@babylonjs/viewer 7.26.5 → 7.27.0-alpha

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (582) 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-CMQ44otA.esm.js +171 -0
  6. package/dist/chunks/EXT_lights_image_based-CMQ44otA.esm.js.map +1 -0
  7. package/dist/chunks/EXT_lights_image_based-DMq-Opvw.esm.min.js +2 -0
  8. package/dist/chunks/EXT_lights_image_based-DMq-Opvw.esm.min.js.map +1 -0
  9. package/dist/chunks/EXT_mesh_gpu_instancing-CInJHX3W.esm.min.js +2 -0
  10. package/dist/chunks/EXT_mesh_gpu_instancing-CInJHX3W.esm.min.js.map +1 -0
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  13. package/dist/chunks/EXT_meshopt_compression-DrRxhzbZ.esm.js +134 -0
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  17. package/dist/chunks/EXT_texture_avif-6AsP5fKV.esm.js +44 -0
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  41. package/dist/chunks/KHR_lights_punctual-BBtZV-BB.esm.js +1253 -0
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  77. package/dist/chunks/KHR_materials_sheen-ClV561Q1.esm.min.js +2 -0
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  81. package/dist/chunks/KHR_materials_specular-CWbi9FM7.esm.min.js +2 -0
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  85. package/dist/chunks/KHR_materials_transmission-BWpYjI-T.esm.js +307 -0
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  97. package/dist/chunks/KHR_materials_volume-D8iG6FKa.esm.js +87 -0
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  101. package/dist/chunks/KHR_mesh_quantization-C_dbU0ki.esm.min.js +2 -0
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  527. package/loader/plugins/telemetryLoaderPlugin.js +0 -36
  528. package/loader/plugins/telemetryLoaderPlugin.js.map +0 -1
  529. package/managers/observablesManager.d.ts +0 -66
  530. package/managers/observablesManager.js +0 -35
  531. package/managers/observablesManager.js.map +0 -1
  532. package/managers/sceneManager.d.ts +0 -245
  533. package/managers/sceneManager.js +0 -1375
  534. package/managers/sceneManager.js.map +0 -1
  535. package/managers/telemetryManager.d.ts +0 -78
  536. package/managers/telemetryManager.js +0 -117
  537. package/managers/telemetryManager.js.map +0 -1
  538. package/model/modelAnimation.d.ts +0 -215
  539. package/model/modelAnimation.js +0 -237
  540. package/model/modelAnimation.js.map +0 -1
  541. package/model/viewerModel.d.ts +0 -233
  542. package/model/viewerModel.js +0 -673
  543. package/model/viewerModel.js.map +0 -1
  544. package/optimizer/custom/extended.d.ts +0 -13
  545. package/optimizer/custom/extended.js +0 -101
  546. package/optimizer/custom/extended.js.map +0 -1
  547. package/optimizer/custom/index.d.ts +0 -9
  548. package/optimizer/custom/index.js +0 -26
  549. package/optimizer/custom/index.js.map +0 -1
  550. package/renderOnlyIndex.d.ts +0 -11
  551. package/renderOnlyIndex.js +0 -18
  552. package/renderOnlyIndex.js.map +0 -1
  553. package/templating/eventManager.d.ts +0 -35
  554. package/templating/eventManager.js +0 -66
  555. package/templating/eventManager.js.map +0 -1
  556. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
  557. package/templating/plugins/hdButtonPlugin.js +0 -21
  558. package/templating/plugins/hdButtonPlugin.js.map +0 -1
  559. package/templating/plugins/printButton.d.ts +0 -9
  560. package/templating/plugins/printButton.js +0 -40
  561. package/templating/plugins/printButton.js.map +0 -1
  562. package/templating/templateManager.d.ts +0 -197
  563. package/templating/templateManager.js +0 -561
  564. package/templating/templateManager.js.map +0 -1
  565. package/templating/viewerTemplatePlugin.d.ts +0 -21
  566. package/templating/viewerTemplatePlugin.js +0 -69
  567. package/templating/viewerTemplatePlugin.js.map +0 -1
  568. package/viewer/defaultViewer.d.ts +0 -130
  569. package/viewer/defaultViewer.js +0 -672
  570. package/viewer/defaultViewer.js.map +0 -1
  571. package/viewer/renderOnlyViewer.d.ts +0 -9
  572. package/viewer/renderOnlyViewer.js +0 -46
  573. package/viewer/renderOnlyViewer.js.map +0 -1
  574. package/viewer/viewer.d.ts +0 -258
  575. package/viewer/viewer.js +0 -783
  576. package/viewer/viewer.js.map +0 -1
  577. package/viewer/viewerManager.d.ts +0 -58
  578. package/viewer/viewerManager.js +0 -91
  579. package/viewer/viewerManager.js.map +0 -1
  580. package/viewer/viewerWithTemplate.d.ts +0 -9
  581. package/viewer/viewerWithTemplate.js +0 -20
  582. package/viewer/viewerWithTemplate.js.map +0 -1
@@ -0,0 +1,88 @@
1
+ import { S as SphericalPolynomial } from './index-Cu2seigM.esm.js';
2
+ import { D as DDSTools } from './dds-DHyfdF6N.esm.js';
3
+
4
+ /**
5
+ * Implementation of the DDS Texture Loader.
6
+ * @internal
7
+ */
8
+ // eslint-disable-next-line @typescript-eslint/naming-convention
9
+ class _DDSTextureLoader {
10
+ constructor() {
11
+ /**
12
+ * Defines whether the loader supports cascade loading the different faces.
