@babylonjs/viewer 7.28.0 → 7.29.0-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-BLpgL6xr.esm.js +172 -0
  7. package/dist/chunks/EXT_lights_image_based-BLpgL6xr.esm.js.map +1 -0
  8. package/dist/chunks/EXT_lights_image_based-DABIIMiy.esm.min.js +2 -0
  9. package/dist/chunks/EXT_lights_image_based-DABIIMiy.esm.min.js.map +1 -0
  10. package/dist/chunks/EXT_mesh_gpu_instancing-BDSRP4n4.esm.js +86 -0
  11. package/dist/chunks/EXT_mesh_gpu_instancing-BDSRP4n4.esm.js.map +1 -0
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  14. package/dist/chunks/EXT_meshopt_compression-By8mAlyb.esm.min.js +2 -0
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  18. package/dist/chunks/EXT_texture_avif-BYi9SuPU.esm.js +44 -0
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  74. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-D95lD-EY.esm.min.js +2 -0
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  78. package/dist/chunks/KHR_materials_sheen-B8GlvhnO.esm.min.js +2 -0
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  86. package/dist/chunks/KHR_materials_transmission-BGYL1mq0.esm.min.js +2 -0
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  98. package/dist/chunks/KHR_materials_volume-DT-KKCRg.esm.js +87 -0
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  102. package/dist/chunks/KHR_mesh_quantization-3qGPKoEe.esm.min.js +2 -0
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  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 +1,515 @@
1
+ import { i as ShaderStore } from './index-DGpjt-Zr.esm.js';
2
+ import './oitFragment-DCLs5Ofj.esm.js';
3
+ import './defaultUboDeclaration-DXP_rq4X.esm.js';
4
+ import './mainUVVaryingDeclaration-C6ih1f42.esm.js';
5
+ import './helperFunctions-kAvqTiTA.esm.js';
6
+ import './fogFragment-C9uKTlkk.esm.js';
7
+ import './logDepthDeclaration-DxdkXM2g.esm.js';
8
+
9
+ // Do not edit.
10
+ const name$3 = "defaultFragmentDeclaration";
11
+ const shader$3 = `uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;
12
+ #ifdef SPECULARTERM
13
+ uniform vec4 vSpecularColor;
14
+ #endif
15
+ uniform vec3 vEmissiveColor;uniform vec3 vAmbientColor;uniform float visibility;
16
+ #ifdef DIFFUSE
17
+ uniform vec2 vDiffuseInfos;
18
+ #endif
19
+ #ifdef AMBIENT
20
+ uniform vec2 vAmbientInfos;
21
+ #endif
22
+ #ifdef OPACITY
23
+ uniform vec2 vOpacityInfos;
24
+ #endif
25
+ #ifdef EMISSIVE
26
+ uniform vec2 vEmissiveInfos;
27
+ #endif
28
+ #ifdef LIGHTMAP
29
+ uniform vec2 vLightmapInfos;
30
+ #endif
31
+ #ifdef BUMP
32
+ uniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;
33
+ #endif
34
+ #ifdef ALPHATEST
35
+ uniform float alphaCutOff;
36
+ #endif
37
+ #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS)
38
+ uniform mat4 view;
39
+ #endif
40
+ #ifdef REFRACTION
41
+ uniform vec4 vRefractionInfos;
42
+ #ifndef REFRACTIONMAP_3D
43
+ uniform mat4 refractionMatrix;
44
+ #endif
45
+ #ifdef REFRACTIONFRESNEL
46
+ uniform vec4 refractionLeftColor;uniform vec4 refractionRightColor;
47
+ #endif
48
+ #if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)
49
+ uniform vec3 vRefractionPosition;uniform vec3 vRefractionSize;
50
+ #endif
51
+ #endif
52
+ #if defined(SPECULAR) && defined(SPECULARTERM)
53
+ uniform vec2 vSpecularInfos;
54
+ #endif
55
+ #ifdef DIFFUSEFRESNEL
56
+ uniform vec4 diffuseLeftColor;uniform vec4 diffuseRightColor;
57
+ #endif
58
+ #ifdef OPACITYFRESNEL
59
+ uniform vec4 opacityParts;
60
+ #endif
61
+ #ifdef EMISSIVEFRESNEL
62
+ uniform vec4 emissiveLeftColor;uniform vec4 emissiveRightColor;
63
+ #endif
64
+ #ifdef REFLECTION
65
+ uniform vec2 vReflectionInfos;
66
+ #if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)
67
+ uniform mat4 reflectionMatrix;
68
+ #endif
69
+ #ifndef REFLECTIONMAP_SKYBOX
70
+ #if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)
71
+ uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;
72
+ #endif
73
+ #endif
74
+ #ifdef REFLECTIONFRESNEL
75
+ uniform vec4 reflectionLeftColor;uniform vec4 reflectionRightColor;
76
+ #endif
77
+ #endif
78
+ #ifdef DETAIL
79
+ uniform vec4 vDetailInfos;
80
+ #endif
81
+ #include<decalFragmentDeclaration>
82
+ #define ADDITIONAL_FRAGMENT_DECLARATION
83
+ `;
84
+ // Sideeffect
85
+ ShaderStore.IncludesShadersStore[name$3] = shader$3;
86
+
87
+ // Do not edit.
