +0 -197
  267. package/templating/templateManager.js +0 -561
  268. package/templating/templateManager.js.map +0 -1
  269. package/templating/viewerTemplatePlugin.d.ts +0 -21
  270. package/templating/viewerTemplatePlugin.js +0 -69
  271. package/templating/viewerTemplatePlugin.js.map +0 -1
  272. package/viewer/defaultViewer.d.ts +0 -130
  273. package/viewer/defaultViewer.js +0 -675
  274. package/viewer/defaultViewer.js.map +0 -1
  275. package/viewer/renderOnlyViewer.d.ts +0 -9
  276. package/viewer/renderOnlyViewer.js +0 -46
  277. package/viewer/renderOnlyViewer.js.map +0 -1
  278. package/viewer/viewer.d.ts +0 -258
  279. package/viewer/viewer.js +0 -783
  280. package/viewer/viewer.js.map +0 -1
  281. package/viewer/viewerManager.d.ts +0 -58
  282. package/viewer/viewerManager.js +0 -91
  283. package/viewer/viewerManager.js.map +0 -1
  284. package/viewer/viewerWithTemplate.d.ts +0 -9
  285. package/viewer/viewerWithTemplate.js +0 -20
  286. package/viewer/viewerWithTemplate.js.map +0 -1
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+ {"version":3,"file":"pbr.vertex-62J9fbA6.esm.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/decalVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/pbrVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/uvAttributeDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bonesDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/instancesDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/prePassVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/samplerVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bumpVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/fogVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/lightVxFragmentDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/lightVxUboDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertexGlobal.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/instancesVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bonesVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bakedVertexAnimation.js","../../../../../dev/core/dist/Shaders/ShadersInclude/prePassVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/uvVariableDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/samplerVertexImplementation.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bumpVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/clipPlaneVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/fogVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/shadowsVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/vertexColorMixing.js","../../../../../dev/core/dist/Shaders/ShadersInclude/logDepthVertex.js","../../../../../dev/core/dist/Shaders/pbr.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"decalVertexDeclaration\";\nconst shader = `#ifdef DECAL\nuniform vec4 vDecalInfos;uniform mat4 decalMatrix;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const decalVertexDeclaration = { name, shader };\n//# sourceMappingURL=decalVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalVertexDeclaration\";\nconst name = \"pbrVertexDeclaration\";\nconst shader = `uniform mat4 view;uniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;\n#endif\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#ifdef IRIDESCENCE\n#if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)\nuniform vec4 vIridescenceInfos;\n#endif\n#ifdef IRIDESCENCE_TEXTURE\nuniform mat4 iridescenceMatrix;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nuniform mat4 iridescenceThicknessMatrix;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;\n#endif\n#endif\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nuniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrVertexDeclaration = { name, shader };\n//# sourceMappingURL=pbrVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute vec2 uv{X};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const uvAttributeDeclaration = { name, shader };\n//# sourceMappingURL=uvAttributeDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;attribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform highp sampler2D boneSampler;uniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n//# sourceMappingURL=bonesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform float bakedVertexAnimationTime;uniform vec2 bakedVertexAnimationTextureSizeInverted;uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;\n#ifdef INSTANCES\nattribute vec4 bakedVertexAnimationSettingsInstanced;\n#endif\n#define inline\nmat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)\n{float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n//# sourceMappingURL=bakedVertexAnimationDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;\n#ifdef INSTANCESCOLOR\nattribute vec4 instanceColor;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform mat4 world;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nattribute vec4 previousWorld0;attribute vec4 previousWorld1;attribute vec4 previousWorld2;attribute vec4 previousWorld3;\n#ifdef THIN_INSTANCES\nuniform mat4 previousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform mat4 world;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nuniform mat4 previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const instancesDeclaration = { name, shader };\n//# sourceMappingURL=instancesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertexDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const prePassVertexDeclaration = { name, shader };\n//# sourceMappingURL=prePassVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexDeclaration\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerVertexDeclaration = { name, shader };\n//# sourceMappingURL=samplerVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertexDeclaration = { name, shader };\n//# sourceMappingURL=bumpVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"clipPlaneVertexDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nuniform vec4 vClipPlane;varying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;varying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;varying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;varying float fClipDistance4;\n#endif\n#ifdef CLIPPLANE5\nuniform vec4 vClipPlane5;varying float fClipDistance5;\n#endif\n#ifdef CLIPPLANE6\nuniform vec4 vClipPlane6;varying float fClipDistance6;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const clipPlaneVertexDeclaration = { name, shader };\n//# sourceMappingURL=clipPlaneVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fogVertexDeclaration\";\nconst shader = `#ifdef FOG\nvarying vec3 vFogDistance;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fogVertexDeclaration = { name, shader };\n//# sourceMappingURL=fogVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightVxFragmentDeclaration = { name, shader };\n//# sourceMappingURL=lightVxFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightVxUboDeclaration = { name, shader };\n//# sourceMappingURL=lightVxUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#ifdef MORPHTARGETS_TEXTURE \nuniform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];uniform vec3 morphTargetTextureInfo;uniform highp sampler2DArray morphTargets;vec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)\n{ \nfloat y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV).xyz;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalDeclaration = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#ifdef MORPHTARGETS_UV\nattribute vec2 uv_{X};\n#endif\n#elif {X}==0\nuniform int morphTargetCount;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexDeclaration = { name, shader };\n//# sourceMappingURL=morphTargetsVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nfloat vertexID;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobal = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobal.