@babylonjs/viewer 7.24.0 → 7.25.0-alpha

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (522) 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/EXT_lights_image_based-DC9fPJli.esm.min.js +2 -0
  6. package/dist/chunks/EXT_lights_image_based-DC9fPJli.esm.min.js.map +1 -0
  7. package/dist/chunks/EXT_lights_image_based-DfFQ31PL.esm.js +170 -0
  8. package/dist/chunks/EXT_lights_image_based-DfFQ31PL.esm.js.map +1 -0
  9. package/dist/chunks/EXT_mesh_gpu_instancing-DepTQjtD.esm.min.js +2 -0
  10. package/dist/chunks/EXT_mesh_gpu_instancing-DepTQjtD.esm.min.js.map +1 -0
  11. package/dist/chunks/EXT_mesh_gpu_instancing-cqFbSeIg.esm.js +86 -0
  12. package/dist/chunks/EXT_mesh_gpu_instancing-cqFbSeIg.esm.js.map +1 -0
  13. package/dist/chunks/EXT_meshopt_compression-BZz8a7N9.esm.js +134 -0
  14. package/dist/chunks/EXT_meshopt_compression-BZz8a7N9.esm.js.map +1 -0
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  17. package/dist/chunks/EXT_texture_avif-DBTOdhvO.esm.js +44 -0
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  21. package/dist/chunks/EXT_texture_webp-BWiEqn-s.esm.min.js +2 -0
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  25. package/dist/chunks/ExtrasAsMetadata-Cr7Llzvd.esm.js +64 -0
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  29. package/dist/chunks/KHR_animation_pointer-DrmQLtaw.esm.js +343 -0
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  33. package/dist/chunks/KHR_draco_mesh_compression-CfqHokQU.esm.min.js +2 -0
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  37. package/dist/chunks/KHR_interactivity-BQOxjpC1.esm.min.js +2 -0
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  39. package/dist/chunks/KHR_interactivity-BbEGVmbr.esm.js +4033 -0
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  41. package/dist/chunks/KHR_lights_punctual-5wF2wPZ4.esm.js +1253 -0
  42. package/dist/chunks/KHR_lights_punctual-5wF2wPZ4.esm.js.map +1 -0
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  45. package/dist/chunks/KHR_materials_anisotropy-D5wj2P4R.esm.js +64 -0
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  53. package/dist/chunks/KHR_materials_diffuse_transmission-Btv08kRf.esm.min.js +2 -0
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  57. package/dist/chunks/KHR_materials_dispersion-BIMxA8Vq.esm.min.js +2 -0
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  73. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-Cd2w1hlF.esm.min.js +2 -0
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  77. package/dist/chunks/KHR_materials_sheen-2GP5jiCT.esm.min.js +2 -0
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  79. package/dist/chunks/KHR_materials_sheen-CQ3Q14sp.esm.js +85 -0
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  81. package/dist/chunks/KHR_materials_specular-B8bgMjMv.esm.min.js +2 -0
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  83. package/dist/chunks/KHR_materials_specular-D7P48RHW.esm.js +75 -0
  84. package/dist/chunks/KHR_materials_specular-D7P48RHW.esm.js.map +1 -0
  85. package/dist/chunks/KHR_materials_transmission-B6NtjEPp.esm.js +306 -0
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  89. package/dist/chunks/KHR_materials_unlit-BRJnLegu.esm.min.js +2 -0
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  97. package/dist/chunks/KHR_materials_volume-BBlHI00R.esm.min.js +2 -0
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  99. package/dist/chunks/KHR_materials_volume-pazjLjwn.esm.js +87 -0
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  101. package/dist/chunks/KHR_mesh_quantization-BFCOpPq5.esm.min.js +2 -0
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  103. package/dist/chunks/KHR_mesh_quantization-DPAOJj_N.esm.js +26 -0
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  105. package/dist/chunks/KHR_texture_basisu-BGQg840h.esm.js +43 -0
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  117. package/dist/chunks/MSFT_audio_emitter-D2B5Hzz0.esm.js +1608 -0
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@@ -0,0 +1,335 @@
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+ import { S as ShaderStore } from './index-DCMXQRx5.esm.js';
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+ import './vertexColorMixing-Cq9NDkQU.esm.js';
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+ import './harmonicsFunctions-BetF_GFT.esm.js';
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+ import './mainUVVaryingDeclaration-ZPe9Pfpm.esm.js';
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+ import './helperFunctions-B7m7R064.esm.js';
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+ import './logDepthVertex-D6ApgK5s.esm.js';
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+ import './logDepthDeclaration-Bsw_jD9J.esm.js';
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+
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+ // Do not edit.