13
+ */
14
+ this.supportCascades = true;
15
+ }
16
+ /**
17
+ * Uploads the cube texture data to the WebGL texture. It has already been bound.
18
+ * @param imgs contains the cube maps
19
+ * @param texture defines the BabylonJS internal texture
20
+ * @param createPolynomials will be true if polynomials have been requested
21
+ * @param onLoad defines the callback to trigger once the texture is ready
22
+ */
23
+ loadCubeData(imgs, texture, createPolynomials, onLoad) {
24
+ const engine = texture.getEngine();
25
+ let info;
26
+ let loadMipmap = false;
27
+ let maxLevel = 1000;
28
+ if (Array.isArray(imgs)) {
29
+ for (let index = 0; index < imgs.length; index++) {
30
+ const data = imgs[index];
31
+ info = DDSTools.GetDDSInfo(data);
32
+ texture.width = info.width;
33
+ texture.height = info.height;
34
+ loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
35
+ engine._unpackFlipY(info.isCompressed);
36
+ DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6, -1, index);
37
+ if (!info.isFourCC && info.mipmapCount === 1) {
38
+ engine.generateMipMapsForCubemap(texture);
39
+ }
40
+ else {
41
+ maxLevel = info.mipmapCount - 1;
42
+ }
43
+ }
44
+ }
45
+ else {
46
+ const data = imgs;
47
+ info = DDSTools.GetDDSInfo(data);
48
+ texture.width = info.width;
49
+ texture.height = info.height;
50
+ if (createPolynomials) {
51
+ info.sphericalPolynomial = new SphericalPolynomial();
52
+ }
53
+ loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
54
+ engine._unpackFlipY(info.isCompressed);
55
+ DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
56
+ if (!info.isFourCC && info.mipmapCount === 1) {
57
+ // Do not unbind as we still need to set the parameters.
58
+ engine.generateMipMapsForCubemap(texture, false);
59
+ }
60
+ else {
61
+ maxLevel = info.mipmapCount - 1;
62
+ }
63
+ }
64
+ engine._setCubeMapTextureParams(texture, loadMipmap, maxLevel);
65
+ texture.isReady = true;
66
+ texture.onLoadedObservable.notifyObservers(texture);
67
+ texture.onLoadedObservable.clear();
68
+ if (onLoad) {
69
+ onLoad({ isDDS: true, width: texture.width, info, data: imgs, texture });
70
+ }
71
+ }
72
+ /**
73
+ * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.
74
+ * @param data contains the texture data
75
+ * @param texture defines the BabylonJS internal texture
76
+ * @param callback defines the method to call once ready to upload
77
+ */
78
+ loadData(data, texture, callback) {
79
+ const info = DDSTools.GetDDSInfo(data);
80
+ const loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && Math.max(info.width, info.height) >> (info.mipmapCount - 1) === 1;
81
+ callback(info.width, info.height, loadMipmap, info.isFourCC, () => {
82
+ DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
83
+ });
84
+ }
85
+ }
86
+
87
+ export { _DDSTextureLoader };
88
+ //# sourceMappingURL=ddsTextureLoader-CXAoy5tE.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ddsTextureLoader-CXAoy5tE.esm.js","sources":["../../../../../dev/core/dist/Materials/Textures/Loaders/ddsTextureLoader.js"],"sourcesContent":["import { SphericalPolynomial } from \"../../../Maths/sphericalPolynomial\";\nimport { DDSTools } from \"../../../Misc/dds\";\n/**\n * Implementation of the DDS Texture Loader.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class _DDSTextureLoader {\n constructor() {\n /**\n * Defines whether the loader supports cascade loading the different faces.\n */\n this.supportCascades = true;\n }\n /**\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\n * @param imgs contains the cube maps\n * @param texture defines the BabylonJS internal texture\n * @param createPolynomials will be true if polynomials have been requested\n * @param onLoad defines the callback to trigger once the texture is ready\n */\n loadCubeData(imgs, texture, createPolynomials, onLoad) {\n const engine = texture.getEngine();\n let info;\n let loadMipmap = false;\n let maxLevel = 1000;\n if (Array.isArray(imgs)) {\n for (let index = 0; index < imgs.length; index++) {\n const data = imgs[index];\n info = DDSTools.GetDDSInfo(data);\n texture.width = info.width;\n texture.height = info.height;\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\n engine._unpackFlipY(info.isCompressed);\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6, -1, index);\n if (!info.isFourCC && info.mipmapCount === 1) {\n engine.generateMipMapsForCubemap(texture);\n }\n else {\n maxLevel = info.mipmapCount - 1;\n }\n }\n }\n else {\n const data = imgs;\n info = DDSTools.GetDDSInfo(data);\n texture.width = info.width;\n texture.height = info.height;\n if (createPolynomials) {\n info.sphericalPolynomial = new SphericalPolynomial();\n }\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\n engine._unpackFlipY(info.isCompressed);\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);\n if (!info.isFourCC && info.mipmapCount === 1) {\n // Do not unbind as we still need to set the parameters.