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (i>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];vertexID+=1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];\n#endif\n}\n#endif\n#else\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertex = { name, shader };\n//# sourceMappingURL=morphTargetsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nmat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,\npreviousWorld2,previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\nfinalWorld=world*finalWorld;\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nfinalPreviousWorld=previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\nmat4 finalWorld=world;\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nmat4 finalPreviousWorld=previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const instancesVertex = { name, shader };\n//# sourceMappingURL=instancesVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesVertex = { name, shader };\n//# sourceMappingURL=bonesVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\n#define BVASNAME bakedVertexAnimationSettingsInstanced\n#else\n#define BVASNAME bakedVertexAnimationSettings\n#endif\nfloat VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimation = { name, shader };\n//# sourceMappingURL=bakedVertexAnimation.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertex\";\nconst shader = `#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvPosition=positionUpdated.xyz;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nvCurrentPosition=viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const prePassVertex = { name, shader };\n//# sourceMappingURL=prePassVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvVariableDeclaration\";\nconst shader = `#if !defined(UV{X}) && defined(MAINUV{X})\nvec2 uv{X}=vec2(0.,0.);\n#endif\n#ifdef MAINUV{X}\nvMainUV{X}=uv{X};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const uvVariableDeclaration = { name, shader };\n//# sourceMappingURL=uvVariableDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexImplementation\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (v_INFONAME_==0.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}\n#ifdef UV2\nelse if (v_INFONAME_==1.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2,1.0,0.0));}\n#endif\n#ifdef UV3\nelse if (v_INFONAME_==2.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}\n#endif\n#ifdef UV4\nelse if (v_INFONAME_==3.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}\n#endif\n#ifdef UV5\nelse if (v_INFONAME_==4.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}\n#endif\n#ifdef UV6\nelse if (v_INFONAME_==5.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerVertexImplementation = { name, shader };\n//# sourceMappingURL=samplerVertexImplementation.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertex\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertex = { name, shader };\n//# sourceMappingURL=bumpVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"clipPlaneVertex\";\nconst shader = `#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nfClipDistance5=dot(worldPos,vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nfClipDistance6=dot(worldPos,vClipPlane6);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const clipPlaneVertex = { name, shader };\n//# sourceMappingURL=clipPlaneVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fogVertex\";\nconst shader = `#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fogVertex = { name, shader };\n//# sourceMappingURL=fogVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n}\n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowsVertex = { name, shader };\n//# sourceMappingURL=shadowsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvColor=vec4(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\n#else\nvColor.rgb*=color.rgb;\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const vertexColorMixing = { name, shader };\n//# sourceMappingURL=vertexColorMixing.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"logDepthVertex\";\nconst shader = `#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;gl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const logDepthVertex = { name, shader };\n//# sourceMappingURL=logDepthVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && \\\n(defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || \\\ndefined(PREPASS_VELOCITY_LINEAR))\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef 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@@ -0,0 +1,2 @@
1
+ import{S as e}from"./index-EA8kJjBu.esm.min.js";import"./logDepthDeclaration-B2UkQWK5.esm.min.js";import"./helperFunctions-ChWwJuKv.esm.min.js";e.IncludesShadersStoreWGSL.uvAttributeDeclaration="#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n";e.IncludesShadersStoreWGSL.bonesDeclaration="#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.bakedVertexAnimationDeclaration="#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;uniform bakedVertexAnimationTextureSizeInverted: vec2<f32>;uniform bakedVertexAnimationSettings: vec4<f32>;var bakedVertexAnimationTexture : texture_2d<f32>;\n#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\n#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\n{let offset=i32(index)*4;let frameUV=i32(frame);let m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);let m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);let m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);let