@babylonjs/viewer 7.27.3 → 7.28.0-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 (587) hide show
  1. package/assets/photoStudio.env +0 -0
  2. package/dist/babylon-viewer.esm.js +2 -0
  3. package/dist/babylon-viewer.esm.js.map +1 -0
  4. package/dist/babylon-viewer.esm.min.js +2 -0
  5. package/dist/babylon-viewer.esm.min.js.map +1 -0
  6. package/dist/chunks/EXT_lights_image_based-3eXoqwff.esm.min.js +2 -0
  7. package/dist/chunks/EXT_lights_image_based-3eXoqwff.esm.min.js.map +1 -0
  8. package/dist/chunks/EXT_lights_image_based-DgCGZ2BG.esm.js +172 -0
  9. package/dist/chunks/EXT_lights_image_based-DgCGZ2BG.esm.js.map +1 -0
  10. package/dist/chunks/EXT_mesh_gpu_instancing-UFRD8RET.esm.js +86 -0
  11. package/dist/chunks/EXT_mesh_gpu_instancing-UFRD8RET.esm.js.map +1 -0
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  14. package/dist/chunks/EXT_meshopt_compression-2itUWj1c.esm.js +134 -0
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  18. package/dist/chunks/EXT_texture_avif-DDk0j61R.esm.js +44 -0
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  26. package/dist/chunks/ExtrasAsMetadata-CT2uMzBs.esm.js +64 -0
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  38. package/dist/chunks/KHR_interactivity-CPooex_D.esm.js +4033 -0
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  74. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-Cx8AsXK8.esm.min.js +2 -0
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  78. package/dist/chunks/KHR_materials_sheen-CQkrxBFM.esm.min.js +2 -0
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  82. package/dist/chunks/KHR_materials_specular-BkCr8Zv5.esm.js +75 -0
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  86. package/dist/chunks/KHR_materials_transmission--XYp5qZT.esm.min.js +2 -0
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  98. package/dist/chunks/KHR_materials_volume-BfwkCW5U.esm.min.js +2 -0
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  100. package/dist/chunks/KHR_materials_volume-DjJClxGQ.esm.js +87 -0
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  102. package/dist/chunks/KHR_mesh_quantization-BVjp41hH.esm.js +26 -0
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  528. package/loader/plugins/msftLodLoaderPlugin.d.ts +0 -12
  529. package/loader/plugins/msftLodLoaderPlugin.js +0 -21
  530. package/loader/plugins/msftLodLoaderPlugin.js.map +0 -1
  531. package/loader/plugins/telemetryLoaderPlugin.d.ts +0 -12
  532. package/loader/plugins/telemetryLoaderPlugin.js +0 -36
  533. package/loader/plugins/telemetryLoaderPlugin.js.map +0 -1
  534. package/managers/observablesManager.d.ts +0 -66
  535. package/managers/observablesManager.js +0 -35
  536. package/managers/observablesManager.js.map +0 -1
  537. package/managers/sceneManager.d.ts +0 -245
  538. package/managers/sceneManager.js +0 -1375
  539. package/managers/sceneManager.js.map +0 -1
  540. package/managers/telemetryManager.d.ts +0 -78
  541. package/managers/telemetryManager.js +0 -117
  542. package/managers/telemetryManager.js.map +0 -1
  543. package/model/modelAnimation.d.ts +0 -215
  544. package/model/modelAnimation.js +0 -237
  545. package/model/modelAnimation.js.map +0 -1
  546. package/model/viewerModel.d.ts +0 -233
  547. package/model/viewerModel.js +0 -673
  548. package/model/viewerModel.js.map +0 -1
  549. package/optimizer/custom/extended.d.ts +0 -13
  550. package/optimizer/custom/extended.js +0 -101
  551. package/optimizer/custom/extended.js.map +0 -1
  552. package/optimizer/custom/index.d.ts +0 -9
  553. package/optimizer/custom/index.js +0 -26
  554. package/optimizer/custom/index.js.map +0 -1
  555. package/renderOnlyIndex.d.ts +0 -11
  556. package/renderOnlyIndex.js +0 -18