\n engine.generateMipMapsForCubemap(texture, false);\n }\n else {\n maxLevel = info.mipmapCount - 1;\n }\n }\n engine._setCubeMapTextureParams(texture, loadMipmap, maxLevel);\n texture.isReady = true;\n texture.onLoadedObservable.notifyObservers(texture);\n texture.onLoadedObservable.clear();\n if (onLoad) {\n onLoad({ isDDS: true, width: texture.width, info, data: imgs, texture });\n }\n }\n /**\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\n * @param data contains the texture data\n * @param texture defines the BabylonJS internal texture\n * @param callback defines the method to call once ready to upload\n */\n loadData(data, texture, callback) {\n const info = DDSTools.GetDDSInfo(data);\n const loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && Math.max(info.width, info.height) >> (info.mipmapCount - 1) === 1;\n callback(info.width, info.height, loadMipmap, info.isFourCC, () => {\n DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);\n });\n }\n}\n//# sourceMappingURL=ddsTextureLoader.js.map"],"names":[],"mappings":";;;AAEA;AACA;AACA;AACA;AACA;AACO,MAAM,iBAAiB,CAAC;AAC/B,IAAI,WAAW,GAAG;AAClB;AACA;AACA;AACA,QAAQ,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AACpC,KAAK;AACL;AACA;AACA;AACA;AACA;AACA;AACA;AACA,IAAI,YAAY,CAAC,IAAI,EAAE,OAAO,EAAE,iBAAiB,EAAE,MAAM,EAAE;AAC3D,QAAQ,MAAM,MAAM,GAAG,OAAO,CAAC,SAAS,EAAE,CAAC;AAC3C,QAAQ,IAAI,IAAI,CAAC;AACjB,QAAQ,IAAI,UAAU,GAAG,KAAK,CAAC;AAC/B,QAAQ,IAAI,QAAQ,GAAG,IAAI,CAAC;AAC5B,QAAQ,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE;AACjC,YAAY,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;AAC9D,gBAAgB,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;AACzC,gBAAgB,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;AACjD,gBAAgB,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3C,gBAAgB,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7C,gBAAgB,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,KAAK,OAAO,CAAC,eAAe,CAAC;AACjH,gBAAgB,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;AACvD,gBAAgB,QAAQ,CAAC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;AAChG,gBAAgB,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,WAAW,KAAK,CAAC,EAAE;AAC9D,oBAAoB,MAAM,CAAC,yBAAyB,CAAC,OAAO,CAAC,CAAC;AAC9D,iBAAiB;AACjB,qBAAqB;AACrB,oBAAoB,QAAQ,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;AACpD,iBAAiB;AACjB,aAAa;AACb,SAAS;AACT,aAAa;AACb,YAAY,MAAM,IAAI,GAAG,IAAI,CAAC;AAC9B,YAAY,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;AAC7C,YAAY,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AACvC,YAAY,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACzC,YAAY,IAAI,iBAAiB,EAAE;AACnC,gBAAgB,IAAI,CAAC,mBAAmB,GAAG,IAAI,mBAAmB,EAAE,CAAC;AACrE,aAAa;AACb,YAAY,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,KAAK,OAAO,CAAC,eAAe,CAAC;AAC7G,YAAY,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;AACnD,YAAY,QAAQ,CAAC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;AACjF,YAAY,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,WAAW,KAAK,CAAC,EAAE;AAC1D;AACA,gBAAgB,MAAM,CAAC,yBAAyB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;AACjE,aAAa;AACb,iBAAiB;AACjB,gBAAgB,QAAQ,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;AAChD,aAAa;AACb,SAAS;AACT,QAAQ,MAAM,CAAC,wBAAwB,CAAC,OAAO,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC;AACvE,QAAQ,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B,QAAQ,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;AAC5D,QAAQ,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;AAC3C,QAAQ,IAAI,MAAM,EAAE;AACpB,YAAY,MAAM,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC,CAAC;AACrF,SAAS;AACT,KAAK;AACL;AACA;AACA;AACA;AACA;AACA;AACA,IAAI,QAAQ,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE;AACtC,QAAQ,MAAM,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;AAC/C,QAAQ,MAAM,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,KAAK,OAAO,CAAC,eAAe,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;AACpL,QAAQ,QAAQ,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,MAAM;AAC3E,YAAY,QAAQ,CAAC,eAAe,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;AAC9F,SAAS,CAAC,CAAC;AACX,KAAK;AACL;;;;"}
@@ -0,0 +1,2 @@
1