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+ const name$1 = "pbrVertexDeclaration";
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+ const shader$1 = `uniform mat4 view;uniform mat4 viewProjection;
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+ #ifdef ALBEDO
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+ uniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;
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+ #endif
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+ #ifdef AMBIENT
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+ uniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;
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+ #endif
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+ #ifdef OPACITY
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+ uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
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+ #endif
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+ #ifdef EMISSIVE
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+ uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
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+ #endif
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+ #ifdef LIGHTMAP
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+ uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
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+ #endif
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+ #ifdef REFLECTIVITY
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+ uniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;
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+ #endif
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+ #ifdef METALLIC_REFLECTANCE
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+ uniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;
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+ #endif
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+ #ifdef REFLECTANCE
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+ uniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;
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+ #endif
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+ #ifdef MICROSURFACEMAP
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+ uniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;
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+ #endif
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+ #ifdef BUMP
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+ uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
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+ #endif
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+ #ifdef POINTSIZE
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+ uniform float pointSize;
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+ #endif
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+ #ifdef REFLECTION
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+ uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;
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+ #endif
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+ #ifdef CLEARCOAT
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+ #if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)
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+ uniform vec4 vClearCoatInfos;
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+ #endif
52
+ #ifdef CLEARCOAT_TEXTURE
53
+ uniform mat4 clearCoatMatrix;
54
+ #endif
55
+ #ifdef CLEARCOAT_TEXTURE_ROUGHNESS
56
+ uniform mat4 clearCoatRoughnessMatrix;
57
+ #endif
58
+ #ifdef CLEARCOAT_BUMP
59
+ uniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;
60
+ #endif
61
+ #ifdef CLEARCOAT_TINT_TEXTURE
62
+ uniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;
63
+ #endif
64
+ #endif
65
+ #ifdef IRIDESCENCE
66
+ #if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)
67
+ uniform vec4 vIridescenceInfos;
68
+ #endif
69
+ #ifdef IRIDESCENCE_TEXTURE
70
+ uniform mat4 iridescenceMatrix;
71
+ #endif
72
+ #ifdef IRIDESCENCE_THICKNESS_TEXTURE
73
+ uniform mat4 iridescenceThicknessMatrix;
74
+ #endif
75
+ #endif
76
+ #ifdef ANISOTROPIC
77
+ #ifdef ANISOTROPIC_TEXTURE
78
+ uniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;
79
+ #endif
80
+ #endif
81
+ #ifdef SHEEN
82
+ #if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)
83
+ uniform vec4 vSheenInfos;
84
+ #endif
85
+ #ifdef SHEEN_TEXTURE
86
+ uniform mat4 sheenMatrix;
87
+ #endif
88
+ #ifdef SHEEN_TEXTURE_ROUGHNESS
89
+ uniform mat4 sheenRoughnessMatrix;
90
+ #endif
91
+ #endif
92
+ #ifdef SUBSURFACE
93
+ #ifdef SS_REFRACTION
94
+ uniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;
95
+ #endif
96
+ #ifdef SS_THICKNESSANDMASK_TEXTURE
97
+ uniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;
98
+ #endif
99
+ #ifdef SS_REFRACTIONINTENSITY_TEXTURE
100
+ uniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;
101
+ #endif
102
+ #ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE
103
+ uniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;
104
+ #endif
105
+ #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE
106
+ uniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;
107
+ #endif
108
+ #endif
109
+ #ifdef NORMAL
110
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
111
+ #ifdef USESPHERICALFROMREFLECTIONMAP
112
+ #ifdef SPHERICAL_HARMONICS
113
+ uniform 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;
114
+ #else
115
+ uniform 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;
116
+ #endif
117
+ #endif
118
+ #endif
119
+ #endif
120
+ #ifdef DETAIL
121
+ uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
122
+ #endif
123
+ #include<decalVertexDeclaration>
124
+ #define ADDITIONAL_VERTEX_DECLARATION
125
+ `;
126
+ // Sideeffect
127
+ ShaderStore.IncludesShadersStore[name$1] = shader$1;
128
+
129
+ // Do not edit.