  557. package/renderOnlyIndex.js.map +0 -1
  558. package/templating/eventManager.d.ts +0 -35
  559. package/templating/eventManager.js +0 -66
  560. package/templating/eventManager.js.map +0 -1
  561. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
  562. package/templating/plugins/hdButtonPlugin.js +0 -21
  563. package/templating/plugins/hdButtonPlugin.js.map +0 -1
  564. package/templating/plugins/printButton.d.ts +0 -9
  565. package/templating/plugins/printButton.js +0 -40
  566. package/templating/plugins/printButton.js.map +0 -1
  567. package/templating/templateManager.d.ts +0 -197
  568. package/templating/templateManager.js +0 -561
  569. package/templating/templateManager.js.map +0 -1
  570. package/templating/viewerTemplatePlugin.d.ts +0 -21
  571. package/templating/viewerTemplatePlugin.js +0 -69
  572. package/templating/viewerTemplatePlugin.js.map +0 -1
  573. package/viewer/defaultViewer.d.ts +0 -130
  574. package/viewer/defaultViewer.js +0 -672
  575. package/viewer/defaultViewer.js.map +0 -1
  576. package/viewer/renderOnlyViewer.d.ts +0 -9
  577. package/viewer/renderOnlyViewer.js +0 -46
  578. package/viewer/renderOnlyViewer.js.map +0 -1
  579. package/viewer/viewer.d.ts +0 -258
  580. package/viewer/viewer.js +0 -783
  581. package/viewer/viewer.js.map +0 -1
  582. package/viewer/viewerManager.d.ts +0 -58
  583. package/viewer/viewerManager.js +0 -91
  584. package/viewer/viewerManager.js.map +0 -1
  585. package/viewer/viewerWithTemplate.d.ts +0 -9
  586. package/viewer/viewerWithTemplate.js +0 -20
  587. package/viewer/viewerWithTemplate.js.map +0 -1
@@ -0,0 +1,528 @@
1
+ import { i as ShaderStore } from './index-D0E1moDr.esm.js';
2
+
3
+ // Do not edit.
4
+ const name$m = "decalVertexDeclaration";
5
+ const shader$m = `#ifdef DECAL
6
+ uniform vec4 vDecalInfos;uniform mat4 decalMatrix;
7
+ #endif
8
+ `;
9
+ // Sideeffect
10
+ ShaderStore.IncludesShadersStore[name$m] = shader$m;
11
+
12
+ // Do not edit.
13
+ const name$l = "uvAttributeDeclaration";
14
+ const shader$l = `#ifdef UV{X}
15
+ attribute vec2 uv{X};
16
+ #endif
17
+ `;
18
+ // Sideeffect
19
+ ShaderStore.IncludesShadersStore[name$l] = shader$l;
20
+
21
+ // Do not edit.
22
+ const name$k = "bonesDeclaration";
23
+ const shader$k = `#if NUM_BONE_INFLUENCERS>0
24
+ attribute vec4 matricesIndices;attribute vec4 matricesWeights;
25
+ #if NUM_BONE_INFLUENCERS>4
26
+ attribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;
27
+ #endif
28
+ #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
29
+ #ifdef BONETEXTURE
30
+ uniform highp sampler2D boneSampler;uniform float boneTextureWidth;
31
+ #else
32
+ uniform mat4 mBones[BonesPerMesh];
33
+ #endif
34
+ #ifdef BONES_VELOCITY_ENABLED
35
+ uniform mat4 mPreviousBones[BonesPerMesh];
36
+ #endif
37
+ #ifdef BONETEXTURE
38
+ #define inline
39
+ mat4 readMatrixFromRawSampler(sampler2D smp,float index)
40
+ {float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}
41
+ #endif
42
+ #endif
43
+ #endif
44
+ `;
45
+ // Sideeffect
46
+ ShaderStore.IncludesShadersStore[name$k] = shader$k;
47
+
48
+ // Do not edit.
49
+ const name$j = "bakedVertexAnimationDeclaration";
50
+ const shader$j = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
51
+ uniform float bakedVertexAnimationTime;uniform vec2 bakedVertexAnimationTextureSizeInverted;uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;
52
+ #ifdef INSTANCES
53
+ attribute vec4 bakedVertexAnimationSettingsInstanced;
54
+ #endif
55
+ #define inline
56
+ mat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)
57
+ {float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);}
58
+ #endif
59
+ `;
60
+ // Sideeffect
61
+ ShaderStore.IncludesShadersStore[name$j] = shader$j;
62
+
63
+ // Do not edit.