+ import{S as e}from"./index-Bkup7yIv.esm.min.js";import{D as i}from"./dds-Ct6EO9rc.esm.min.js";class a{constructor(){this.supportCascades=!0}loadCubeData(a,t,s,o){const p=t.getEngine();let n,m=!1,r=1e3;if(Array.isArray(a))for(let e=0;e<a.length;e++){const s=a[e];n=i.GetDDSInfo(s),t.width=n.width,t.height=n.height,m=(n.isRGB||n.isLuminance||n.mipmapCount>1)&&t.generateMipMaps,p._unpackFlipY(n.isCompressed),i.UploadDDSLevels(p,t,s,n,m,6,-1,e),n.isFourCC||1!==n.mipmapCount?r=n.mipmapCount-1:p.generateMipMapsForCubemap(t)}else{const o=a;n=i.GetDDSInfo(o),t.width=n.width,t.height=n.height,s&&(n.sphericalPolynomial=new e),m=(n.isRGB||n.isLuminance||n.mipmapCount>1)&&t.generateMipMaps,p._unpackFlipY(n.isCompressed),i.UploadDDSLevels(p,t,o,n,m,6),n.isFourCC||1!==n.mipmapCount?r=n.mipmapCount-1:p.generateMipMapsForCubemap(t,!1)}p._setCubeMapTextureParams(t,m,r),t.isReady=!0,t.onLoadedObservable.notifyObservers(t),t.onLoadedObservable.clear(),o&&o({isDDS:!0,width:t.width,info:n,data:a,texture:t})}loadData(e,a,t){const s=i.GetDDSInfo(e),o=(s.isRGB||s.isLuminance||s.mipmapCount>1)&&a.generateMipMaps&&Math.max(s.width,s.height)>>s.mipmapCount-1==1;t(s.width,s.height,o,s.isFourCC,(()=>{i.UploadDDSLevels(a.getEngine(),a,e,s,o,1)}))}}export{a as _DDSTextureLoader};
2
+ //# sourceMappingURL=ddsTextureLoader-yJwdZj_2.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ddsTextureLoader-yJwdZj_2.esm.min.js","sources":["../../../../../dev/core/dist/Materials/Textures/Loaders/ddsTextureLoader.js"],"sourcesContent":["import { SphericalPolynomial } from \"../../../Maths/sphericalPolynomial\";\nimport { DDSTools } from \"../../../Misc/dds\";\n/**\n * Implementation of the DDS Texture Loader.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class _DDSTextureLoader {\n constructor() {\n /**\n * Defines whether the loader supports cascade loading the different faces.\n */\n this.supportCascades = true;\n }\n /**\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\n * @param imgs contains the cube maps\n * @param texture defines the BabylonJS internal texture\n * @param createPolynomials will be true if polynomials have been requested\n * @param onLoad defines the callback to trigger once the texture is ready\n */\n loadCubeData(imgs, texture, createPolynomials, onLoad) {\n const engine = texture.getEngine();\n let info;\n let loadMipmap = false;\n let maxLevel = 1000;\n if (Array.isArray(imgs)) {\n for (let index = 0; index < imgs.length; index++) {\n const data = imgs[index];\n info = DDSTools.GetDDSInfo(data);\n texture.width = info.width;\n texture.height = info.height;\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\n engine._unpackFlipY(info.isCompressed);\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6, -1, index);\n if (!info.isFourCC && info.mipmapCount === 1) {\n engine.generateMipMapsForCubemap(texture);\n }\n else {\n maxLevel = info.mipmapCount - 1;\n }\n }\n }\n else {\n const data = imgs;\n info = DDSTools.GetDDSInfo(data);\n texture.width = info.width;\n texture.height = info.height;\n if (createPolynomials) {\n info.sphericalPolynomial = new SphericalPolynomial();\n }\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\n engine._unpackFlipY(info.isCompressed);\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);\n if (!info.isFourCC && info.mipmapCount === 1) {\n // Do not unbind as we still need to set the parameters.\n engine.generateMipMapsForCubemap(texture, false);\n }\n else {\n maxLevel = info.mipmapCount - 1;\n }\n }\n engine._setCubeMapTextureParams(texture, loadMipmap, maxLevel);\n texture.isReady = true;\n texture.onLoadedObservable.notifyObservers(texture);\n texture.onLoadedObservable.clear();\n if (onLoad) {\n onLoad({ isDDS: true, width: texture.width, info, data: imgs, texture });\n }\n }\n /**\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\n * @param data contains the texture data\n * @param texture defines the BabylonJS internal texture\n * @param callback defines the method to call once ready to upload\n */\n loadData(data, texture, callback) {\n const info = DDSTools.GetDDSInfo(data);\n const loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && Math.max(info.width, info.height) >> (info.mipmapCount - 1) === 1;\n callback(info.width, info.height, loadMipmap, info.isFourCC, () => {\n DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);\n });\n }\n}\n//# sourceMappingURL=ddsTextureLoader.js.map"],"names":["_DDSTextureLoader","constructor","this","supportCascades","loadCubeData","imgs","texture","createPolynomials","onLoad","engine","getEngine","info","loadMipmap","maxLevel","Array","isArray","index","length","data","DDSTools","GetDDSInfo","width","height","isRGB","isLuminance","mipmapCount","generateMipMaps","_unpackFlipY","isCompressed","UploadDDSLevels","isFourCC","generateMipMapsForCubemap","sphericalPolynomial","SphericalPolynomial","_setCubeMapTextureParams","isReady","onLoadedObservable","notifyObservers","clear","isDDS","loadData","callback","Math","max"],"mappings":"8FAOO,MAAMA,EACT,WAAAC,GAIIC,KAAKC,iBAAkB,CAC1B,CAQD,YAAAC,CAAaC,EAAMC,EAASC,EAAmBC,GAC3C,MAAMC,EAASH,EAAQI,YACvB,IAAIC,EACAC,GAAa,EACbC,EAAW,IACf,GAAIC,MAAMC,QAAQV,GACd,IAAK,IAAIW,EAAQ,EAAGA,EAAQX,EAAKY,OAAQD,IAAS,CAC9C,MAAME,EAAOb,EAAKW,GAClBL,EAAOQ,EAASC,WAAWF,GAC3BZ,EAAQe,MAAQV,EAAKU,MACrBf,EAAQgB,OAASX,EAAKW,OACtBV,GAAcD,EAAKY,OAASZ,EAAKa,aAAeb,EAAKc,YAAc,IAAMnB,EAAQoB,gBACjFjB,EAAOkB,aAAahB,EAAKiB,cACzBT,EAASU,gBAAgBpB,EAAQH,EAASY,EAAMP,EAAMC,EAAY,GAAI,EAAGI,GACpEL,EAAKmB,UAAiC,IAArBnB,EAAKc,YAIvBZ,EAAWF,EAAKc,YAAc,EAH9BhB,EAAOsB,0BAA0BzB,EAKxC,KAEA,CACD,MAAMY,EAAOb,EACbM,EAAOQ,EAASC,WAAWF,GAC3BZ,EAAQe,MAAQV,EAAKU,MACrBf,EAAQgB,OAASX,EAAKW,OAClBf,IACAI,EAAKqB,oBAAsB,IAAIC,GAEnCrB,GAAcD,EAAKY,OAASZ,EAAKa,aAAeb,EAAKc,YAAc,IAAMnB,EAAQoB,gBACjFjB,EAAOkB,aAAahB,EAAKiB,cACzBT,EAASU,gBAAgBpB,EAAQH,EAASY,EAAMP,EAAMC,EAAY,GAC7DD,EAAKmB,UAAiC,IAArBnB,EAAKc,YAKvBZ,EAAWF,EAAKc,YAAc,EAH9BhB,EAAOsB,0BAA0BzB,GAAS,EAKjD,CACDG,EAAOyB,yBAAyB5B,EAASM,EAAYC,GACrDP,EAAQ6B,SAAU,EAClB7B,EAAQ8B,mBAAmBC,gBAAgB/B,GAC3CA,EAAQ8B,mBAAmBE,QACvB9B,GACAA,EAAO,CAAE+B,OAAO,EAAMlB,MAAOf,EAAQe,MAAOV,OAAMO,KAAMb,EAAMC,WAErE,CAOD,QAAAkC,CAAStB,EAAMZ,EAASmC,GACpB,MAAM9B,EAAOQ,EAASC,WAAWF,GAC3BN,GAAcD,EAAKY,OAASZ,EAAKa,aAAeb,EAAKc,YAAc,IAAMnB,EAAQoB,iBAAmBgB,KAAKC,IAAIhC,EAAKU,MAAOV,EAAKW,SAAYX,EAAKc,YAAc,GAAO,EAC1KgB,EAAS9B,EAAKU,MAAOV,EAAKW,OAAQV,EAAYD,EAAKmB,UAAU,KACzDX,EAASU,gBAAgBvB,EAAQI,YAAaJ,EAASY,EAAMP,EAAMC,EAAY,EAAE,GAExF"}
@@ -0,0 +1,2 @@
1
+ import{i as e}from"./index-Bkup7yIv.esm.min.js";e.IncludesShadersStoreWGSL.decalFragment="#ifdef DECAL\nvar decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;\n#ifdef GAMMADECAL\ndecalTempColor=toLinearSpaceVec3(decalColor.rgb);\n#endif\n#ifdef DECAL_SMOOTHALPHA\ndecalTempAlpha=decalColor.a*decalColor.a;\n#endif\nsurfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);\n#endif\n";
2
+ //# sourceMappingURL=decalFragment-BFNZ2dx7.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"decalFragment-BFNZ2dx7.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/decalFragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"decalFragment\";\nconst shader = `#ifdef DECAL\nvar decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;\n#ifdef GAMMADECAL\ndecalTempColor=toLinearSpaceVec3(decalColor.rgb);\n#endif\n#ifdef DECAL_SMOOTHALPHA\ndecalTempAlpha=decalColor.a*decalColor.a;\n#endif\nsurfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const decalFragmentWGSL = { name, shader };\n//# sourceMappingURL=decalFragment.js.map"],"names":["ShaderStore","IncludesShadersStoreWGSL"],"mappings":"gDAeAA,EAAYC,yBAA6B,cAZ1B"}
@@ -0,0 +1,18 @@
1
+ import { i as ShaderStore } from './index-Cu2seigM.esm.js';
2
+
3
+ // Do not edit.
4
+ const name = "decalFragment";
5
+ const shader = `#ifdef DECAL
6
+ var decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;
7
+ #ifdef GAMMADECAL
8
+ decalTempColor=toLinearSpaceVec3(decalColor.rgb);
9
+ #endif
10
+ #ifdef DECAL_SMOOTHALPHA
11
+ decalTempAlpha=decalColor.a*decalColor.a;
12
+ #endif
13
+ surfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);
14
+ #endif
15
+ `;
16
+ // Sideeffect
17
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
18
+ //# sourceMappingURL=decalFragment-BghOBA8v.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"decalFragment-BghOBA8v.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/decalFragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"decalFragment\";\nconst shader = `#ifdef DECAL\nvar decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;\n#ifdef GAMMADECAL\ndecalTempColor=toLinearSpaceVec3(decalColor.rgb);\n#endif\n#ifdef DECAL_SMOOTHALPHA\ndecalTempAlpha=decalColor.a*decalColor.a;\n#endif\nsurfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const decalFragmentWGSL = { name, shader };\n//# sourceMappingURL=decalFragment.js.map"],"names":[],"mappings":";;AAAA;AAEA,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM"}
@@ -0,0 +1,449 @@
1
+ import { i as ShaderStore } from './index-Cu2seigM.esm.js';
2
+ import './defaultUboDeclaration-DyUcrUlP.esm.js';
3
+ import './oitFragment-CE1Zegun.esm.js';
4
+ import './logDepthDeclaration-DWeM3_Os.esm.js';
5
+ import './helperFunctions-BlbTL0pR.esm.js';
6
+ import './fresnelFunction-BsoT0H5t.esm.js';
7
+ import './decalFragment-BghOBA8v.esm.js';
8
+ import './meshUboDeclaration-Dw0In49d.esm.js';
9
+
10
+ // Do not edit.
