@babylonjs/viewer 7.25.0 → 7.25.1-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 (530) 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-DVT9d5PE.esm.min.js +2 -0
  6. package/dist/chunks/EXT_lights_image_based-DVT9d5PE.esm.min.js.map +1 -0
  7. package/dist/chunks/EXT_lights_image_based-XqDzs68T.esm.js +170 -0
  8. package/dist/chunks/EXT_lights_image_based-XqDzs68T.esm.js.map +1 -0
  9. package/dist/chunks/EXT_mesh_gpu_instancing-BDdwYyny.esm.min.js +2 -0
  10. package/dist/chunks/EXT_mesh_gpu_instancing-BDdwYyny.esm.min.js.map +1 -0
  11. package/dist/chunks/EXT_mesh_gpu_instancing-DhR2UOBn.esm.js +86 -0
  12. package/dist/chunks/EXT_mesh_gpu_instancing-DhR2UOBn.esm.js.map +1 -0
  13. package/dist/chunks/EXT_meshopt_compression-BqFzh0gY.esm.js +134 -0
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  17. package/dist/chunks/EXT_texture_avif-JBIGyeRc.esm.js +44 -0
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  29. package/dist/chunks/KHR_animation_pointer-CNYMXY_w.esm.js +343 -0
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  37. package/dist/chunks/KHR_interactivity-3PDcMKr_.esm.js +4033 -0
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  41. package/dist/chunks/KHR_lights_punctual-DdpvJMDV.esm.js +1253 -0
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  73. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-BQV0asO5.esm.js +81 -0
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  77. package/dist/chunks/KHR_materials_sheen-BQM2Rjmq.esm.js +85 -0
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  81. package/dist/chunks/KHR_materials_specular-4xCkE2rV.esm.js +75 -0
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  85. package/dist/chunks/KHR_materials_transmission-DUGtSvRL.esm.js +307 -0
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  89. package/dist/chunks/KHR_materials_unlit-BNXbHdvw.esm.js +74 -0
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  97. package/dist/chunks/KHR_materials_volume-BSWwp0PI.esm.js +87 -0
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  101. package/dist/chunks/KHR_mesh_quantization--7YAD1i9.esm.js +26 -0
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+ {"version":3,"file":"default.fragment-CW6M2CvG.esm.min.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/defaultFragmentDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/lightsFragmentFunctions.js","../../../../../dev/core/dist/Shaders/ShadersInclude/fresnelFunction.js","../../../../../dev/core/dist/Shaders/default.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalFragmentDeclaration\";\nconst name = \"defaultFragmentDeclaration\";\nconst shader = `uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;uniform vec3 vAmbientColor;uniform float visibility;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;uniform vec4 refractionRightColor;\n#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;uniform vec3 vRefractionSize; \n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;uniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;uniform vec4 emissiveRightColor;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\n#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;uniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;uniform vec4 reflectionRightColor;\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#include<decalFragmentDeclaration>\n#define ADDITIONAL_FRAGMENT_DECLARATION\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const defaultFragmentDeclaration = { name, shader };\n//# sourceMappingURL=defaultFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{vec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 lightVectorW;float attenuation=1.0;if (lightData.w==0.)\n{vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;float ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {lightingInfo result;float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return textureColor;}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightsFragmentFunctions = { name, shader };\n//# sourceMappingURL=lightsFragmentFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fresnelFunction\";\nconst shader = `#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fresnelFunction = { name, shader };\n//# sourceMappingURL=fresnelFunction.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\nconst name = \"defaultPixelShader\";\nconst shader = `#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;gl_FragData[0]=color; \n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX] =\nvec4(vPosition*0.5+0.5,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0)) *\nsign(a-b)*0.5 +\n0.5;gl_FragData[PREPASS_VELOCITY_INDEX] =\nvec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX] =\nvec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX] =\nvec4(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX] =\nvec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NDC_DEPTH\ngl_FragData[PREPASS_NDC_DEPTH_INDEX]=vec4(\ngl_FragCoord.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX] =\nvec4(normalW,writeGeometryInfo); \n#else\ngl_FragData[PREPASS_NORMAL_INDEX] =\nvec4(normalize((view*vec4(normalW,0.0)).rgb),\nwriteGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX] =\nvec4(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\n#endif\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultPixelShader = { name, shader };\n//# 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@@ -0,0 +1,2 @@
