@babylonjs/viewer 7.25.1-alpha → 7.25.1

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/configuration/configuration.d.ts +107 -0
  2. package/configuration/configuration.js +16 -0
  3. package/configuration/configuration.js.map +1 -0
  4. package/configuration/configurationCompatibility.d.ts +8 -0
  5. package/configuration/configurationCompatibility.js +66 -0
  6. package/configuration/configurationCompatibility.js.map +1 -0
  7. package/configuration/configurationContainer.d.ts +10 -0
  8. package/configuration/configurationContainer.js +10 -0
  9. package/configuration/configurationContainer.js.map +1 -0
  10. package/configuration/globals.d.ts +6 -0
  11. package/configuration/globals.js +18 -0
  12. package/configuration/globals.js.map +1 -0
  13. package/configuration/index.d.ts +2 -0
  14. package/configuration/index.js +4 -0
  15. package/configuration/index.js.map +1 -0
  16. package/configuration/interfaces/cameraConfiguration.d.ts +31 -0
  17. package/configuration/interfaces/cameraConfiguration.js +2 -0
  18. package/configuration/interfaces/cameraConfiguration.js.map +1 -0
  19. package/configuration/interfaces/colorGradingConfiguration.d.ts +81 -0
  20. package/configuration/interfaces/colorGradingConfiguration.js +2 -0
  21. package/configuration/interfaces/colorGradingConfiguration.js.map +1 -0
  22. package/configuration/interfaces/defaultRenderingPipelineConfiguration.d.ts +20 -0
  23. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js +2 -0
  24. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js.map +1 -0
  25. package/configuration/interfaces/environmentMapConfiguration.d.ts +22 -0
  26. package/configuration/interfaces/environmentMapConfiguration.js +2 -0
  27. package/configuration/interfaces/environmentMapConfiguration.js.map +1 -0
  28. package/configuration/interfaces/groundConfiguration.d.ts +24 -0
  29. package/configuration/interfaces/groundConfiguration.js +2 -0
  30. package/configuration/interfaces/groundConfiguration.js.map +1 -0
  31. package/configuration/interfaces/imageProcessingConfiguration.d.ts +45 -0
  32. package/configuration/interfaces/imageProcessingConfiguration.js +2 -0
  33. package/configuration/interfaces/imageProcessingConfiguration.js.map +1 -0
  34. package/configuration/interfaces/index.d.ts +15 -0
  35. package/configuration/interfaces/index.js +16 -0
  36. package/configuration/interfaces/index.js.map +1 -0
  37. package/configuration/interfaces/lightConfiguration.d.ts +60 -0
  38. package/configuration/interfaces/lightConfiguration.js +2 -0
  39. package/configuration/interfaces/lightConfiguration.js.map +1 -0
  40. package/configuration/interfaces/modelAnimationConfiguration.d.ts +26 -0
  41. package/configuration/interfaces/modelAnimationConfiguration.js +2 -0
  42. package/configuration/interfaces/modelAnimationConfiguration.js.map +1 -0
  43. package/configuration/interfaces/modelConfiguration.d.ts +65 -0
  44. package/configuration/interfaces/modelConfiguration.js +2 -0
  45. package/configuration/interfaces/modelConfiguration.js.map +1 -0
  46. package/configuration/interfaces/observersConfiguration.d.ts +5 -0
  47. package/configuration/interfaces/observersConfiguration.js +2 -0
  48. package/configuration/interfaces/observersConfiguration.js.map +1 -0
  49. package/configuration/interfaces/sceneConfiguration.d.ts +48 -0
  50. package/configuration/interfaces/sceneConfiguration.js +2 -0
  51. package/configuration/interfaces/sceneConfiguration.js.map +1 -0
  52. package/configuration/interfaces/sceneOptimizerConfiguration.d.ts +23 -0
  53. package/configuration/interfaces/sceneOptimizerConfiguration.js +2 -0
  54. package/configuration/interfaces/sceneOptimizerConfiguration.js.map +1 -0
  55. package/configuration/interfaces/skyboxConfiguration.d.ts +21 -0
  56. package/configuration/interfaces/skyboxConfiguration.js +2 -0
  57. package/configuration/interfaces/skyboxConfiguration.js.map +1 -0
  58. package/configuration/interfaces/templateConfiguration.d.ts +67 -0