11
+ const name$1 = "lightsFragmentFunctions";
12
+ const shader$1 = `struct lightingInfo
13
+ {diffuse: vec3f,
14
+ #ifdef SPECULARTERM
15
+ specular: vec3f,
16
+ #endif
17
+ #ifdef NDOTL
18
+ ndl: f32,
19
+ #endif
20
+ };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.)
21
+ {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
22
+ else
23
+ {lightVectorW=normalize(-lightData.xyz);}
24
+ var ndl: f32=max(0.,dot(vNormal,lightVectorW));
25
+ #ifdef NDOTL
26
+ result.ndl=ndl;
27
+ #endif
28
+ result.diffuse=ndl*diffuseColor*attenuation;
29
+ #ifdef SPECULARTERM
30
+ 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;
31
+ #endif
32
+ return result;}
33
+ 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)
34
+ {cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));
35
+ #ifdef NDOTL
36
+ result.ndl=ndl;
37
+ #endif
38
+ result.diffuse=ndl*diffuseColor*attenuation;
39
+ #ifdef SPECULARTERM
40
+ 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;
41
+ #endif
42
+ return result;}
43
+ result.diffuse=vec3f(0.);
44
+ #ifdef SPECULARTERM
45
+ result.specular=vec3f(0.);
46
+ #endif
47
+ #ifdef NDOTL
48
+ result.ndl=0.;
49
+ #endif
50
+ return result;}
51
+ 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;
52
+ #ifdef NDOTL
53
+ result.ndl=ndl;
54
+ #endif
55
+ result.diffuse=mix(groundColor,diffuseColor,ndl);
56
+ #ifdef SPECULARTERM
57
+ 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;
58
+ #endif
59
+ return result;}
60
+ 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;}`;
61
+ // Sideeffect
62
+ ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
63
+
64
+ // Do not edit.
65
+ const name = "defaultPixelShader";
66
+ const shader = `#include<defaultUboDeclaration>
67
+ #include<prePassDeclaration>[SCENE_MRT_COUNT]
68
+ #include<oitDeclaration>
69
+ #define CUSTOM_FRAGMENT_BEGIN
70
+ varying vPositionW: vec3f;
71
+ #ifdef NORMAL
72
+ varying vNormalW: vec3f;
73
+ #endif
74
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
75
+ varying vColor: vec4f;
76
+ #endif
77
+ #include<mainUVVaryingDeclaration>[1..7]
78
+ #include<helperFunctions>
79
+ #include<lightUboDeclaration>[0..maxSimultaneousLights]
80
+ #include<lightsFragmentFunctions>
81
+ #include<shadowsFragmentFunctions>
82
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
83
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
84
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
85
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
86
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
87
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
88
+ #ifdef REFRACTION
89
+ #ifdef REFRACTIONMAP_3D
90
+ var refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;
91
+ #else
92
+ var refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;
93
+ #endif
94
+ #endif
95
+ #if defined(SPECULARTERM)
96
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
97
+ #endif
98
+ #include<fresnelFunction>
99
+ #ifdef REFLECTION
100
+ #ifdef REFLECTIONMAP_3D
101
+ var reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;
102
+ #else
103
+ var reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;
104
+ #endif
105
+ #ifdef REFLECTIONMAP_SKYBOX
106
+ varying vPositionUVW: vec3f;
107
+ #else
108
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
109
+ varying vDirectionW: vec3f;
110
+ #endif
111
+ #endif
112
+ #include<reflectionFunction>
113
+ #endif
114
+ #include<imageProcessingDeclaration>
115
+ #include<imageProcessingFunctions>
116
+ #include<bumpFragmentMainFunctions>
117
+ #include<bumpFragmentFunctions>
118
+ #include<clipPlaneFragmentDeclaration>
119
+ #include<logDepthDeclaration>
120
+ #include<fogFragmentDeclaration>
121
+ #define CUSTOM_FRAGMENT_DEFINITIONS
122
+ @fragment
123
+ fn main(input: FragmentInputs)->FragmentOutputs {
124
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
125
+ #include<clipPlaneFragment>
126
+ 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;
127
+ #ifdef NORMAL
128
+ var normalW: vec3f=normalize(fragmentInputs.vNormalW);
129
+ #else
130
+ var normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));
131
+ #endif
132
+ #include<bumpFragment>
133
+ #ifdef TWOSIDEDLIGHTING
134
+ normalW=select(-normalW,normalW,fragmentInputs.frontFacing);
135
+ #endif
136
+ #ifdef DIFFUSE
137
+ baseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);
138
+ #if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
139
+ if (baseColor.a<uniforms.alphaCutOff) {discard;}
140
+ #endif
141
+ #ifdef ALPHAFROMDIFFUSE
142
+ alpha*=baseColor.a;
143
+ #endif
144
+ #define CUSTOM_FRAGMENT_UPDATE_ALPHA
145
+ baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
146
+ #endif
147
+ #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
148
+ var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
149
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
150
+ #endif
151
+ #include<depthPrePass>
152
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
153
+ baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
154
+ #endif
155
+ #ifdef DETAIL
156
+ baseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);
157