64
+ const name$i = "instancesDeclaration";
65
+ const shader$i = `#ifdef INSTANCES
66
+ attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;
67
+ #ifdef INSTANCESCOLOR
68
+ attribute vec4 instanceColor;
69
+ #endif
70
+ #if defined(THIN_INSTANCES) && !defined(WORLD_UBO)
71
+ uniform mat4 world;
72
+ #endif
73
+ #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || \
74
+ defined(PREPASS_VELOCITY_LINEAR)
75
+ attribute vec4 previousWorld0;attribute vec4 previousWorld1;attribute vec4 previousWorld2;attribute vec4 previousWorld3;
76
+ #ifdef THIN_INSTANCES
77
+ uniform mat4 previousWorld;
78
+ #endif
79
+ #endif
80
+ #else
81
+ #if !defined(WORLD_UBO)
82
+ uniform mat4 world;
83
+ #endif
84
+ #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || \
85
+ defined(PREPASS_VELOCITY_LINEAR)
86
+ uniform mat4 previousWorld;
87
+ #endif
88
+ #endif
89
+ `;
90
+ // Sideeffect
91
+ ShaderStore.IncludesShadersStore[name$i] = shader$i;
92
+
93
+ // Do not edit.
94
+ const name$h = "prePassVertexDeclaration";
95
+ const shader$h = `#ifdef PREPASS
96
+ #ifdef PREPASS_LOCAL_POSITION
97
+ varying vec3 vPosition;
98
+ #endif
99
+ #ifdef PREPASS_DEPTH
100
+ varying vec3 vViewPos;
101
+ #endif
102
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
103
+ uniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;
104
+ #endif
105
+ #endif
106
+ `;
107
+ // Sideeffect
108
+ ShaderStore.IncludesShadersStore[name$h] = shader$h;
109
+
110
+ // Do not edit.
111
+ const name$g = "samplerVertexDeclaration";
112
+ const shader$g = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
113
+ varying vec2 v_VARYINGNAME_UV;
114
+ #endif
115
+ `;
116
+ // Sideeffect
117
+ ShaderStore.IncludesShadersStore[name$g] = shader$g;
118
+
119
+ // Do not edit.
120
+ const name$f = "bumpVertexDeclaration";
121
+ const shader$f = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
122
+ #if defined(TANGENT) && defined(NORMAL)
123
+ varying mat3 vTBN;
124
+ #endif
125
+ #endif
126
+ `;
127
+ // Sideeffect
128
+ ShaderStore.IncludesShadersStore[name$f] = shader$f;
129
+
130
+ // Do not edit.
131
+ const name$e = "lightVxFragmentDeclaration";
132
+ const shader$e = `#ifdef LIGHT{X}
133
+ uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
134
+ #ifdef SPECULARTERM
135
+ uniform vec4 vLightSpecular{X};
136
+ #else
137
+ vec4 vLightSpecular{X}=vec4(0.);
138
+ #endif
139
+ #ifdef SHADOW{X}
140
+ #ifdef SHADOWCSM{X}
141
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
142
+ #elif defined(SHADOWCUBE{X})
143
+ #else
144
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
145
+ #endif
146
+ uniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};
147
+ #endif
148
+ #ifdef SPOTLIGHT{X}
149
+ uniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};
150
+ #elif defined(POINTLIGHT{X})
151
+ uniform vec4 vLightFalloff{X};
152
+ #elif defined(HEMILIGHT{X})
153
+ uniform vec3 vLightGround{X};
154
+ #endif
155
+ #endif
156
+ `;
157
+ // Sideeffect
158
+ ShaderStore.IncludesShadersStore[name$e] = shader$e;
159
+
160
+ // Do not edit.
