@babylonjs/viewer 7.27.3-alpha → 7.27.3

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 (587) 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 -18
  158. package/readme.md +21 -145
  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 +672 -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/assets/photoStudio.env +0 -0
  193. package/dist/babylon-viewer.esm.js +0 -2
  194. package/dist/babylon-viewer.esm.js.map +0 -1
  195. package/dist/babylon-viewer.esm.min.js +0 -2
  196. package/dist/babylon-viewer.esm.min.js.map +0 -1
  197. package/dist/chunks/EXT_lights_image_based-Ygf4Ve6D.esm.js +0 -172
  198. package/dist/chunks/EXT_lights_image_based-Ygf4Ve6D.esm.js.map +0 -1
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  200. package/dist/chunks/EXT_lights_image_based-aZgj5lRS.esm.min.js.map +0 -1
  201. package/dist/chunks/EXT_mesh_gpu_instancing-CLnpX1XX.esm.min.js +0 -2
  202. package/dist/chunks/EXT_mesh_gpu_instancing-CLnpX1XX.esm.min.js.map +0 -1
  203. package/dist/chunks/EXT_mesh_gpu_instancing-DNNLBNJD.esm.js +0 -86
  204. package/dist/chunks/EXT_mesh_gpu_instancing-DNNLBNJD.esm.js.map +0 -1
  205. package/dist/chunks/EXT_meshopt_compression-CDgY0yqt.esm.js +0 -134
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  217. package/dist/chunks/ExtrasAsMetadata-qz55vCnu.esm.min.js +0 -2
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  221. package/dist/chunks/KHR_animation_pointer-Dzof_6Sa.esm.min.js +0 -2
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  225. package/dist/chunks/KHR_draco_mesh_compression-DPuBeXqI.esm.min.js +0 -2
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  229. package/dist/chunks/KHR_interactivity-CGWEHMj7.esm.js +0 -4033
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  233. package/dist/chunks/KHR_lights_punctual-D9a7fWsv.esm.min.js +0 -2
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@@ -1,488 +0,0 @@
1
- import { i as ShaderStore } from './index-CmxfKF36.esm.js';
2
-
3
- // Do not edit.
4
- const name$l = "uvAttributeDeclaration";
5
- const shader$l = `#ifdef UV{X}
6
- attribute uv{X}: vec2f;
7
- #endif
8
- `;
9
- // Sideeffect
10
- ShaderStore.IncludesShadersStoreWGSL[name$l] = shader$l;
11
-
12
- // Do not edit.
13
- const name$k = "bonesDeclaration";
14
- const shader$k = `#if NUM_BONE_INFLUENCERS>0
15
- attribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;
16
- #if NUM_BONE_INFLUENCERS>4
17
- attribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;
18
- #endif
19
- #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
20
- #ifdef BONETEXTURE
21
- var boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;
22
- #else
23
- uniform mBones : array<mat4x4,BonesPerMesh>;
24
- #ifdef BONES_VELOCITY_ENABLED
25
- uniform mPreviousBones : array<mat4x4,BonesPerMesh>;
26
- #endif
27
- #endif
28
- #ifdef BONETEXTURE
29
- fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>
30
- {let offset=i32(index) *4;
31
- let m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}
32
- #endif
33
- #endif
34
- #endif
35
- `;
36
- // Sideeffect
37
- ShaderStore.IncludesShadersStoreWGSL[name$k] = shader$k;
38
-
39
- // Do not edit.
40
- const name$j = "prePassVertexDeclaration";
41
- const shader$j = `#ifdef PREPASS
42
- #ifdef PREPASS_LOCAL_POSITION
43
- varying vPosition : vec3f;
44
- #endif
45
- #ifdef PREPASS_DEPTH
46
- varying vViewPos: vec3f;
47
- #endif
48
- #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
49
- uniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
50
- #endif
51
- #endif
52
- `;
53
- // Sideeffect
54
- ShaderStore.IncludesShadersStoreWGSL[name$j] = shader$j;
55
-
56
- // Do not edit.
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- const name$i = "samplerVertexDeclaration";
58
- const shader$i = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
59
- varying v_VARYINGNAME_UV: vec2f;
60
- #endif
61
- `;
62
- // Sideeffect
63
- ShaderStore.IncludesShadersStoreWGSL[name$i] = shader$i;
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-
65
- // Do not edit.
66
- const name$h = "bumpVertexDeclaration";
67
- const shader$h = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
68
- #if defined(TANGENT) && defined(NORMAL)
69
- varying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;
70
- #endif
71
- #endif
72
- `;
73
- // Sideeffect
74
- ShaderStore.IncludesShadersStoreWGSL[name$h] = shader$h;
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-
76
- // Do not edit.