130
+ const name = "pbrVertexShader";
131
+ const shader = `precision highp float;
132
+ #include<__decl__pbrVertex>
133
+ #define CUSTOM_VERTEX_BEGIN
134
+ attribute vec3 position;
135
+ #ifdef NORMAL
136
+ attribute vec3 normal;
137
+ #endif
138
+ #ifdef TANGENT
139
+ attribute vec4 tangent;
140
+ #endif
141
+ #ifdef UV1
142
+ attribute vec2 uv;
143
+ #endif
144
+ #include<uvAttributeDeclaration>[2..7]
145
+ #include<mainUVVaryingDeclaration>[1..7]
146
+ #ifdef VERTEXCOLOR
147
+ attribute vec4 color;
148
+ #endif
149
+ #include<helperFunctions>
150
+ #include<bonesDeclaration>
151
+ #include<bakedVertexAnimationDeclaration>
152
+ #include<instancesDeclaration>
153
+ #include<prePassVertexDeclaration>
154
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
155
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
156
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
157
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
158
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
159
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
160
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
161
+ #include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
162
+ #include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
163
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
164
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
165
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
166
+ #ifdef CLEARCOAT
167
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
168
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
169
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
170
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
171
+ #endif
172
+ #ifdef IRIDESCENCE
173
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
174
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
175
+ #endif
176
+ #ifdef SHEEN
177
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
178
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
179
+ #endif
180
+ #ifdef ANISOTROPIC
181
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
182
+ #endif
183
+ #ifdef SUBSURFACE
184
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
185
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
186
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
187
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)
188
+ #endif
189
+ varying vec3 vPositionW;
190
+ #if DEBUGMODE>0
191
+ varying vec4 vClipSpacePosition;
192
+ #endif
193
+ #ifdef NORMAL
194
+ varying vec3 vNormalW;
195
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
196
+ varying vec3 vEnvironmentIrradiance;
197
+ #include<harmonicsFunctions>
198
+ #endif
199
+ #endif
200
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
201
+ varying vec4 vColor;
202
+ #endif
203
+ #include<bumpVertexDeclaration>
204
+ #include<clipPlaneVertexDeclaration>
205
+ #include<fogVertexDeclaration>
206
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
207
+ #include<morphTargetsVertexGlobalDeclaration>
208
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
209
+ #ifdef REFLECTIONMAP_SKYBOX
210
+ varying vec3 vPositionUVW;
211
+ #endif
212
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
213
+ varying vec3 vDirectionW;
214
+ #endif
215
+ #include<logDepthDeclaration>
216
+ #define CUSTOM_VERTEX_DEFINITIONS
217
+ void main(void) {
218
+ #define CUSTOM_VERTEX_MAIN_BEGIN
219
+ vec3 positionUpdated=position;
220
+ #ifdef NORMAL
221
+ vec3 normalUpdated=normal;
222
+ #endif
223
+ #ifdef TANGENT
224
+ vec4 tangentUpdated=tangent;
225
+ #endif
226
+ #ifdef UV1
227
+ vec2 uvUpdated=uv;
228
+ #endif
229
+ #include<morphTargetsVertexGlobal>
230
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
231
+ #ifdef REFLECTIONMAP_SKYBOX
232
+ vPositionUVW=positionUpdated;
233
+ #endif
234
+ #define CUSTOM_VERTEX_UPDATE_POSITION
235
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
236
+ #include<instancesVertex>
237
+ #if defined(PREPASS) && \
238
+ (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || \
239
+ defined(PREPASS_VELOCITY_LINEAR))
240
+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
241
+ #endif
242
+ #include<bonesVertex>
243
+ #include<bakedVertexAnimation>
244
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);
245
+ #include<prePassVertex>
246
+ #ifdef NORMAL
247
+ mat3 normalWorld=mat3(finalWorld);
248
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