161
+ const name$d = "lightVxUboDeclaration";
162
+ const shader$d = `#ifdef LIGHT{X}
163
+ uniform Light{X}
164
+ {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
165
+ #ifdef SPOTLIGHT{X}
166
+ vec4 vLightDirection;vec4 vLightFalloff;
167
+ #elif defined(POINTLIGHT{X})
168
+ vec4 vLightFalloff;
169
+ #elif defined(HEMILIGHT{X})
170
+ vec3 vLightGround;
171
+ #endif
172
+ vec4 shadowsInfo;vec2 depthValues;} light{X};
173
+ #ifdef SHADOW{X}
174
+ #ifdef SHADOWCSM{X}
175
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
176
+ #elif defined(SHADOWCUBE{X})
177
+ #else
178
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
179
+ #endif
180
+ #endif
181
+ #endif
182
+ `;
183
+ // Sideeffect
184
+ ShaderStore.IncludesShadersStore[name$d] = shader$d;
185
+
186
+ // Do not edit.
187
+ const name$c = "morphTargetsVertexGlobalDeclaration";
188
+ const shader$c = `#ifdef MORPHTARGETS
189
+ uniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];
190
+ #ifdef MORPHTARGETS_TEXTURE
191
+ uniform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];uniform vec3 morphTargetTextureInfo;uniform highp sampler2DArray morphTargets;vec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)
192
+ {
193
+ float y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV).xyz;}
194
+ #endif
195
+ #endif
196
+ `;
197
+ // Sideeffect
198
+ ShaderStore.IncludesShadersStore[name$c] = shader$c;
199
+
200
+ // Do not edit.
201
+ const name$b = "morphTargetsVertexDeclaration";
202
+ const shader$b = `#ifdef MORPHTARGETS
203
+ #ifndef MORPHTARGETS_TEXTURE
204
+ attribute vec3 position{X};
205
+ #ifdef MORPHTARGETS_NORMAL
206
+ attribute vec3 normal{X};
207
+ #endif
208
+ #ifdef MORPHTARGETS_TANGENT
209
+ attribute vec3 tangent{X};
210
+ #endif
211
+ #ifdef MORPHTARGETS_UV
212
+ attribute vec2 uv_{X};
213
+ #endif
214
+ #elif {X}==0
215
+ uniform int morphTargetCount;
216
+ #endif
217
+ #endif
218
+ `;
219
+ // Sideeffect
220
+ ShaderStore.IncludesShadersStore[name$b] = shader$b;
221
+
222
+ // Do not edit.
223
+ const name$a = "morphTargetsVertexGlobal";
224
+ const shader$a = `#ifdef MORPHTARGETS
225
+ #ifdef MORPHTARGETS_TEXTURE
226
+ float vertexID;
227
+ #endif
228
+ #endif
229
+ `;
230
+ // Sideeffect
231
+ ShaderStore.IncludesShadersStore[name$a] = shader$a;
232
+
233
+ // Do not edit.
234
+ const name$9 = "morphTargetsVertex";
235
+ const shader$9 = `#ifdef MORPHTARGETS
236
+ #ifdef MORPHTARGETS_TEXTURE
237
+ #if {X}==0
238
+ for (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (i>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];vertexID+=1.0;
239
+ #ifdef MORPHTARGETS_NORMAL
240
+ normalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];vertexID+=1.0;
241
+ #endif
242
+ #ifdef MORPHTARGETS_UV
243
+ uvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];vertexID+=1.0;
244
+ #endif
245
+ #ifdef MORPHTARGETS_TANGENT
246
+ tangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];
247
+ #endif
248
+ }
249
+ #endif
250
+ #else
251
+ positionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];
252
+ #ifdef MORPHTARGETS_NORMAL
253
+ normalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];
254
+ #endif
255
+ #ifdef MORPHTARGETS_TANGENT
256
+ tangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];
257
+ #endif
258
+ #ifdef MORPHTARGETS_UV
259
+ uvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];
260
+ #endif
261
+ #endif
262
+ #endif
263
+ `;
264
+ // Sideeffect
265
+ ShaderStore.IncludesShadersStore[name$9] = shader$9;
266
+
267
+ // Do not edit.
268
+ const name$8 = "instancesVertex";
269
+ const shader$8 = `#ifdef INSTANCES
270
+ mat4 finalWorld=mat4(world0,world1,world2,world3);
271
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \
272
+ defined(PREPASS_VELOCITY_LINEAR)
273
+ mat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,
274
+ previousWorld2,previousWorld3);
275
+ #endif
276
+ #ifdef THIN_INSTANCES
277
+ finalWorld=world*finalWorld;
278
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \
279
+ defined(PREPASS_VELOCITY_LINEAR)
280
+ finalPreviousWorld=previousWorld*finalPreviousWorld;
281
+ #endif
282
+ #endif
283
+ #else
284
+ mat4 finalWorld=world;
285
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \
286
+ defined(PREPASS_VELOCITY_LINEAR)
287
+ mat4 finalPreviousWorld=previousWorld;
288
+ #endif
289
+ #endif
290
+ `;
291
+ // Sideeffect
292
+ ShaderStore.IncludesShadersStore[name$8] = shader$8;
293
+
294
+ // Do not edit.