77
- const name$g = "clipPlaneVertexDeclaration";
78
- const shader$g = `#ifdef CLIPPLANE
79
- uniform vClipPlane: vec4<f32>;varying fClipDistance: f32;
80
- #endif
81
- #ifdef CLIPPLANE2
82
- uniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;
83
- #endif
84
- #ifdef CLIPPLANE3
85
- uniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;
86
- #endif
87
- #ifdef CLIPPLANE4
88
- uniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;
89
- #endif
90
- #ifdef CLIPPLANE5
91
- uniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;
92
- #endif
93
- #ifdef CLIPPLANE6
94
- uniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;
95
- #endif
96
- `;
97
- // Sideeffect
98
- ShaderStore.IncludesShadersStoreWGSL[name$g] = shader$g;
99
-
100
- // Do not edit.
101
- const name$f = "fogVertexDeclaration";
102
- const shader$f = `#ifdef FOG
103
- varying vFogDistance: vec3f;
104
- #endif
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- `;
106
- // Sideeffect
107
- ShaderStore.IncludesShadersStoreWGSL[name$f] = shader$f;
108
-
109
- // Do not edit.
110
- const name$e = "lightVxUboDeclaration";
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- const shader$e = `#ifdef LIGHT{X}
112
- struct Light{X}
113
- {vLightData: vec4f,
114
- vLightDiffuse: vec4f,
115
- vLightSpecular: vec4f,
116
- #ifdef SPOTLIGHT{X}
117
- vLightDirection: vec4f,
118
- vLightFalloff: vec4f,
119
- #elif defined(POINTLIGHT{X})
120
- vLightFalloff: vec4f,
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- #elif defined(HEMILIGHT{X})
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- vLightGround: vec3f,
123
- #endif
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- shadowsInfo: vec4f,
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- depthValues: vec2f} ;var<uniform> light{X} : Light{X};
126
- #ifdef SHADOW{X}
127
- #ifdef SHADOWCSM{X}
128
- uniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;
129
- #elif defined(SHADOWCUBE{X})
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- #else
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- varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
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- #endif
133
- #endif
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- #endif
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- `;
136
- // Sideeffect
137
- ShaderStore.IncludesShadersStoreWGSL[name$e] = shader$e;
138
-
139
- // Do not edit.
140
- const name$d = "morphTargetsVertexGlobalDeclaration";
141
- const shader$d = `#ifdef MORPHTARGETS
142
- uniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;
143
- #ifdef MORPHTARGETS_TEXTURE
144
- uniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>
145
- {
146
- let y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}
147
- #endif
148
- #endif
149
- `;
150
- // Sideeffect
151
- ShaderStore.IncludesShadersStoreWGSL[name$d] = shader$d;
152
-
153
- // Do not edit.
154
- const name$c = "morphTargetsVertexDeclaration";
155
- const shader$c = `#ifdef MORPHTARGETS
156
- #ifndef MORPHTARGETS_TEXTURE
157
- attribute position{X} : vec3<f32>;
158
- #ifdef MORPHTARGETS_NORMAL
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- attribute normal{X} : vec3<f32>;
160
- #endif
161
- #ifdef MORPHTARGETS_TANGENT
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- attribute tangent{X} : vec3<f32>;
163
- #endif
164
- #ifdef MORPHTARGETS_UV
165
- attribute uv_{X} : vec2<f32>;
166
- #endif
167
- #elif {X}==0
168
- uniform morphTargetCount: i32;
169
- #endif
170
- #endif
171
- `;
172
- // Sideeffect
173
- ShaderStore.IncludesShadersStoreWGSL[name$c] = shader$c;
174
-
175
- // Do not edit.
176
- const name$b = "morphTargetsVertexGlobal";
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- const shader$b = `#ifdef MORPHTARGETS
178
- #ifdef MORPHTARGETS_TEXTURE
179
- var vertexID : f32;
180
- #endif
181
- #endif
182
- `;
183
- // Sideeffect
184
- ShaderStore.IncludesShadersStoreWGSL[name$b] = shader$b;
185
-
186
- // Do not edit.