  59. package/configuration/interfaces/templateConfiguration.js +2 -0
  60. package/configuration/interfaces/templateConfiguration.js.map +1 -0
  61. package/configuration/interfaces/vrConfiguration.d.ts +16 -0
  62. package/configuration/interfaces/vrConfiguration.js +2 -0
  63. package/configuration/interfaces/vrConfiguration.js.map +1 -0
  64. package/configuration/loader.d.ts +4 -0
  65. package/configuration/loader.js +17 -0
  66. package/configuration/loader.js.map +1 -0
  67. package/configuration/mappers.d.ts +43 -0
  68. package/configuration/mappers.js +192 -0
  69. package/configuration/mappers.js.map +1 -0
  70. package/configuration/renderOnlyLoader.d.ts +33 -0
  71. package/configuration/renderOnlyLoader.js +162 -0
  72. package/configuration/renderOnlyLoader.js.map +1 -0
  73. package/configuration/types/default.d.ts +6 -0
  74. package/configuration/types/default.js +121 -0
  75. package/configuration/types/default.js.map +1 -0
  76. package/configuration/types/environmentMap.d.ts +5 -0
  77. package/configuration/types/environmentMap.js +14 -0
  78. package/configuration/types/environmentMap.js.map +1 -0
  79. package/configuration/types/extended.d.ts +6 -0
  80. package/configuration/types/extended.js +317 -0
  81. package/configuration/types/extended.js.map +1 -0
  82. package/configuration/types/index.d.ts +14 -0
  83. package/configuration/types/index.js +51 -0
  84. package/configuration/types/index.js.map +1 -0
  85. package/configuration/types/minimal.d.ts +6 -0
  86. package/configuration/types/minimal.js +43 -0
  87. package/configuration/types/minimal.js.map +1 -0
  88. package/configuration/types/renderOnlyDefault.d.ts +30 -0
  89. package/configuration/types/renderOnlyDefault.js +31 -0
  90. package/configuration/types/renderOnlyDefault.js.map +1 -0
  91. package/configuration/types/shadowLight.d.ts +9 -0
  92. package/configuration/types/shadowLight.js +64 -0
  93. package/configuration/types/shadowLight.js.map +1 -0
  94. package/helper/index.d.ts +29 -0
  95. package/helper/index.js +66 -0
  96. package/helper/index.js.map +1 -0
  97. package/index.d.ts +30 -0
  98. package/index.js +46 -0
  99. package/index.js.map +1 -0
  100. package/initializer.d.ts +11 -0
  101. package/initializer.js +35 -0
  102. package/initializer.js.map +1 -0
  103. package/interfaces.d.ts +5 -0
  104. package/interfaces.js +7 -0
  105. package/interfaces.js.map +1 -0
  106. package/labs/environmentSerializer.d.ts +126 -0
  107. package/labs/environmentSerializer.js +191 -0
  108. package/labs/environmentSerializer.js.map +1 -0
  109. package/labs/texture.d.ts +183 -0
  110. package/labs/texture.js +350 -0
  111. package/labs/texture.js.map +1 -0
  112. package/labs/viewerLabs.d.ts +51 -0
  113. package/labs/viewerLabs.js +134 -0
  114. package/labs/viewerLabs.js.map +1 -0
  115. package/loader/modelLoader.d.ts +56 -0
  116. package/loader/modelLoader.js +199 -0
  117. package/loader/modelLoader.js.map +1 -0
  118. package/loader/plugins/applyMaterialConfig.d.ts +12 -0
  119. package/loader/plugins/applyMaterialConfig.js +16 -0
  120. package/loader/plugins/applyMaterialConfig.js.map +1 -0
  121. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +9 -0
  122. package/loader/plugins/extendedMaterialLoaderPlugin.js +16 -0
  123. package/loader/plugins/extendedMaterialLoaderPlugin.js.map +1 -0
  124. package/loader/plugins/index.d.ts +19 -0
  125. package/loader/plugins/index.js +44 -0
  126. package/loader/plugins/index.js.map +1 -0
  127. package/loader/plugins/loaderPlugin.d.ts +24 -0
  128. package/loader/plugins/loaderPlugin.js +2 -0
  129. package/loader/plugins/loaderPlugin.js.map +1 -0
  130. package/loader/plugins/msftLodLoaderPlugin.d.ts +12 -0
  131. package/loader/plugins/msftLodLoaderPlugin.js +21 -0
  132. package/loader/plugins/msftLodLoaderPlugin.js.map +1 -0
  133. package/loader/plugins/telemetryLoaderPlugin.d.ts +12 -0
  134. package/loader/plugins/telemetryLoaderPlugin.js +36 -0
  135. package/loader/plugins/telemetryLoaderPlugin.js.map +1 -0
  136. package/managers/observablesManager.d.ts +66 -0