m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n";e.IncludesShadersStoreWGSL.instancesDeclaration="#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.prePassVertexDeclaration="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.samplerVertexDeclaration="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n";e.IncludesShadersStoreWGSL.bumpVertexDeclaration="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.clipPlaneVertexDeclaration="#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;varying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;\n#endif\n";e.IncludesShadersStoreWGSL.fogVertexDeclaration="#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n";e.IncludesShadersStoreWGSL.lightVxUboDeclaration="#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertexGlobalDeclaration="#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertexDeclaration="#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#elif {X}==0\nuniform morphTargetCount: i32;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertexGlobal="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertex="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}\nvertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);\n#endif\n}\n#endif\n#else\npositionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.instancesVertex="#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvar finalPreviousWorld=mat4x4<f32>(\nvertexInputs.previousWorld0,vertexInputs.previousWorld1,\nvertexInputs.previousWorld2,vertexInputs.previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nfinalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvar finalPreviousWorld=uniforms.previousWorld;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.bonesVertex="#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.bakedVertexAnimation="#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\nlet VATStartFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.x;let VATEndFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.y;let VATOffsetFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.z;let VATSpeed: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.w;\n#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;let VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;let VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;let VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\n#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;let time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;let frameCorrection: f32=select(1.0,0.0,time<1.0);let numOfFrames: f32=totalFrames-frameCorrection;var VATFrameNum: f32=fract(time)*numOfFrames;VATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;VATFrameNum=floor(VATFrameNum);VATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;var VATInfluence : mat4x4<f32>;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[0],VATFrameNum)*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[1],VATFrameNum)*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[2],VATFrameNum)*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[3],VATFrameNum)*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[0],VATFrameNum)*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[1],VATFrameNum)*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[2],VATFrameNum)*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[3],VATFrameNum)*vertexInputs.matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n";e.IncludesShadersStoreWGSL.prePassVertex="#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vPosition=positionUpdated.xyz;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.uvVariableDeclaration="#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n";e.IncludesShadersStoreWGSL.samplerVertexImplementation="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (uniforms.v_INFONAME_==0.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}\n#ifdef UV2\nelse if (uniforms.v_INFONAME_==1.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}\n#endif\n#ifdef UV3\nelse if (uniforms.v_INFONAME_==2.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}\n#endif\n#ifdef UV4\nelse if (uniforms.v_INFONAME_==3.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}\n#endif\n#ifdef UV5\nelse if (uniforms.v_INFONAME_==4.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}\n#endif\n#ifdef UV6\nelse if (uniforms.v_INFONAME_==5.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.bumpVertex="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.clipPlaneVertex="#ifdef CLIPPLANE\nvertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nvertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nvertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nvertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nvertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nvertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);\n#endif\n";e.IncludesShadersStoreWGSL.fogVertex="#ifdef FOG\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#endif\n";e.IncludesShadersStoreWGSL.shadowsVertex="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.vertexColorMixing="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.logDepthVertex="#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n";const n="pbrVertexShader",t="#include<pbrUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR))\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";e.ShadersStoreWGSL[n]=t;const i={name:n,shader:t};export{i as pbrVertexShaderWGSL};
2
+ //# sourceMappingURL=pbr.vertex-C8vOdMd6.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbr.vertex-C8vOdMd6.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bonesDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/instancesDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/instancesVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bonesVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/prePassVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bumpVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/clipPlaneVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/fogVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/shadowsVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/vertexColorMixing.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/logDepthVertex.js","../../../../../dev/core/dist/ShadersWGSL/pbr.