187
- const name$a = "morphTargetsVertex";
188
- const shader$a = `#ifdef MORPHTARGETS
189
- #ifdef MORPHTARGETS_TEXTURE
190
- #if {X}==0
191
- for (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}
192
- vertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
193
- #ifdef MORPHTARGETS_NORMAL
194
- normalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
195
- #endif
196
- #ifdef MORPHTARGETS_UV
197
- uvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
198
- #endif
199
- #ifdef MORPHTARGETS_TANGENT
200
- tangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);
201
- #endif
202
- }
203
- #endif
204
- #else
205
- positionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];
206
- #ifdef MORPHTARGETS_NORMAL
207
- normalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];
208
- #endif
209
- #ifdef MORPHTARGETS_TANGENT
210
- tangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);
211
- #endif
212
- #ifdef MORPHTARGETS_UV
213
- uvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];
214
- #endif
215
- #endif
216
- #endif
217
- `;
218
- // Sideeffect
219
- ShaderStore.IncludesShadersStoreWGSL[name$a] = shader$a;
220
-
221
- // Do not edit.
222
- const name$9 = "bonesVertex";
223
- const shader$9 = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
224
- #if NUM_BONE_INFLUENCERS>0
225
- var influence : mat4x4<f32>;
226
- #ifdef BONETEXTURE
227
- influence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];
228
- #if NUM_BONE_INFLUENCERS>1
229
- influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];
230
- #endif
231
- #if NUM_BONE_INFLUENCERS>2
232
- influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];
233
- #endif
234
- #if NUM_BONE_INFLUENCERS>3
235
- influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];
236
- #endif
237
- #if NUM_BONE_INFLUENCERS>4
238
- influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];
239
- #endif
240
- #if NUM_BONE_INFLUENCERS>5
241
- influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];
242
- #endif
243
- #if NUM_BONE_INFLUENCERS>6
244
- influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];
245
- #endif
246
- #if NUM_BONE_INFLUENCERS>7
247
- influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];
248
- #endif
249
- #else
250
- influence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
251
- #if NUM_BONE_INFLUENCERS>1
252
- influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
253
- #endif
254
- #if NUM_BONE_INFLUENCERS>2
255
- influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
256
- #endif
257
- #if NUM_BONE_INFLUENCERS>3
258
- influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
259
- #endif
260
- #if NUM_BONE_INFLUENCERS>4
261
- influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
262
- #endif
263
- #if NUM_BONE_INFLUENCERS>5
264
- influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
265
- #endif
266
- #if NUM_BONE_INFLUENCERS>6
267
- influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
268
- #endif
269
- #if NUM_BONE_INFLUENCERS>7
270
- influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
271
- #endif
272
- #endif
273
- finalWorld=finalWorld*influence;
274
- #endif
275
- #endif
276
- `;
277
- // Sideeffect
278
- ShaderStore.IncludesShadersStoreWGSL[name$9] = shader$9;
279
-
280
- // Do not edit.
281
- const name$8 = "prePassVertex";
282
- const shader$8 = `#ifdef PREPASS_DEPTH
283
- vertexOutputs.vViewPos=(scene.view*worldPos).rgb;
284
- #endif
285
- #ifdef PREPASS_LOCAL_POSITION
286
- vertexOutputs.vPosition=positionUpdated.xyz;
287
- #endif
288
- #if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED) || \
289
- defined(PREPASS_VELOCITY_LINEAR)
290
- vertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;
291
- #if NUM_BONE_INFLUENCERS>0
292
- var previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];
293
- #if NUM_BONE_INFLUENCERS>1
294
- previousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];
295
- #endif
296
- #if NUM_BONE_INFLUENCERS>2
297
- previousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];
298
- #endif
299
- #if NUM_BONE_INFLUENCERS>3
300
- previousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];
301
- #endif
302
- #if NUM_BONE_INFLUENCERS>4
303
- previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
304
- #endif
305
- #if NUM_BONE_INFLUENCERS>5
306
- previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
307
- #endif
308
- #if NUM_BONE_INFLUENCERS>6
309
- previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
310
- #endif
311
- #if NUM_BONE_INFLUENCERS>7
312
- previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
313
- #endif
314
- vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);
315
- #else
316
- vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
317
- #endif
318
- #endif
319
- `;
320
- // Sideeffect
321
- ShaderStore.IncludesShadersStoreWGSL[name$8] = shader$8;
322
-
323
- // Do not edit.
324
- const name$7 = "uvVariableDeclaration";
325
- const shader$7 = `#ifdef MAINUV{X}
326
- #if !defined(UV{X})
327
- var uv{X}: vec2f=vec2f(0.,0.);
328
- #else
329
- var uv{X}: vec2f=vertexInputs.uv{X};
330
- #endif
331
- vertexOutputs.vMainUV{X}=uv{X};
332
- #endif
333
- `;
334
- // Sideeffect
335
- ShaderStore.IncludesShadersStoreWGSL[name$7] = shader$7;
336
-
337
- // Do not edit.