  137. package/managers/observablesManager.js +35 -0
  138. package/managers/observablesManager.js.map +1 -0
  139. package/managers/sceneManager.d.ts +245 -0
  140. package/managers/sceneManager.js +1375 -0
  141. package/managers/sceneManager.js.map +1 -0
  142. package/managers/telemetryManager.d.ts +78 -0
  143. package/managers/telemetryManager.js +117 -0
  144. package/managers/telemetryManager.js.map +1 -0
  145. package/model/modelAnimation.d.ts +215 -0
  146. package/model/modelAnimation.js +237 -0
  147. package/model/modelAnimation.js.map +1 -0
  148. package/model/viewerModel.d.ts +233 -0
  149. package/model/viewerModel.js +673 -0
  150. package/model/viewerModel.js.map +1 -0
  151. package/optimizer/custom/extended.d.ts +13 -0
  152. package/optimizer/custom/extended.js +101 -0
  153. package/optimizer/custom/extended.js.map +1 -0
  154. package/optimizer/custom/index.d.ts +9 -0
  155. package/optimizer/custom/index.js +26 -0
  156. package/optimizer/custom/index.js.map +1 -0
  157. package/package.json +27 -17
  158. package/readme.md +21 -35
  159. package/renderOnlyIndex.d.ts +11 -0
  160. package/renderOnlyIndex.js +18 -0
  161. package/renderOnlyIndex.js.map +1 -0
  162. package/templating/eventManager.d.ts +35 -0
  163. package/templating/eventManager.js +66 -0
  164. package/templating/eventManager.js.map +1 -0
  165. package/templating/plugins/hdButtonPlugin.d.ts +9 -0
  166. package/templating/plugins/hdButtonPlugin.js +21 -0
  167. package/templating/plugins/hdButtonPlugin.js.map +1 -0
  168. package/templating/plugins/printButton.d.ts +9 -0
  169. package/templating/plugins/printButton.js +40 -0
  170. package/templating/plugins/printButton.js.map +1 -0
  171. package/templating/templateManager.d.ts +197 -0
  172. package/templating/templateManager.js +561 -0
  173. package/templating/templateManager.js.map +1 -0
  174. package/templating/viewerTemplatePlugin.d.ts +21 -0
  175. package/templating/viewerTemplatePlugin.js +69 -0
  176. package/templating/viewerTemplatePlugin.js.map +1 -0
  177. package/viewer/defaultViewer.d.ts +130 -0
  178. package/viewer/defaultViewer.js +675 -0
  179. package/viewer/defaultViewer.js.map +1 -0
  180. package/viewer/renderOnlyViewer.d.ts +9 -0
  181. package/viewer/renderOnlyViewer.js +46 -0
  182. package/viewer/renderOnlyViewer.js.map +1 -0
  183. package/viewer/viewer.d.ts +258 -0
  184. package/viewer/viewer.js +783 -0
  185. package/viewer/viewer.js.map +1 -0
  186. package/viewer/viewerManager.d.ts +58 -0
  187. package/viewer/viewerManager.js +91 -0
  188. package/viewer/viewerManager.js.map +1 -0
  189. package/viewer/viewerWithTemplate.d.ts +9 -0
  190. package/viewer/viewerWithTemplate.js +20 -0
  191. package/viewer/viewerWithTemplate.js.map +1 -0
  192. package/dist/babylon-viewer.esm.js +0 -2
  193. package/dist/babylon-viewer.esm.js.map +0 -1
  194. package/dist/babylon-viewer.esm.min.js +0 -2
  195. package/dist/babylon-viewer.esm.min.js.map +0 -1
  196. package/dist/chunks/EXT_lights_image_based-DVT9d5PE.esm.min.js +0 -2
  197. package/dist/chunks/EXT_lights_image_based-DVT9d5PE.esm.min.js.map +0 -1
  198. package/dist/chunks/EXT_lights_image_based-XqDzs68T.esm.js +0 -170
  199. package/dist/chunks/EXT_lights_image_based-XqDzs68T.esm.js.map +0 -1
  200. package/dist/chunks/EXT_mesh_gpu_instancing-BDdwYyny.esm.min.js +0 -2
  201. package/dist/chunks/EXT_mesh_gpu_instancing-BDdwYyny.esm.min.js.map +0 -1
  202. package/dist/chunks/EXT_mesh_gpu_instancing-DhR2UOBn.esm.js +0 -86
  203. package/dist/chunks/EXT_mesh_gpu_instancing-DhR2UOBn.esm.js.map +0 -1
  204. package/dist/chunks/EXT_meshopt_compression-BqFzh0gY.esm.js +0 -134
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  208. package/dist/chunks/EXT_texture_avif-JBIGyeRc.esm.js +0 -44
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  216. package/dist/chunks/ExtrasAsMetadata-BOD2FG8I.esm.min.js +0 -2
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  220. package/dist/chunks/KHR_animation_pointer-CNYMXY_w.esm.js +0 -343