249
+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
250
+ #else
251
+ #ifdef NONUNIFORMSCALING
252
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
253
+ #endif
254
+ vNormalW=normalize(normalWorld*normalUpdated);
255
+ #endif
256
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
257
+ vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
258
+ #ifdef REFLECTIONMAP_OPPOSITEZ
259
+ reflectionVector.z*=-1.0;
260
+ #endif
261
+ vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
262
+ #endif
263
+ #endif
264
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
265
+ #ifdef MULTIVIEW
266
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
267
+ #else
268
+ gl_Position=viewProjection*worldPos;
269
+ #endif
270
+ #if DEBUGMODE>0
271
+ vClipSpacePosition=gl_Position;
272
+ #endif
273
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
274
+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
275
+ #endif
276
+ #ifndef UV1
277
+ vec2 uvUpdated=vec2(0.,0.);
278
+ #endif
279
+ #ifdef MAINUV1
280
+ vMainUV1=uvUpdated;
281
+ #endif
282
+ #include<uvVariableDeclaration>[2..7]
283
+ #include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
284
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
285
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
286
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
287
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
288
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
289
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
290
+ #include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
291
+ #include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
292
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
293
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
294
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
295
+ #ifdef CLEARCOAT
296
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
297
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
298
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
299
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
300
+ #endif
301
+ #ifdef IRIDESCENCE
302
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
303
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
304
+ #endif
305
+ #ifdef SHEEN
306
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
307
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)
308
+ #endif
309
+ #ifdef ANISOTROPIC
310
+ #include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
311
+ #endif
312
+ #ifdef SUBSURFACE
313
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
314
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
315
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
316
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)
317
+ #endif
318
+ #include<bumpVertex>
319
+ #include<clipPlaneVertex>
320
+ #include<fogVertex>
321
+ #include<shadowsVertex>[0..maxSimultaneousLights]
322
+ #include<vertexColorMixing>
323
+ #if defined(POINTSIZE) && !defined(WEBGPU)
324
+ gl_PointSize=pointSize;
325
+ #endif
326
+ #include<logDepthVertex>
327
+ #define CUSTOM_VERTEX_MAIN_END
328
+ }`;
329
+ // Sideeffect
330
+ ShaderStore.ShadersStore[name] = shader;
331
+ /** @internal */
332
+ const pbrVertexShader = { name, shader };
333
+
334
+ export { pbrVertexShader };
335
+ //# sourceMappingURL=pbr.vertex-CvBNpmrL.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbr.vertex-CvBNpmrL.esm.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/pbrVertexDeclaration.js","../../../../../dev/core/dist/Shaders/pbr.vertex.js"],"sourcesContent":["// 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\";\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 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#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n//# sourceMappingURL=pbr.vertex.js.map"],"names":["name","shader"],"mappings":";;;;;;;;AAAA;AAGA,MAAMA,MAAI,GAAG,sBAAsB,CAAC;AACpC,MAAMC,QAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,oBAAoB,CAACD,MAAI,CAAC,GAAGC,QAAM;;ACxH/C;AAmCA,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC,CAAC;AACH;AACA,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC;AACY,MAAC,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM;;;;"}
@@ -0,0 +1,2 @@
1