1
+ import{S as e}from"./index-D5606AHu.esm.min.js";import"./defaultUboDeclaration-AgU83OaK.esm.min.js";import"./oitFragment-CZShr04f.esm.min.js";import"./logDepthDeclaration-unowpoZK.esm.min.js";import"./helperFunctions-hh2B4qDl.esm.min.js";e.IncludesShadersStoreWGSL.lightsFragmentFunctions="struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}";e.IncludesShadersStoreWGSL.fresnelFunction="#ifdef FRESNEL\nfn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f32)->f32\n{let fresnelTerm: f32=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}\n#endif\n";const n="defaultPixelShader",r="#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULAR\nvar specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nvar glossiness: f32=0.;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color; \n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX] =\nvec4f(fragmentInputs.vPosition*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy /\nfragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy /\nfragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX] =\nvec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_NDC_DEPTH\nfragData[PREPASS_NDC_DEPTH_INDEX]=vec4f(\nfragmentInputs.position.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalW,writeGeometryInfo); \n#else\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),\nwriteGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX] =\nvec4f(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(toLinearSpaceVec4(specularMapColor)) *\nwriteGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";e.ShadersStoreWGSL[n]=r;const f={name:n,shader:r};export{f as defaultPixelShaderWGSL};
2
+ //# sourceMappingURL=default.fragment-D8IeeUuR.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"default.fragment-D8IeeUuR.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/fresnelFunction.js","../../../../../dev/core/dist/ShadersWGSL/default.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightsFragmentFunctionsWGSL = { name, shader };\n//# sourceMappingURL=lightsFragmentFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fresnelFunction\";\nconst shader = `#ifdef FRESNEL\nfn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f32)->f32\n{let fresnelTerm: f32=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fresnelFunctionWGSL = { name, shader };\n//# sourceMappingURL=fresnelFunction.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULAR\nvar specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nvar glossiness: f32=0.;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color; \n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX] =\nvec4f(fragmentInputs.vPosition*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy /\nfragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy /\nfragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX] =\nvec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_NDC_DEPTH\nfragData[PREPASS_NDC_DEPTH_INDEX]=vec4f(\nfragmentInputs.position.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalW,writeGeometryInfo); \n#else\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),\nwriteGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX] =\nvec4f(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(toLinearSpaceVec4(specularMapColor)) *\nwriteGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n//# sourceMappingURL=default.fragment.js.map"],"names":["ShaderStore","IncludesShadersStoreWGSL","name","shader","ShadersStoreWGSL","defaultPixelShaderWGSL"],"mappings":"8OAqDAA,EAAYC,yBAA6B,wBAlD1B,83FCMfD,EAAYC,yBAA6B,gBAN1B,kOCyBf,MAAMC,EAAO,qBACPC,EAAS,kvfA0XfH,EAAYI,iBAAiBF,GAAQC,EAEzB,MAACE,EAAyB,CAAEH,OAAMC"}
@@ -0,0 +1,178 @@
1
+ import { S as ShaderStore } from './index-4QQveomY.esm.js';
2
+ import './defaultUboDeclaration-pi1Tffi-.esm.js';
3
+ import './logDepthVertex-CUUB4BTI.esm.js';
4
+ import './helperFunctions-BHi3ZDnH.esm.js';
5
+ import './logDepthDeclaration-CvXtMvcM.esm.js';
6
+
7
+ // Do not edit.
8
+ const name$1 = "lightVxFragmentDeclaration";
9
+ const shader$1 = `#ifdef LIGHT{X}
10
+ uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;
11
+ #ifdef SPECULARTERM
12
+ uniform vLightSpecular{X}: vec4f;
13
+ #else
14
+ var vLightSpecular{X}: vec4f= vec4f(0.);
15
+ #endif
16
+ #ifdef SHADOW{X}
17
+ #ifdef SHADOWCSM{X}
18
+ uniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;
19
+ #elif defined(SHADOWCUBE{X})
20
+ #else
21
+ varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
22
+ #endif
23
+ uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;
24
+ #endif
25
+ #ifdef SPOTLIGHT{X}
26
+ uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;
27
+ #elif defined(POINTLIGHT{X})
28
+ uniform vLightFalloff{X}: vec4f;
29
+ #elif defined(HEMILIGHT{X})
30
+ uniform vLightGround{X}: vec3f;
31
+ #endif
32
+ #endif
33
+ `;
34
+ // Sideeffect
35
+ ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
36
+
37
+ // Do not edit.