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  224. package/dist/chunks/KHR_draco_mesh_compression-AZ2o_aLj.esm.min.js +0 -2
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  228. package/dist/chunks/KHR_interactivity-3PDcMKr_.esm.js +0 -4033
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  232. package/dist/chunks/KHR_lights_punctual-DdpvJMDV.esm.js +0 -1253
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- import { S as ShaderStore } from './index-4QQveomY.esm.js';
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- import './defaultUboDeclaration-pi1Tffi-.esm.js';
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- import './oitFragment-E27tpA6b.esm.js';
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- import './logDepthDeclaration-CvXtMvcM.esm.js';
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- import './helperFunctions-BHi3ZDnH.esm.js';
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-
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- // Do not edit.
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- const name$2 = "lightsFragmentFunctions";
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- const shader$2 = `struct lightingInfo
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- {diffuse: vec3f,
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- #ifdef SPECULARTERM
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- specular: vec3f,
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- #endif
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- #ifdef NDOTL
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- ndl: f32,
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- #endif
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- };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.)
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- {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
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- else
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- {lightVectorW=normalize(-lightData.xyz);}
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- var ndl: f32=max(0.,dot(vNormal,lightVectorW));
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- #ifdef NDOTL
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- result.ndl=ndl;
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- #endif
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- result.diffuse=ndl*diffuseColor*attenuation;
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- #ifdef SPECULARTERM
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- var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
28
- #endif
29
- return result;}
30
- fn 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)
31
- {cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));
32
- #ifdef NDOTL
33
- result.ndl=ndl;
34
- #endif
35
- result.diffuse=ndl*diffuseColor*attenuation;
36
- #ifdef SPECULARTERM
37
- var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
38
- #endif
39
- return result;}
40
- result.diffuse=vec3f(0.);
41
- #ifdef SPECULARTERM
42
- result.specular=vec3f(0.);
43
- #endif
44
- #ifdef NDOTL
45
- result.ndl=0.;
46
- #endif
47
- return result;}
48
- fn 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;
49
- #ifdef NDOTL
50
- result.ndl=ndl;
51
- #endif
52
- result.diffuse=mix(groundColor,diffuseColor,ndl);
53
- #ifdef SPECULARTERM
54
- var angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;
55
- #endif
56
- return result;}
57
- fn 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;}`;
58
- // Sideeffect
59
- ShaderStore.IncludesShadersStoreWGSL[name$2] = shader$2;
60
-
61
- // Do not edit.
62
- const name$1 = "fresnelFunction";
63
- const shader$1 = `#ifdef FRESNEL
64
- fn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f32)->f32
65
- {let fresnelTerm: f32=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}
66
- #endif
67
- `;
68
- // Sideeffect
69
- ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
70
-
71
- // Do not edit.