+ import{S as e}from"./index-Ba-YQVRw.esm.min.js";import"./harmonicsFunctions-DvXfJIer.esm.min.js";import"./logDepthVertex-RSueoP5o.esm.min.js";import"./logDepthDeclaration-CF5JhF4_.esm.min.js";import"./helperFunctions-BAP7B_1V.esm.min.js";const n="pbrVertexShader",E="#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]=E;const i={name:n,shader:E};export{i as pbrVertexShaderWGSL};
2
+ //# sourceMappingURL=pbr.vertex-Cz1vuu4g.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbr.vertex-Cz1vuu4g.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/pbr.vertex.js"],"sourcesContent":["// 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//# sourceMappingURL=pbr.vertex.js.map"],"names":["name","shader","ShaderStore","ShadersStoreWGSL","pbrVertexShaderWGSL"],"mappings":"8OAiCA,MAAMA,EAAO,kBACPC,EAAS,mmVAkMfC,EAAYC,iBAAiBH,GAAQC,EAEzB,MAACG,EAAsB,CAAEJ,OAAMC"}
@@ -0,0 +1,208 @@
1
+ import { S as ShaderStore } from './index-DCMXQRx5.esm.js';
2
+ import './harmonicsFunctions-CilRmaCi.esm.js';
3
+ import './logDepthVertex-jmh6sp9r.esm.js';
4
+ import './logDepthDeclaration-BJgjCQaD.esm.js';
5
+ import './helperFunctions-D2JAu3Um.esm.js';
6
+
7
+ // Do not edit.
8
+ const name = "pbrVertexShader";
9
+ const shader = `#include<pbrUboDeclaration>
10
+ #define CUSTOM_VERTEX_BEGIN
11
+ attribute position: vec3f;
12
+ #ifdef NORMAL
13
+ attribute normal: vec3f;
14
+ #endif
15
+ #ifdef TANGENT
16
+ attribute tangent: vec4f;
17
+ #endif
18
+ #ifdef UV1
19
+ attribute uv: vec2f;
20
+ #endif
21
+ #include<uvAttributeDeclaration>[2..7]
22
+ #include<mainUVVaryingDeclaration>[1..7]
23
+ #ifdef VERTEXCOLOR
24
+ attribute color: vec4f;
25
+ #endif
26
+ #include<helperFunctions>
27
+ #include<bonesDeclaration>
28
+ #include<bakedVertexAnimationDeclaration>
29
+ #include<instancesDeclaration>
30
+ #include<prePassVertexDeclaration>
31
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
32
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
33
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
34
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
35
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
36
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
37
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
38
+ #include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
39
+ #include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
40
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
41
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
42
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
43
+ #ifdef CLEARCOAT
44
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
45
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
46
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
47
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
48
+ #endif
49
+ #ifdef IRIDESCENCE
50
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
51
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
52
+ #endif
53
+ #ifdef SHEEN
54
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
55
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
56
+ #endif
57
+ #ifdef ANISOTROPIC
58
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
59
+ #endif
60
+ #ifdef SUBSURFACE
61
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
62
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
63
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
64
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)
65
+ #endif
66
+ varying vPositionW: vec3f;
67
+ #if DEBUGMODE>0
68
+ varying vClipSpacePosition: vec4f;
69
+ #endif
70
+ #ifdef NORMAL
71
+ varying vNormalW: vec3f;
72
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
73
+ varying vEnvironmentIrradiance: vec3f;
74
+ #include<harmonicsFunctions>
75
+ #endif
76
+ #endif
77
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
78
+ varying vColor: vec4f;
79
+ #endif
80
+ #include<bumpVertexDeclaration>
81
+ #include<clipPlaneVertexDeclaration>
82
+ #include<fogVertexDeclaration>
83
+ #include<lightVxUboDeclaration>[0..maxSimultaneousLights]
84
+ #include<morphTargetsVertexGlobalDeclaration>
85
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
86
+ #ifdef REFLECTIONMAP_SKYBOX
87
+ varying vPositionUVW: vec3f;
88
+ #endif
89
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
90
+ varying vDirectionW: vec3f;
91
+ #endif
92
+ #include<logDepthDeclaration>
93
+ #define CUSTOM_VERTEX_DEFINITIONS
94
+ @vertex
95
+ fn main(input : VertexInputs)->FragmentInputs {
96
+ #define CUSTOM_VERTEX_MAIN_BEGIN
97
+ var positionUpdated: vec3f=vertexInputs.position;