38
+ const name = "defaultVertexShader";
39
+ const shader = `#include<defaultUboDeclaration>
40
+ #define CUSTOM_VERTEX_BEGIN
41
+ attribute position: vec3f;
42
+ #ifdef NORMAL
43
+ attribute normal: vec3f;
44
+ #endif
45
+ #ifdef TANGENT
46
+ attribute tangent: vec4f;
47
+ #endif
48
+ #ifdef UV1
49
+ attribute uv: vec2f;
50
+ #endif
51
+ #include<uvAttributeDeclaration>[2..7]
52
+ #ifdef VERTEXCOLOR
53
+ attribute color: vec4f;
54
+ #endif
55
+ #include<helperFunctions>
56
+ #include<bonesDeclaration>
57
+ #include<bakedVertexAnimationDeclaration>
58
+ #include<instancesDeclaration>
59
+ #include<prePassVertexDeclaration>
60
+ #include<mainUVVaryingDeclaration>[1..7]
61
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
62
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
63
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
64
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
65
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
66
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
67
+ #if defined(SPECULARTERM)
68
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
69
+ #endif
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
71
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
72
+ varying vPositionW: vec3f;
73
+ #ifdef NORMAL
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+ varying vNormalW: vec3f;
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+ #endif
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+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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+ varying vColor: vec4f;
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+ #endif
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+ #include<bumpVertexDeclaration>
80
+ #include<clipPlaneVertexDeclaration>
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+ #include<fogVertexDeclaration>
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+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
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+ #include<morphTargetsVertexGlobalDeclaration>
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+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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+ #ifdef REFLECTIONMAP_SKYBOX
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+ varying vPositionUVW: vec3f;
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+ #endif
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+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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+ varying vDirectionW: vec3f;
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+ #endif
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+ #include<logDepthDeclaration>
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+ #define CUSTOM_VERTEX_DEFINITIONS
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+ @vertex
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+ fn main(input : VertexInputs)->FragmentInputs {
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+ #define CUSTOM_VERTEX_MAIN_BEGIN
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+ var positionUpdated: vec3f=vertexInputs.position;
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+ #ifdef NORMAL
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+ var normalUpdated: vec3f=vertexInputs.normal;
99
+ #endif
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+ #ifdef TANGENT
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+ var tangentUpdated: vec4f=vertexInputs.tangent;
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+ #endif
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+ #ifdef UV1
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+ var uvUpdated: vec2f=vertexInputs.uv;
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+ #endif
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+ #include<morphTargetsVertexGlobal>
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+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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+ #ifdef REFLECTIONMAP_SKYBOX
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+ vertexOutputs.vPositionUVW=positionUpdated;
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+ #endif
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+ #define CUSTOM_VERTEX_UPDATE_POSITION
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+ #define CUSTOM_VERTEX_UPDATE_NORMAL
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+ #include<instancesVertex>
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+ #if defined(PREPASS) && (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR))
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+ vertexOutputs.vCurrentPosition =
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+ scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection *
117
+ finalPreviousWorld *
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+ vec4f(positionUpdated,1.0);
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+ #endif
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+ #include<bonesVertex>
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+ #include<bakedVertexAnimation>
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+ var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);
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+ #ifdef NORMAL
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+ var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
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+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
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+ 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);
127
+ #else
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+ #ifdef NONUNIFORMSCALING
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+ normalWorld=transposeMat3(inverseMat3(normalWorld));
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+ #endif
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+ vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
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+ #endif
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+ #endif
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+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
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+ #ifdef MULTIVIEW
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+ if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
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+ #else
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+ vertexOutputs.position=scene.viewProjection*worldPos;
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+ #endif
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+ vertexOutputs.vPositionW= worldPos.xyz;
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+ #include<prePassVertex>
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+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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+ vertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);
144
+ #endif
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+ #ifndef UV1
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+ var uvUpdated: vec2f=vec2f(0.,0.);
147
+ #endif
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+ #ifdef MAINUV1
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+ vertexOutputs.vMainUV1=uvUpdated;
150
+ #endif
151
+ #include<uvVariableDeclaration>[2..7]
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+ #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
153
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
154
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
155
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
156
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
157
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
158
+ #if defined(SPECULARTERM)
159
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
160
+ #endif
161
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
162
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
163
+ #include<bumpVertex>
164
+ #include<clipPlaneVertex>
165
+ #include<fogVertex>
166
+ #include<shadowsVertex>[0..maxSimultaneousLights]
167
+ #include<vertexColorMixing>
168
+ #include<logDepthVertex>
169
+ #define CUSTOM_VERTEX_MAIN_END
170
+ }
171
+ `;
172
+ // Sideeffect
173
+ ShaderStore.ShadersStoreWGSL[name] = shader;
174
+ /** @internal */
175
+ const defaultVertexShaderWGSL = { name, shader };
176
+
177
+ export { defaultVertexShaderWGSL };
178