295
+ const name$7 = "bonesVertex";
296
+ const shader$7 = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
297
+ #if NUM_BONE_INFLUENCERS>0
298
+ mat4 influence;
299
+ #ifdef BONETEXTURE
300
+ influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];
301
+ #if NUM_BONE_INFLUENCERS>1
302
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];
303
+ #endif
304
+ #if NUM_BONE_INFLUENCERS>2
305
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];
306
+ #endif
307
+ #if NUM_BONE_INFLUENCERS>3
308
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];
309
+ #endif
310
+ #if NUM_BONE_INFLUENCERS>4
311
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];
312
+ #endif
313
+ #if NUM_BONE_INFLUENCERS>5
314
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];
315
+ #endif
316
+ #if NUM_BONE_INFLUENCERS>6
317
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];
318
+ #endif
319
+ #if NUM_BONE_INFLUENCERS>7
320
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];
321
+ #endif
322
+ #else
323
+ influence=mBones[int(matricesIndices[0])]*matricesWeights[0];
324
+ #if NUM_BONE_INFLUENCERS>1
325
+ influence+=mBones[int(matricesIndices[1])]*matricesWeights[1];
326
+ #endif
327
+ #if NUM_BONE_INFLUENCERS>2
328
+ influence+=mBones[int(matricesIndices[2])]*matricesWeights[2];
329
+ #endif
330
+ #if NUM_BONE_INFLUENCERS>3
331
+ influence+=mBones[int(matricesIndices[3])]*matricesWeights[3];
332
+ #endif
333
+ #if NUM_BONE_INFLUENCERS>4
334
+ influence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
335
+ #endif
336
+ #if NUM_BONE_INFLUENCERS>5
337
+ influence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
338
+ #endif
339
+ #if NUM_BONE_INFLUENCERS>6
340
+ influence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
341
+ #endif
342
+ #if NUM_BONE_INFLUENCERS>7
343
+ influence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
344
+ #endif
345
+ #endif
346
+ finalWorld=finalWorld*influence;
347
+ #endif
348
+ #endif
349
+ `;
350
+ // Sideeffect
351
+ ShaderStore.IncludesShadersStore[name$7] = shader$7;
352
+
353
+ // Do not edit.
354
+ const name$6 = "bakedVertexAnimation";
355
+ const shader$6 = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
356
+ {
357
+ #ifdef INSTANCES
358
+ #define BVASNAME bakedVertexAnimationSettingsInstanced
359
+ #else
360
+ #define BVASNAME bakedVertexAnimationSettings
361
+ #endif
362
+ float VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];
363
+ #if NUM_BONE_INFLUENCERS>1
364
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];
365
+ #endif
366
+ #if NUM_BONE_INFLUENCERS>2
367
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];
368
+ #endif
369
+ #if NUM_BONE_INFLUENCERS>3
370
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];
371
+ #endif
372
+ #if NUM_BONE_INFLUENCERS>4
373
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];
374
+ #endif
375
+ #if NUM_BONE_INFLUENCERS>5
376
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];
377
+ #endif
378
+ #if NUM_BONE_INFLUENCERS>6
379
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];
380
+ #endif
381
+ #if NUM_BONE_INFLUENCERS>7
382
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];
383
+ #endif
384
+ finalWorld=finalWorld*VATInfluence;}
385
+ #endif
386
+ `;
387
+ // Sideeffect
388
+ ShaderStore.IncludesShadersStore[name$6] = shader$6;
389
+
390
+ // Do not edit.