338
- const name$6 = "samplerVertexImplementation";
339
- const shader$6 = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
340
- if (uniforms.v_INFONAME_==0.)
341
- {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}
342
- #ifdef UV2
343
- else if (uniforms.v_INFONAME_==1.)
344
- {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}
345
- #endif
346
- #ifdef UV3
347
- else if (uniforms.v_INFONAME_==2.)
348
- {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}
349
- #endif
350
- #ifdef UV4
351
- else if (uniforms.v_INFONAME_==3.)
352
- {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}
353
- #endif
354
- #ifdef UV5
355
- else if (uniforms.v_INFONAME_==4.)
356
- {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}
357
- #endif
358
- #ifdef UV6
359
- else if (uniforms.v_INFONAME_==5.)
360
- {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}
361
- #endif
362
- #endif
363
- `;
364
- // Sideeffect
365
- ShaderStore.IncludesShadersStoreWGSL[name$6] = shader$6;
366
-
367
- // Do not edit.
368
- const name$5 = "bumpVertex";
369
- const shader$5 = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
370
- #if defined(TANGENT) && defined(NORMAL)
371
- var tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];
372
- #endif
373
- #endif
374
- `;
375
- // Sideeffect
376
- ShaderStore.IncludesShadersStoreWGSL[name$5] = shader$5;
377
-
378
- // Do not edit.
379
- const name$4 = "clipPlaneVertex";
380
- const shader$4 = `#ifdef CLIPPLANE
381
- vertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);
382
- #endif
383
- #ifdef CLIPPLANE2
384
- vertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);
385
- #endif
386
- #ifdef CLIPPLANE3
387
- vertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);
388
- #endif
389
- #ifdef CLIPPLANE4
390
- vertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);
391
- #endif
392
- #ifdef CLIPPLANE5
393
- vertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);
394
- #endif
395
- #ifdef CLIPPLANE6
396
- vertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);
397
- #endif
398
- `;
399
- // Sideeffect
400
- ShaderStore.IncludesShadersStoreWGSL[name$4] = shader$4;
401
-
402
- // Do not edit.
403
- const name$3 = "fogVertex";
404
- const shader$3 = `#ifdef FOG
405
- vertexOutputs.vFogDistance=(scene.view*worldPos).xyz;
406
- #endif
407
- `;
408
- // Sideeffect
409
- ShaderStore.IncludesShadersStoreWGSL[name$3] = shader$3;
410
-
411
- // Do not edit.
412
- const name$2 = "shadowsVertex";
413
- const shader$2 = `#ifdef SHADOWS
414
- #if defined(SHADOWCSM{X})
415
- vertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;
416
- #if SHADOWCSMNUM_CASCADES{X}>0
417
- vertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;
418
- #ifdef USE_REVERSE_DEPTHBUFFER
419
- vertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
420
- #else
421
- vertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
422
- #endif
423
- #endif
424
- #if SHADOWCSMNUM_CASCADES{X}>1
425
- vertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;
426
- #ifdef USE_REVERSE_DEPTHBUFFER
427
- vertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
428
- #else
429
- vertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
430
- #endif
431
- #endif
432
- #if SHADOWCSMNUM_CASCADES{X}>2
433
- vertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;
434
- #ifdef USE_REVERSE_DEPTHBUFFER
435
- vertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
436
- #else
437
- vertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
438
- #endif
439
- #endif
440
- #if SHADOWCSMNUM_CASCADES{X}>3
441
- vertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;
442
- #ifdef USE_REVERSE_DEPTHBUFFER
443
- vertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
444
- #else
445
- vertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
446
- #endif
447
- #endif
448
- #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
449
- vertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;
450
- #ifdef USE_REVERSE_DEPTHBUFFER
451
- vertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
452
- #else
453
- vertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
454
- #endif
455
- #endif
456
- #endif
457
- `;
458
- // Sideeffect
459
- ShaderStore.IncludesShadersStoreWGSL[name$2] = shader$2;
460
-
461
- // Do not edit.
462
- const name$1 = "vertexColorMixing";
463
- const shader$1 = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
464
- vertexOutputs.vColor=vec4f(1.0);
465
- #ifdef VERTEXCOLOR
466
- #ifdef VERTEXALPHA
467
- vertexOutputs.vColor*=vertexInputs.color;
468
- #else
469
- vertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);
470
- #endif
471
- #endif
472
- #ifdef INSTANCESCOLOR
473
- vertexOutputs.vColor*=vertexInputs.instanceColor;
474
- #endif
475
- #endif
476
- `;
477
- // Sideeffect
478
- ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
479
-
480
- // Do not edit.