+ //# sourceMappingURL=default.vertex-BnmEG9Z3.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"default.vertex-BnmEG9Z3.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightVxFragmentDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\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 = \"defaultVertexShader\";\nconst shader = `#include<defaultUboDeclaration>\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#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\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#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\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<__decl__lightVxFragment>[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 =\nscene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection *\nfinalPreviousWorld *\nvec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\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#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\nvertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\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_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.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#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\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#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`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=default.vertex.js.map"],"names":["name","shader"],"mappings":";;;;;;AAAA;AAEA,MAAMA,MAAI,GAAG,4BAA4B,CAAC;AAC1C,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,CAAC,CAAC;AACF;AACA,WAAW,CAAC,wBAAwB,CAACD,MAAI,CAAC,GAAGC,QAAM;;AC7BnD;AAiCA,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,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,CAAC,CAAC;AACF;AACA,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C;AACY,MAAC,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM;;;;"}
@@ -0,0 +1,2 @@
1
+ import{S as e}from"./index-D5606AHu.esm.min.js";import"./defaultUboDeclaration-AgU83OaK.esm.min.js";import"./logDepthVertex-DaNvEIGn.esm.min.js";import"./helperFunctions-hh2B4qDl.esm.min.js";import"./logDepthDeclaration-unowpoZK.esm.min.js";e.IncludesShadersStoreWGSL.lightVxFragmentDeclaration="#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#endif\n";const n="defaultVertexShader",i="#include<defaultUboDeclaration>\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#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\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#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\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<__decl__lightVxFragment>[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 =\nscene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection *\nfinalPreviousWorld *\nvec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\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#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\nvertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\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_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.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#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\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#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";e.ShadersStoreWGSL[n]=i;const t={name:n,shader:i};export{t as defaultVertexShaderWGSL};
2
+ //# sourceMappingURL=default.vertex-CByxmCU_.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"default.vertex-CByxmCU_.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightVxFragmentDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\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 = \"defaultVertexShader\";\nconst shader = `#include<defaultUboDeclaration>\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#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\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#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\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<__decl__lightVxFragment>[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 =\nscene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection *\nfinalPreviousWorld *\nvec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\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#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\nvertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\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_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.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#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\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#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`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=default.vertex.js.map"],"names":["ShaderStore","IncludesShadersStoreWGSL","name","shader","ShadersStoreWGSL","defaultVertexShaderWGSL"],"mappings":"iPA6BAA,EAAYC,yBAA6B,2BA1B1B,q5BC8Bf,MAAMC,EAAO,sBACPC,EAAS,+nLAsIfH,EAAYI,iBAAiBF,GAAQC,EAEzB,MAACE,EAA0B,CAAEH,OAAMC"}
@@ -0,0 +1,2 @@
1
+ import{S as e}from"./index-D5606AHu.esm.min.js";import"./vertexColorMixing-cD_XcjBD.esm.min.js";import"./defaultUboDeclaration-BTsCVlsd.esm.min.js";import"./helperFunctions-D9QX7d8q.esm.min.js";import"./mainUVVaryingDeclaration-PFUWfv7o.esm.min.js";import"./logDepthVertex-BrvDYbCP.esm.min.js";import"./logDepthDeclaration-cPWsL3PG.esm.min.js";e.IncludesShadersStore.defaultVertexDeclaration="uniform mat4 viewProjection;uniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec2 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#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;uniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n";e.IncludesShadersStore.pointCloudVertex="#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n";const n="defaultVertexShader",i="#include<__decl__defaultVertex>\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#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\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#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<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) && (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR))\nvCurrentPosition =\nviewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld *\nvec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\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#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\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\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_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.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#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\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#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";e.ShadersStore[n]=i;const t={name:n,shader:i};export{t as defaultVertexShader};
2
+ //# sourceMappingURL=default.vertex-CKXtUMTv.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"default.vertex-CKXtUMTv.esm.min.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/defaultVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/pointCloudVertex.js","../../../../../dev/core/dist/Shaders/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalVertexDeclaration\";\nconst name = \"defaultVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;uniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec2 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#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;uniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\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 defaultVertexDeclaration = { name, shader };\n//# sourceMappingURL=defaultVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pointCloudVertex\";\nconst shader = `#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pointCloudVertex = { name, shader };\n//# sourceMappingURL=pointCloudVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultVertexDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\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/pointCloudVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\nconst name = \"defaultVertexShader\";\nconst shader = `#include<__decl__defaultVertex>\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#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\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#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<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 =\nviewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld *\nvec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\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#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\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\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_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.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#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\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#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultVertexShader = { name, shader };\n//# sourceMappingURL=default.vertex.js.map"],"names":["ShaderStore","IncludesShadersStore","name","shader","ShadersStore","defaultVertexShader"],"mappings":"wVAuCAA,EAAYC,qBAAyB,yBAnCtB,u4BCIfD,EAAYC,qBAAyB,iBALtB,gFCgCf,MAAMC,EAAO,sBACPC,EAAS,yvKAuIfH,EAAYI,aAAaF,GAAQC,EAErB,MAACE,EAAsB,CAAEH,OAAMC"}