391
+ const name$5 = "prePassVertex";
392
+ const shader$5 = `#ifdef PREPASS_DEPTH
393
+ vViewPos=(view*worldPos).rgb;
394
+ #endif
395
+ #ifdef PREPASS_LOCAL_POSITION
396
+ vPosition=positionUpdated.xyz;
397
+ #endif
398
+ #if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED) || \
399
+ defined(PREPASS_VELOCITY_LINEAR)
400
+ vCurrentPosition=viewProjection*worldPos;
401
+ #if NUM_BONE_INFLUENCERS>0
402
+ mat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];
403
+ #if NUM_BONE_INFLUENCERS>1
404
+ previousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];
405
+ #endif
406
+ #if NUM_BONE_INFLUENCERS>2
407
+ previousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];
408
+ #endif
409
+ #if NUM_BONE_INFLUENCERS>3
410
+ previousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];
411
+ #endif
412
+ #if NUM_BONE_INFLUENCERS>4
413
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
414
+ #endif
415
+ #if NUM_BONE_INFLUENCERS>5
416
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
417
+ #endif
418
+ #if NUM_BONE_INFLUENCERS>6
419
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
420
+ #endif
421
+ #if NUM_BONE_INFLUENCERS>7
422
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
423
+ #endif
424
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);
425
+ #else
426
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
427
+ #endif
428
+ #endif
429
+ `;
430
+ // Sideeffect
431
+ ShaderStore.IncludesShadersStore[name$5] = shader$5;
432
+
433
+ // Do not edit.
434
+ const name$4 = "uvVariableDeclaration";
435
+ const shader$4 = `#if !defined(UV{X}) && defined(MAINUV{X})
436
+ vec2 uv{X}=vec2(0.,0.);
437
+ #endif
438
+ #ifdef MAINUV{X}
439
+ vMainUV{X}=uv{X};
440
+ #endif
441
+ `;
442
+ // Sideeffect
443
+ ShaderStore.IncludesShadersStore[name$4] = shader$4;
444
+
445
+ // Do not edit.
446
+ const name$3 = "samplerVertexImplementation";
447
+ const shader$3 = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
448
+ if (v_INFONAME_==0.)
449
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}
450
+ #ifdef UV2
451
+ else if (v_INFONAME_==1.)
452
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2,1.0,0.0));}
453
+ #endif
454
+ #ifdef UV3
455
+ else if (v_INFONAME_==2.)
456
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}
457
+ #endif
458
+ #ifdef UV4
459
+ else if (v_INFONAME_==3.)
460
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}
461
+ #endif
462
+ #ifdef UV5
463
+ else if (v_INFONAME_==4.)
464
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}
465
+ #endif
466
+ #ifdef UV6
467
+ else if (v_INFONAME_==5.)
468
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}
469
+ #endif
470
+ #endif
471
+ `;
472
+ // Sideeffect
473
+ ShaderStore.IncludesShadersStore[name$3] = shader$3;
474
+
475
+ // Do not edit.
476
+ const name$2 = "bumpVertex";
477
+ const shader$2 = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
478
+ #if defined(TANGENT) && defined(NORMAL)
479
+ vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
480
+ #endif
481
+ #endif
482
+ `;
483
+ // Sideeffect
484
+ ShaderStore.IncludesShadersStore[name$2] = shader$2;
485
+
486
+ // Do not edit.
487
+ const name$1 = "shadowsVertex";
488
+ const shader$1 = `#ifdef SHADOWS
489
+ #if defined(SHADOWCSM{X})
490
+ vPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;
491
+ #ifdef USE_REVERSE_DEPTHBUFFER
492
+ vDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
493
+ #else
494
+ vDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
495
+ #endif
496
+ }
497
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
498
+ vPositionFromLight{X}=lightMatrix{X}*worldPos;
499
+ #ifdef USE_REVERSE_DEPTHBUFFER
500
+ vDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
501
+ #else
502
+ vDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
503
+ #endif
504
+ #endif
505
+ #endif
506
+ `;
507
+ // Sideeffect
508
+ ShaderStore.IncludesShadersStore[name$1] = shader$1;
509
+
510
+ // Do not edit.