481
- const name = "logDepthVertex";
482
- const shader = `#ifdef LOGARITHMICDEPTH
483
- vertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;
484
- #endif
485
- `;
486
- // Sideeffect
487
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
488
- //# sourceMappingURL=logDepthVertex-C0wI9SMm.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"logDepthVertex-C0wI9SMm.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bonesDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bonesVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/prePassVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bumpVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/clipPlaneVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/fogVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/shadowsVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/vertexColorMixing.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/logDepthVertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const uvAttributeDeclarationWGSL = { name, shader };\n//# sourceMappingURL=uvAttributeDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesDeclarationWGSL = { name, shader };\n//# sourceMappingURL=bonesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertexDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const prePassVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=prePassVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexDeclaration\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const samplerVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=samplerVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bumpVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=bumpVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"clipPlaneVertexDeclaration\";\nconst shader = `#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;varying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=clipPlaneVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fogVertexDeclaration\";\nconst shader = `#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fogVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=fogVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightVxUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalDeclarationWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#elif {X}==0\nuniform morphTargetCount: i32;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobal.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}\nvertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);\n#endif\n}\n#endif\n#else\npositionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if 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defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (uniforms.v_INFONAME_==0.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}\n#ifdef UV2\nelse if (uniforms.v_INFONAME_==1.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}\n#endif\n#ifdef UV3\nelse if (uniforms.v_INFONAME_==2.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}\n#endif\n#ifdef UV4\nelse if (uniforms.v_INFONAME_==3.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}\n#endif\n#ifdef UV5\nelse if (uniforms.v_INFONAME_==4.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}\n#endif\n#ifdef UV6\nelse if (uniforms.v_INFONAME_==5.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}\n#endif\n#endif\n`;\n// 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};\n//# sourceMappingURL=bumpVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"clipPlaneVertex\";\nconst shader = `#ifdef CLIPPLANE\nvertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nvertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nvertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nvertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nvertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nvertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const clipPlaneVertexWGSL = { name, shader };\n//# sourceMappingURL=clipPlaneVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fogVertex\";\nconst shader = `#ifdef FOG\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fogVertexWGSL = { name, shader };\n//# sourceMappingURL=fogVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if 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1
- import{i as e}from"./index-D26y1EtY.esm.min.js";e.IncludesShadersStoreWGSL.uvAttributeDeclaration="#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n";e.IncludesShadersStoreWGSL.bonesDeclaration="#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.prePassVertexDeclaration="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.samplerVertexDeclaration="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n";e.IncludesShadersStoreWGSL.bumpVertexDeclaration="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.clipPlaneVertexDeclaration="#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;varying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;\n#endif\n";e.IncludesShadersStoreWGSL.fogVertexDeclaration="#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n";e.IncludesShadersStoreWGSL.lightVxUboDeclaration="#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertexGlobalDeclaration="#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertexDeclaration="#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#elif {X}==0\nuniform morphTargetCount: i32;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertexGlobal="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertex="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}\nvertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);\n#endif\n}\n#endif\n#else\npositionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.bonesVertex="#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.prePassVertex="#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vPosition=positionUpdated.xyz;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.uvVariableDeclaration="#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n";e.IncludesShadersStoreWGSL.samplerVertexImplementation="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (uniforms.v_INFONAME_==0.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}\n#ifdef UV2\nelse if (uniforms.v_INFONAME_==1.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}\n#endif\n#ifdef UV3\nelse if (uniforms.v_INFONAME_==2.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}\n#endif\n#ifdef UV4\nelse if (uniforms.v_INFONAME_==3.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}\n#endif\n#ifdef UV5\nelse if (uniforms.v_INFONAME_==4.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}\n#endif\n#ifdef UV6\nelse if (uniforms.v_INFONAME_==5.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.bumpVertex="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.clipPlaneVertex="#ifdef CLIPPLANE\nvertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nvertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nvertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nvertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nvertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nvertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);\n#endif\n";e.IncludesShadersStoreWGSL.fogVertex="#ifdef FOG\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#endif\n";e.IncludesShadersStoreWGSL.shadowsVertex="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.vertexColorMixing="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.logDepthVertex="#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n";
2
- //# sourceMappingURL=logDepthVertex-CVD3Mf3L.esm.min.js.map