72
- const name = "defaultPixelShader";
73
- const shader = `#include<defaultUboDeclaration>
74
- #include<prePassDeclaration>[SCENE_MRT_COUNT]
75
- #include<oitDeclaration>
76
- #define CUSTOM_FRAGMENT_BEGIN
77
- varying vPositionW: vec3f;
78
- #ifdef NORMAL
79
- varying vNormalW: vec3f;
80
- #endif
81
- #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
82
- varying vColor: vec4f;
83
- #endif
84
- #include<mainUVVaryingDeclaration>[1..7]
85
- #include<helperFunctions>
86
- #include<lightUboDeclaration>[0..maxSimultaneousLights]
87
- #include<lightsFragmentFunctions>
88
- #include<shadowsFragmentFunctions>
89
- #include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
90
- #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
91
- #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
92
- #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
93
- #include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
94
- #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
95
- #ifdef REFRACTION
96
- #ifdef REFRACTIONMAP_3D
97
- var refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;
98
- #else
99
- var refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;
100
- #endif
101
- #endif
102
- #if defined(SPECULARTERM)
103
- #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
104
- #endif
105
- #include<fresnelFunction>
106
- #ifdef REFLECTION
107
- #ifdef REFLECTIONMAP_3D
108
- var reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;
109
- #else
110
- var reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;
111
- #endif
112
- #ifdef REFLECTIONMAP_SKYBOX
113
- varying vPositionUVW: vec3f;
114
- #else
115
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
116
- varying vDirectionW: vec3f;
117
- #endif
118
- #endif
119
- #include<reflectionFunction>
120
- #endif
121
- #include<imageProcessingDeclaration>
122
- #include<imageProcessingFunctions>
123
- #include<bumpFragmentMainFunctions>
124
- #include<bumpFragmentFunctions>
125
- #include<clipPlaneFragmentDeclaration>
126
- #include<logDepthDeclaration>
127
- #include<fogFragmentDeclaration>
128
- #define CUSTOM_FRAGMENT_DEFINITIONS
129
- @fragment
130
- fn main(input: FragmentInputs)->FragmentOutputs {
131
- #define CUSTOM_FRAGMENT_MAIN_BEGIN
132
- #include<clipPlaneFragment>
133
- var 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;
134
- #ifdef NORMAL
135
- var normalW: vec3f=normalize(fragmentInputs.vNormalW);
136
- #else
137
- var normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));
138
- #endif
139
- #include<bumpFragment>
140
- #ifdef TWOSIDEDLIGHTING
141
- normalW=select(-normalW,normalW,fragmentInputs.frontFacing);
142
- #endif
143
- #ifdef DIFFUSE
144
- baseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);
145
- #if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
146
- if (baseColor.a<uniforms.alphaCutOff) {discard;}
147
- #endif
148
- #ifdef ALPHAFROMDIFFUSE
149
- alpha*=baseColor.a;
150
- #endif
151
- #define CUSTOM_FRAGMENT_UPDATE_ALPHA
152
- baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
153
- #endif
154
- #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
155
- var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
156
- #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
157
- #endif
158
- #include<depthPrePass>
159
- #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
160
- baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
161
- #endif
162
- #ifdef DETAIL
163
- baseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);
164
- #endif
165
- #if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
166
- var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
167
- #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
168
- #endif
169
- #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
170
- var baseAmbientColor: vec3f= vec3f(1.,1.,1.);
171
- #ifdef AMBIENT
172
- baseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;
173
- #endif
174
- #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
175
- #ifdef SPECULARTERM
176
- var glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;
177
- #ifdef SPECULAR
178
- var specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
179
- #ifdef GLOSSINESS
180
- glossiness=glossiness*specularMapColor.a;
181
- #endif
182
- #endif
183
- #else
184
- var glossiness: f32=0.;
185
- #endif
186
- var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;
187
- #ifdef SPECULARTERM
188
- var specularBase: vec3f= vec3f(0.,0.,0.);
189
- #endif
190
- var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;
191
- #ifdef LIGHTMAP
192
- var lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);
193