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const uvAttributeDeclarationWGSL = { name, shader };\n//# sourceMappingURL=uvAttributeDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesDeclarationWGSL = { name, shader };\n//# sourceMappingURL=bonesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;uniform bakedVertexAnimationTextureSizeInverted: vec2<f32>;uniform bakedVertexAnimationSettings: vec4<f32>;var bakedVertexAnimationTexture : texture_2d<f32>;\n#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\n#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\n{let offset=i32(index)*4;let frameUV=i32(frame);let m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);let m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);let m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);let m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationDeclarationWGSL = { name, shader };\n//# sourceMappingURL=bakedVertexAnimationDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesDeclarationWGSL = { name, shader };\n//# sourceMappingURL=instancesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertexDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const prePassVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=prePassVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexDeclaration\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const samplerVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=samplerVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bumpVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=bumpVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"clipPlaneVertexDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;varying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=clipPlaneVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fogVertexDeclaration\";\nconst shader = `#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fogVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=fogVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightVxUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalDeclarationWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#elif {X}==0\nuniform morphTargetCount: i32;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobal.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}\nvertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);\n#endif\n}\n#endif\n#else\npositionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nvar finalPreviousWorld=mat4x4<f32>(\nvertexInputs.previousWorld0,vertexInputs.previousWorld1,\nvertexInputs.previousWorld2,vertexInputs.previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nfinalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nvar finalPreviousWorld=uniforms.previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const instancesVertexWGSL = { name, shader };\n//# sourceMappingURL=instancesVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesVertexWGSL = { name, shader };\n//# sourceMappingURL=bonesVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\nlet VATStartFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.x;let VATEndFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.y;let VATOffsetFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.z;let VATSpeed: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.w;\n#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;let VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;let VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;let VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\n#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;let time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;let frameCorrection: f32=select(1.0,0.0,time<1.0);let numOfFrames: f32=totalFrames-frameCorrection;var VATFrameNum: f32=fract(time)*numOfFrames;VATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;VATFrameNum=floor(VATFrameNum);VATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;var VATInfluence : mat4x4<f32>;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[0],VATFrameNum)*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[1],VATFrameNum)*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[2],VATFrameNum)*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[3],VATFrameNum)*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[0],VATFrameNum)*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[1],VATFrameNum)*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[2],VATFrameNum)*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[3],VATFrameNum)*vertexInputs.matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationWGSL = { name, shader };\n//# sourceMappingURL=bakedVertexAnimation.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertex\";\nconst shader = `#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vPosition=positionUpdated.xyz;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const prePassVertexWGSL = { name, shader };\n//# sourceMappingURL=prePassVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvVariableDeclaration\";\nconst shader = `#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const uvVariableDeclarationWGSL = { name, shader };\n//# sourceMappingURL=uvVariableDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexImplementation\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (uniforms.v_INFONAME_==0.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}\n#ifdef UV2\nelse if (uniforms.v_INFONAME_==1.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}\n#endif\n#ifdef UV3\nelse if (uniforms.v_INFONAME_==2.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}\n#endif\n#ifdef UV4\nelse if (uniforms.v_INFONAME_==3.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}\n#endif\n#ifdef UV5\nelse if (uniforms.v_INFONAME_==4.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}\n#endif\n#ifdef UV6\nelse if (uniforms.v_INFONAME_==5.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const samplerVertexImplementationWGSL = { name, shader };\n//# sourceMappingURL=samplerVertexImplementation.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertex\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bumpVertexWGSL = { name, shader };\n//# sourceMappingURL=bumpVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"clipPlaneVertex\";\nconst shader = `#ifdef CLIPPLANE\nvertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nvertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nvertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nvertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nvertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nvertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneVertexWGSL = { name, shader };\n//# sourceMappingURL=clipPlaneVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fogVertex\";\nconst shader = `#ifdef FOG\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fogVertexWGSL = { name, shader };\n//# sourceMappingURL=fogVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowsVertexWGSL = { name, shader };\n//# sourceMappingURL=shadowsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const vertexColorMixingWGSL = { name, shader };\n//# sourceMappingURL=vertexColorMixing.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"logDepthVertex\";\nconst shader = `#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const logDepthVertexWGSL = { name, shader };\n//# sourceMappingURL=logDepthVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\nconst name = \"pbrVertexShader\";\nconst shader = `#include<pbrUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR))\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\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// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrVertexShaderWGSL = { name, shader };\n//# 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