98
+ #ifdef NORMAL
99
+ var normalUpdated: vec3f=vertexInputs.normal;
100
+ #endif
101
+ #ifdef TANGENT
102
+ var tangentUpdated: vec4f=vertexInputs.tangent;
103
+ #endif
104
+ #ifdef UV1
105
+ var uvUpdated: vec2f=vertexInputs.uv;
106
+ #endif
107
+ #include<morphTargetsVertexGlobal>
108
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
109
+ #ifdef REFLECTIONMAP_SKYBOX
110
+ vertexOutputs.vPositionUVW=positionUpdated;
111
+ #endif
112
+ #define CUSTOM_VERTEX_UPDATE_POSITION
113
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
114
+ #include<instancesVertex>
115
+ #if defined(PREPASS) && (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR))
116
+ vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
117
+ #endif
118
+ #include<bonesVertex>
119
+ #include<bakedVertexAnimation>
120
+ var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;
121
+ #include<prePassVertex>
122
+ #ifdef NORMAL
123
+ var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
124
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
125
+ vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
126
+ #else
127
+ #ifdef NONUNIFORMSCALING
128
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
129
+ #endif
130
+ vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
131
+ #endif
132
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
133
+ var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;
134
+ #ifdef REFLECTIONMAP_OPPOSITEZ
135
+ reflectionVector.z*=-1.0;
136
+ #endif
137
+ vertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
138
+ #endif
139
+ #endif
140
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
141
+ #ifdef MULTIVIEW
142
+ if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
143
+ #else
144
+ vertexOutputs.position=scene.viewProjection*worldPos;
145
+ #endif
146
+ #if DEBUGMODE>0
147
+ vertexOutputs.vClipSpacePosition=vertexOutputs.position;
148
+ #endif
149
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
150
+ vertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);
151
+ #endif
152
+ #ifndef UV1
153
+ var uvUpdated: vec2f= vec2f(0.,0.);
154
+ #endif
155
+ #ifdef MAINUV1
156
+ vertexOutputs.vMainUV1=uvUpdated;
157
+ #endif
158
+ #include<uvVariableDeclaration>[2..7]
159
+ #include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
160
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
161
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
162
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
163
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
164
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
165
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
166
+ #include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
167
+ #include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
168
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
169
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
170
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
171
+ #ifdef CLEARCOAT
172
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
173
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
174
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
175
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
176
+ #endif
177
+ #ifdef IRIDESCENCE
178
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
179
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
180
+ #endif
181
+ #ifdef SHEEN
182
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
183
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)
184
+ #endif
185
+ #ifdef ANISOTROPIC
186
+ #include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
187
+ #endif
188
+ #ifdef SUBSURFACE
189
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
190
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
191
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
192
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)
193
+ #endif
194
+ #include<bumpVertex>
195
+ #include<clipPlaneVertex>
196
+ #include<fogVertex>
197
+ #include<shadowsVertex>[0..maxSimultaneousLights]
198
+ #include<vertexColorMixing>
199
+ #include<logDepthVertex>
200
+ #define CUSTOM_VERTEX_MAIN_END
201
+ }`;
202
+ // Sideeffect
203
+ ShaderStore.ShadersStoreWGSL[name] = shader;
204
+ /** @internal */
205
+ const pbrVertexShaderWGSL = { name, shader };
206
+
207
+ export { pbrVertexShaderWGSL };
208
+ //# sourceMappingURL=pbr.vertex-DmN6aBEn.esm.js.map