511
+ const name = "vertexColorMixing";
512
+ const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
513
+ vColor=vec4(1.0);
514
+ #ifdef VERTEXCOLOR
515
+ #ifdef VERTEXALPHA
516
+ vColor*=color;
517
+ #else
518
+ vColor.rgb*=color.rgb;
519
+ #endif
520
+ #endif
521
+ #ifdef INSTANCESCOLOR
522
+ vColor*=instanceColor;
523
+ #endif
524
+ #endif
525
+ `;
526
+ // Sideeffect
527
+ ShaderStore.IncludesShadersStore[name] = shader;
528
+ //# sourceMappingURL=vertexColorMixing-DreWOedd.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vertexColorMixing-DreWOedd.esm.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/decalVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/uvAttributeDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bonesDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/instancesDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/prePassVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/samplerVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bumpVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/lightVxFragmentDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/lightVxUboDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertexGlobal.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/instancesVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bonesVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bakedVertexAnimation.js","../../../../../dev/core/dist/Shaders/ShadersInclude/prePassVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/uvVariableDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/samplerVertexImplementation.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bumpVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/shadowsVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/vertexColorMixing.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"decalVertexDeclaration\";\nconst shader = `#ifdef DECAL\nuniform vec4 vDecalInfos;uniform mat4 decalMatrix;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const decalVertexDeclaration = { name, shader };\n//# sourceMappingURL=decalVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute vec2 uv{X};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const uvAttributeDeclaration = { 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 vec4 matricesIndices;attribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform highp sampler2D boneSampler;uniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n//# sourceMappingURL=bonesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform float bakedVertexAnimationTime;uniform vec2 bakedVertexAnimationTextureSizeInverted;uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;\n#ifdef INSTANCES\nattribute vec4 bakedVertexAnimationSettingsInstanced;\n#endif\n#define inline\nmat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)\n{float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n//# sourceMappingURL=bakedVertexAnimationDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;\n#ifdef INSTANCESCOLOR\nattribute vec4 instanceColor;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform mat4 world;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nattribute vec4 previousWorld0;attribute vec4 previousWorld1;attribute vec4 previousWorld2;attribute vec4 previousWorld3;\n#ifdef THIN_INSTANCES\nuniform mat4 previousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform mat4 world;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nuniform mat4 previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const instancesDeclaration = { name, shader };\n//# sourceMappingURL=instancesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertexDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const prePassVertexDeclaration = { 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 vec2 v_VARYINGNAME_UV;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerVertexDeclaration = { 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 mat3 vTBN;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertexDeclaration = { name, shader };\n//# sourceMappingURL=bumpVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightVxFragmentDeclaration = { name, shader };\n//# sourceMappingURL=lightVxFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightVxUboDeclaration = { name, shader };\n//# sourceMappingURL=lightVxUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#ifdef MORPHTARGETS_TEXTURE \nuniform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];uniform vec3 morphTargetTextureInfo;uniform highp sampler2DArray morphTargets;vec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)\n{ \nfloat y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV).xyz;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalDeclaration = { 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 vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#ifdef MORPHTARGETS_UV\nattribute vec2 uv_{X};\n#endif\n#elif {X}==0\nuniform int morphTargetCount;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexDeclaration = { 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\nfloat vertexID;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobal = { 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 (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (i>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];vertexID+=1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];\n#endif\n}\n#endif\n#else\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertex = { name, shader };\n//# sourceMappingURL=morphTargetsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nmat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,\npreviousWorld2,previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\nfinalWorld=world*finalWorld;\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nfinalPreviousWorld=previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\nmat4 finalWorld=world;\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || \\\ndefined(PREPASS_VELOCITY_LINEAR)\nmat4 finalPreviousWorld=previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const instancesVertex = { name, shader };\n//# sourceMappingURL=instancesVertex.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\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesVertex = { name, shader };\n//# sourceMappingURL=bonesVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\n#define BVASNAME bakedVertexAnimationSettingsInstanced\n#else\n#define BVASNAME bakedVertexAnimationSettings\n#endif\nfloat VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\n#endif\n#if 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ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexImplementation\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (v_INFONAME_==0.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}\n#ifdef UV2\nelse if (v_INFONAME_==1.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2,1.0,0.0));}\n#endif\n#ifdef UV3\nelse if (v_INFONAME_==2.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}\n#endif\n#ifdef UV4\nelse if (v_INFONAME_==3.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}\n#endif\n#ifdef UV5\nelse if (v_INFONAME_==4.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}\n#endif\n#ifdef UV6\nelse if (v_INFONAME_==5.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerVertexImplementation = { name, shader };\n//# 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