+ #endif
158
+ #if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
159
+ var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
160
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
161
+ #endif
162
+ #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
163
+ var baseAmbientColor: vec3f= vec3f(1.,1.,1.);
164
+ #ifdef AMBIENT
165
+ baseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;
166
+ #endif
167
+ #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
168
+ #ifdef SPECULARTERM
169
+ var glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;
170
+ #ifdef SPECULAR
171
+ var specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
172
+ #ifdef GLOSSINESS
173
+ glossiness=glossiness*specularMapColor.a;
174
+ #endif
175
+ #endif
176
+ #else
177
+ var glossiness: f32=0.;
178
+ #endif
179
+ var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;
180
+ #ifdef SPECULARTERM
181
+ var specularBase: vec3f= vec3f(0.,0.,0.);
182
+ #endif
183
+ var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;
184
+ #ifdef LIGHTMAP
185
+ var lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);
186
+ #ifdef RGBDLIGHTMAP
187
+ lightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);
188
+ #endif
189
+ lightmapColor=vec4f(lightmapColor.rgb*vLightmapInfos.y,lightmapColor.a);
190
+ #endif
191
+ #include<lightFragment>[0..maxSimultaneousLights]
192
+ aggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);
193
+ #ifdef REFRACTION
194
+ var refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));
195
+ #ifdef REFRACTIONMAP_3D
196
+ #ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
197
+ refractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);
198
+ #endif
199
+ refractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
200
+ #else
201
+ 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);
202
+ #endif
203
+ #ifdef RGBDREFRACTION
204
+ refractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);
205
+ #endif
206
+ #ifdef IS_REFRACTION_LINEAR
207
+ refractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);
208
+ #endif
209
+ refractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);
210
+ #endif
211
+ var reflectionColor: vec4f= vec4f(0.,0.,0.,1.);
212
+ #ifdef REFLECTION
213
+ var vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);
214
+ #ifdef REFLECTIONMAP_OPPOSITEZ
215
+ vReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);
216
+ #endif
217
+ #ifdef REFLECTIONMAP_3D
218
+ #ifdef ROUGHNESS
219
+ var bias: f32=uniforms.vReflectionInfos.y;
220
+ #ifdef SPECULARTERM
221
+ #ifdef SPECULAR
222
+ #ifdef GLOSSINESS
223
+ bias*=(1.0-specularMapColor.a);
224
+ #endif
225
+ #endif
226
+ #endif
227
+ reflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);
228
+ #else
229
+ reflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);
230
+ #endif
231
+ #else
232
+ var coords: vec2f=vReflectionUVW.xy;
233
+ #ifdef REFLECTIONMAP_PROJECTION
234
+ coords/=vReflectionUVW.z;
235
+ #endif
236
+ coords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);
237
+ #endif
238
+ #ifdef RGBDREFLECTION
239
+ reflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);
240
+ #endif
241
+ #ifdef IS_REFLECTION_LINEAR
242
+ reflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);
243
+ #endif
244
+ reflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);
245
+ #ifdef REFLECTIONFRESNEL
246
+ var reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);
247
+ #ifdef REFLECTIONFRESNELFROMSPECULAR
248
+ #ifdef SPECULARTERM
249
+ reflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
250
+ #else
251
+ reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
252
+ #endif
253
+ #else
254
+ reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
255
+ #endif
256
+ #endif
257
+ #endif
258
+ #ifdef REFRACTIONFRESNEL
259
+ 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);
260
+ #endif
261
+ #ifdef OPACITY
262
+ var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
263
+ #ifdef OPACITYRGB
264
+ opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;
265
+ #else
266
+ alpha*=opacityMap.a*uniforms.vOpacityInfos.y;
267
+ #endif
268
+ #endif
269
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
270
+ alpha*=fragmentInputs.vColor.a;
271
+ #endif
272
+ #ifdef OPACITYFRESNEL
273
+ var opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;
274
+ #endif
275
+ #ifdef ALPHATEST
276
+ #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
277
+ if (alpha<uniforms.alphaCutOff) {discard;}
278
+ #endif
279
+ #ifndef ALPHABLEND
280
+ alpha=1.0;
281
+ #endif
282
+ #endif
283
+ var emissiveColor: vec3f=uniforms.vEmissiveColor;
284
+ #ifdef EMISSIVE
285
+ emissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;
286
+ #endif
287
+ #ifdef EMISSIVEFRESNEL
288
+ var emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;
289
+ #endif
290
+ #ifdef DIFFUSEFRESNEL
291
+ var diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;
292
+ #endif
293
+ #ifdef EMISSIVEASILLUMINATION
294
+ var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
295
+ #else
296
+ #ifdef LINKEMISSIVEWITHDIFFUSE
297
+ var finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