- #ifdef RGBDLIGHTMAP
194
- lightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);
195
- #endif
196
- lightmapColor=vec4f(lightmapColor.rgb*vLightmapInfos.y,lightmapColor.a);
197
- #endif
198
- #include<lightFragment>[0..maxSimultaneousLights]
199
- aggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);
200
- #ifdef REFRACTION
201
- var refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));
202
- #ifdef REFRACTIONMAP_3D
203
- #ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
204
- refractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);
205
- #endif
206
- refractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
207
- #else
208
- var 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);
209
- #endif
210
- #ifdef RGBDREFRACTION
211
- refractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);
212
- #endif
213
- #ifdef IS_REFRACTION_LINEAR
214
- refractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);
215
- #endif
216
- refractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);
217
- #endif
218
- var reflectionColor: vec4f= vec4f(0.,0.,0.,1.);
219
- #ifdef REFLECTION
220
- var vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);
221
- #ifdef REFLECTIONMAP_OPPOSITEZ
222
- vReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);
223
- #endif
224
- #ifdef REFLECTIONMAP_3D
225
- #ifdef ROUGHNESS
226
- var bias: f32=uniforms.vReflectionInfos.y;
227
- #ifdef SPECULARTERM
228
- #ifdef SPECULAR
229
- #ifdef GLOSSINESS
230
- bias*=(1.0-specularMapColor.a);
231
- #endif
232
- #endif
233
- #endif
234
- reflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);
235
- #else
236
- reflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);
237
- #endif
238
- #else
239
- var coords: vec2f=vReflectionUVW.xy;
240
- #ifdef REFLECTIONMAP_PROJECTION
241
- coords/=vReflectionUVW.z;
242
- #endif
243
- coords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);
244
- #endif
245
- #ifdef RGBDREFLECTION
246
- reflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);
247
- #endif
248
- #ifdef IS_REFLECTION_LINEAR
249
- reflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);
250
- #endif
251
- reflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);
252
- #ifdef REFLECTIONFRESNEL
253
- var reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);
254
- #ifdef REFLECTIONFRESNELFROMSPECULAR
255
- #ifdef SPECULARTERM
256
- reflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
257
- #else
258
- reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
259
- #endif
260
- #else
261
- reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
262
- #endif
263
- #endif
264
- #endif
265
- #ifdef REFRACTIONFRESNEL
266
- var 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);
267
- #endif
268
- #ifdef OPACITY
269
- var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
270
- #ifdef OPACITYRGB
271
- opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;
272
- #else
273
- alpha*=opacityMap.a*uniforms.vOpacityInfos.y;
274
- #endif
275
- #endif
276
- #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
277
- alpha*=fragmentInputs.vColor.a;
278
- #endif
279
- #ifdef OPACITYFRESNEL
280
- var opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;
281
- #endif
282
- #ifdef ALPHATEST
283
- #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
284
- if (alpha<uniforms.alphaCutOff) {discard;}
285
- #endif
286
- #ifndef ALPHABLEND
287
- alpha=1.0;
288
- #endif
289
- #endif
290
- var emissiveColor: vec3f=uniforms.vEmissiveColor;
291
- #ifdef EMISSIVE
292
- emissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;
293
- #endif
294
- #ifdef EMISSIVEFRESNEL
295
- var emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;
296
- #endif
297
- #ifdef DIFFUSEFRESNEL
298
- var diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;
299
- #endif
300
- #ifdef EMISSIVEASILLUMINATION
301
- var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
302
- #else
303
- #ifdef LINKEMISSIVEWITHDIFFUSE
304
- var finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
305
- #else
306
- var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
307
- #endif
308
- #endif
309
- #ifdef SPECULARTERM
310
- var finalSpecular: vec3f=specularBase*specularColor;
311
- #ifdef SPECULAROVERALPHA
312
- alpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);
313
- #endif
314
- #else
315
- var finalSpecular: vec3f= vec3f(0.0);
316
- #endif
317
- #ifdef REFLECTIONOVERALPHA
318
- alpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);
319
- #endif
320
- #ifdef EMISSIVEASILLUMINATION
321
- var color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);
322
- #else
323