298
+ #else
299
+ var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
300
+ #endif
301
+ #endif
302
+ #ifdef SPECULARTERM
303
+ var finalSpecular: vec3f=specularBase*specularColor;
304
+ #ifdef SPECULAROVERALPHA
305
+ alpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);
306
+ #endif
307
+ #else
308
+ var finalSpecular: vec3f= vec3f(0.0);
309
+ #endif
310
+ #ifdef REFLECTIONOVERALPHA
311
+ alpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);
312
+ #endif
313
+ #ifdef EMISSIVEASILLUMINATION
314
+ var color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);
315
+ #else
316
+ var color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
317
+ #endif
318
+ #ifdef LIGHTMAP
319
+ #ifndef LIGHTMAPEXCLUDED
320
+ #ifdef USELIGHTMAPASSHADOWMAP
321
+ color=vec4f(color.rgb*lightmapColor.rgb,color.a);
322
+ #else
323
+ color=vec4f(color.rgb+lightmapColor.rgb,color.a);
324
+ #endif
325
+ #endif
326
+ #endif
327
+ #define CUSTOM_FRAGMENT_BEFORE_FOG
328
+ color=vec4f(max(color.rgb,vec3f(0.)),color.a);
329
+ #include<logDepthFragment>
330
+ #include<fogFragment>
331
+ #ifdef IMAGEPROCESSINGPOSTPROCESS
332
+ color=vec4f(toLinearSpaceVec3(color.rgb),color.a);
333
+ #else
334
+ #ifdef IMAGEPROCESSING
335
+ color=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);
336
+ #endif
337
+ #endif
338
+ color=vec4f(color.rgb,color.a*mesh.visibility);
339
+ #ifdef PREMULTIPLYALPHA
340
+ color=vec4f(color.rgb*color.a, color.a);
341
+ #endif
342
+ #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
343
+ #ifdef PREPASS
344
+ var writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color;
345
+ #ifdef PREPASS_POSITION
346
+ fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
347
+ #endif
348
+ #ifdef PREPASS_LOCAL_POSITION
349
+ fragData[PREPASS_LOCAL_POSITION_INDEX] =
350
+ vec4f(fragmentInputs.vPosition,writeGeometryInfo);
351
+ #endif
352
+ #ifdef PREPASS_VELOCITY
353
+ 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);
354
+ #elif defined(PREPASS_VELOCITY_LINEAR)
355
+ var velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy /
356
+ fragmentInputs.vPreviousPosition.w) -
357
+ (fragmentInputs.vCurrentPosition.xy /
358
+ fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX] =
359
+ vec4f(velocity,0.0,writeGeometryInfo);
360
+ #endif
361
+ #ifdef PREPASS_IRRADIANCE
362
+ fragData[PREPASS_IRRADIANCE_INDEX] =
363
+ vec4f(0.0,0.0,0.0,
364
+ writeGeometryInfo);
365
+ #endif
366
+ #ifdef PREPASS_DEPTH
367
+ fragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,
368
+ writeGeometryInfo);
369
+ #endif
370
+ #ifdef PREPASS_SCREENSPACE_DEPTH
371
+ fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] =
372
+ vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);
373
+ #endif
374
+ #ifdef PREPASS_NORMAL
375
+ #ifdef PREPASS_NORMAL_WORLDSPACE
376
+ fragData[PREPASS_NORMAL_INDEX] =
377
+ vec4f(normalW,writeGeometryInfo);
378
+ #else
379
+ fragData[PREPASS_NORMAL_INDEX] =
380
+ vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),
381
+ writeGeometryInfo);
382
+ #endif
383
+ #endif
384
+ #ifdef PREPASS_WORLD_NORMAL
385
+ fragData[PREPASS_WORLD_NORMAL_INDEX] =
386
+ vec4f(normalW*0.5+0.5,writeGeometryInfo);
387
+ #endif
388
+ #ifdef PREPASS_ALBEDO_SQRT
389
+ fragData[PREPASS_ALBEDO_SQRT_INDEX] =
390
+ vec4f(0.0,0.0,0.0,
391
+ writeGeometryInfo);
392
+ #endif
393
+ #ifdef PREPASS_REFLECTIVITY
394
+ #if defined(SPECULARTERM)
395
+ #if defined(SPECULAR)
396
+ fragData[PREPASS_REFLECTIVITY_INDEX] =
397
+ vec4f(toLinearSpaceVec4(specularMapColor)) *
398
+ writeGeometryInfo;
399
+ #else
400
+ fragData[PREPASS_REFLECTIVITY_INDEX] =
401
+ vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;
402
+ #endif
403
+ #else
404
+ fragData[PREPASS_REFLECTIVITY_INDEX] =
405
+ vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;
406
+ #endif
407
+ #endif
408
+ #if SCENE_MRT_COUNT>0
409
+ fragmentOutputs.fragData0=fragData[0];
410
+ #endif
411
+ #if SCENE_MRT_COUNT>1
412
+ fragmentOutputs.fragData1=fragData[1];
413
+ #endif
414
+ #if SCENE_MRT_COUNT>2
415
+ fragmentOutputs.fragData2=fragData[2];
416
+ #endif
417
+ #if SCENE_MRT_COUNT>3
418
+ fragmentOutputs.fragData3=fragData[3];
419
+ #endif
420
+ #if SCENE_MRT_COUNT>4
421
+ fragmentOutputs.fragData4=fragData[4];
422
+ #endif
423
+ #if SCENE_MRT_COUNT>5
424
+ fragmentOutputs.fragData5=fragData[5];
425
+ #endif
426
+ #if SCENE_MRT_COUNT>6
427
+ fragmentOutputs.fragData6=fragData[6];
428
+ #endif
429
+ #if SCENE_MRT_COUNT>7
430
+ fragmentOutputs.fragData7=fragData[7];
431
+ #endif
432
+ #endif
433
+ #if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
434
+ fragmentOutputs.color=color;
435
+ #endif
436
+ #include<oitFragment>
437
+ #if ORDER_INDEPENDENT_TRANSPARENCY
438
+ 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;}
439
+ #endif
440
+ #define CUSTOM_FRAGMENT_MAIN_END
441
+ }
442
+ `;
443
+ // Sideeffect
444
+ ShaderStore.ShadersStoreWGSL[name] = shader;
445
+ /** @internal */
446
+ const defaultPixelShaderWGSL = { name, shader };
447
+
448
+ export { defaultPixelShaderWGSL };
449
+ //# sourceMappingURL=default.fragment-C9yyYRMC.esm.js.map