- var color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
324
- #endif
325
- #ifdef LIGHTMAP
326
- #ifndef LIGHTMAPEXCLUDED
327
- #ifdef USELIGHTMAPASSHADOWMAP
328
- color=vec4f(color.rgb*lightmapColor.rgb,color.a);
329
- #else
330
- color=vec4f(color.rgb+lightmapColor.rgb,color.a);
331
- #endif
332
- #endif
333
- #endif
334
- #define CUSTOM_FRAGMENT_BEFORE_FOG
335
- color=vec4f(max(color.rgb,vec3f(0.)),color.a);
336
- #include<logDepthFragment>
337
- #include<fogFragment>
338
- #ifdef IMAGEPROCESSINGPOSTPROCESS
339
- color=vec4f(toLinearSpaceVec3(color.rgb),color.a);
340
- #else
341
- #ifdef IMAGEPROCESSING
342
- color=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);
343
- #endif
344
- #endif
345
- color=vec4f(color.rgb,color.a*mesh.visibility);
346
- #ifdef PREMULTIPLYALPHA
347
- color=vec4f(color.rgb*color.a, color.a);
348
- #endif
349
- #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
350
- #ifdef PREPASS
351
- var writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color;
352
- #ifdef PREPASS_POSITION
353
- fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
354
- #endif
355
- #ifdef PREPASS_LOCAL_POSITION
356
- fragData[PREPASS_LOCAL_POSITION_INDEX] =
357
- vec4f(fragmentInputs.vPosition*0.5+0.5,writeGeometryInfo);
358
- #endif
359
- #ifdef PREPASS_VELOCITY
360
- var 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);
361
- #elif defined(PREPASS_VELOCITY_LINEAR)
362
- var velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy /
363
- fragmentInputs.vPreviousPosition.w) -
364
- (fragmentInputs.vCurrentPosition.xy /
365
- fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX] =
366
- vec4f(velocity,0.0,writeGeometryInfo);
367
- #endif
368
- #ifdef PREPASS_IRRADIANCE
369
- fragData[PREPASS_IRRADIANCE_INDEX] =
370
- vec4f(0.0,0.0,0.0,
371
- writeGeometryInfo);
372
- #endif
373
- #ifdef PREPASS_DEPTH
374
- fragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,
375
- writeGeometryInfo);
376
- #endif
377
- #ifdef PREPASS_NDC_DEPTH
378
- fragData[PREPASS_NDC_DEPTH_INDEX]=vec4f(
379
- fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);
380
- #endif
381
- #ifdef PREPASS_NORMAL
382
- #ifdef PREPASS_NORMAL_WORLDSPACE
383
- fragData[PREPASS_NORMAL_INDEX] =
384
- vec4f(normalW,writeGeometryInfo);
385
- #else
386
- fragData[PREPASS_NORMAL_INDEX] =
387
- vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),
388
- writeGeometryInfo);
389
- #endif
390
- #endif
391
- #ifdef PREPASS_WORLD_NORMAL
392
- fragData[PREPASS_WORLD_NORMAL_INDEX] =
393
- vec4f(normalW*0.5+0.5,writeGeometryInfo);
394
- #endif
395
- #ifdef PREPASS_ALBEDO_SQRT
396
- fragData[PREPASS_ALBEDO_SQRT_INDEX] =
397
- vec4f(0.0,0.0,0.0,
398
- writeGeometryInfo);
399
- #endif
400
- #ifdef PREPASS_REFLECTIVITY
401
- #if defined(SPECULARTERM)
402
- #if defined(SPECULAR)
403
- fragData[PREPASS_REFLECTIVITY_INDEX] =
404
- vec4f(toLinearSpaceVec4(specularMapColor)) *
405
- writeGeometryInfo;
406
- #else
407
- fragData[PREPASS_REFLECTIVITY_INDEX] =
408
- vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;
409
- #endif
410
- #else
411
- fragData[PREPASS_REFLECTIVITY_INDEX] =
412
- vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;
413
- #endif
414
- #endif
415
- #if SCENE_MRT_COUNT>0
416
- fragmentOutputs.fragData0=fragData[0];
417
- #endif
418
- #if SCENE_MRT_COUNT>1
419
- fragmentOutputs.fragData1=fragData[1];
420
- #endif
421
- #if SCENE_MRT_COUNT>2
422
- fragmentOutputs.fragData2=fragData[2];
423
- #endif
424
- #if SCENE_MRT_COUNT>3
425
- fragmentOutputs.fragData3=fragData[3];
426
- #endif
427
- #if SCENE_MRT_COUNT>4
428
- fragmentOutputs.fragData4=fragData[4];
429
- #endif
430
- #if SCENE_MRT_COUNT>5
431
- fragmentOutputs.fragData5=fragData[5];
432
- #endif
433
- #if SCENE_MRT_COUNT>6
434
- fragmentOutputs.fragData6=fragData[6];
435
- #endif
436
- #if SCENE_MRT_COUNT>7
437
- fragmentOutputs.fragData7=fragData[7];
438
- #endif
439
- #endif
440
- #if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
441
- fragmentOutputs.color=color;
442
- #endif
443
- #include<oitFragment>
444
- #if ORDER_INDEPENDENT_TRANSPARENCY
445
- if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}
446
- #endif
447
- #define CUSTOM_FRAGMENT_MAIN_END
448
- }
449
- `;
450
- // Sideeffect
451
- ShaderStore.ShadersStoreWGSL[name] = shader;
452
- /** @internal */
453
- const defaultPixelShaderWGSL = { name, shader };
454
-
455
- export { defaultPixelShaderWGSL };
456
- //# sourceMappingURL=default.fragment-3-A6Ds5q.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"default.fragment-3-A6Ds5q.esm.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//# 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