88
+ const name$2 = "lightsFragmentFunctions";
89
+ const shader$2 = `struct lightingInfo
90
+ {vec3 diffuse;
91
+ #ifdef SPECULARTERM
92
+ vec3 specular;
93
+ #endif
94
+ #ifdef NDOTL
95
+ float ndl;
96
+ #endif
97
+ };lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 lightVectorW;float attenuation=1.0;if (lightData.w==0.)
98
+ {vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
99
+ else
100
+ {lightVectorW=normalize(-lightData.xyz);}
101
+ float ndl=max(0.,dot(vNormal,lightVectorW));
102
+ #ifdef NDOTL
103
+ result.ndl=ndl;
104
+ #endif
105
+ result.diffuse=ndl*diffuseColor*attenuation;
106
+ #ifdef SPECULARTERM
107
+ vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
108
+ #endif
109
+ return result;}
110
+ lightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
111
+ {cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;float ndl=max(0.,dot(vNormal,lightVectorW));
112
+ #ifdef NDOTL
113
+ result.ndl=ndl;
114
+ #endif
115
+ result.diffuse=ndl*diffuseColor*attenuation;
116
+ #ifdef SPECULARTERM
117
+ vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
118
+ #endif
119
+ return result;}
120
+ result.diffuse=vec3(0.);
121
+ #ifdef SPECULARTERM
122
+ result.specular=vec3(0.);
123
+ #endif
124
+ #ifdef NDOTL
125
+ result.ndl=0.;
126
+ #endif
127
+ return result;}
128
+ lightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {lightingInfo result;float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;
129
+ #ifdef NDOTL
130
+ result.ndl=ndl;
131
+ #endif
132
+ result.diffuse=mix(groundColor,diffuseColor,ndl);
133
+ #ifdef SPECULARTERM
134
+ vec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;
135
+ #endif
136
+ return result;}
137
+ #define inline
138
+ vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return textureColor;}`;
139
+ // Sideeffect
140
+ ShaderStore.IncludesShadersStore[name$2] = shader$2;
141
+
142
+ // Do not edit.
143
+ const name$1 = "fresnelFunction";
144
+ const shader$1 = `#ifdef FRESNEL
145
+ float computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)
146
+ {float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}
147
+ #endif
148
+ `;
149
+ // Sideeffect
150
+ ShaderStore.IncludesShadersStore[name$1] = shader$1;
151
+
152
+ // Do not edit.
153
+ const name = "defaultPixelShader";
154
+ const shader = `#include<__decl__defaultFragment>
155
+ #if defined(BUMP) || !defined(NORMAL)
156
+ #extension GL_OES_standard_derivatives : enable
157
+ #endif
158
+ #include<prePassDeclaration>[SCENE_MRT_COUNT]
159
+ #include<oitDeclaration>
160
+ #define CUSTOM_FRAGMENT_BEGIN
161
+ #ifdef LOGARITHMICDEPTH
162
+ #extension GL_EXT_frag_depth : enable
163
+ #endif
164
+ varying vec3 vPositionW;
165
+ #ifdef NORMAL
166
+ varying vec3 vNormalW;
167
+ #endif
168
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
169
+ varying vec4 vColor;
170
+ #endif
171
+ #include<mainUVVaryingDeclaration>[1..7]
172
+ #include<helperFunctions>
173
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
174
+ #include<lightsFragmentFunctions>
175
+ #include<shadowsFragmentFunctions>
176
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
177
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
178
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
179
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
180
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
181
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
182
+ #ifdef REFRACTION
183
+ #ifdef REFRACTIONMAP_3D
184
+ uniform samplerCube refractionCubeSampler;
185
+ #else
186
+ uniform sampler2D refraction2DSampler;
187
+ #endif
188
+ #endif
189
+ #if defined(SPECULARTERM)
190
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
191
+ #endif
192
+ #include<fresnelFunction>
193
+ #ifdef REFLECTION
194
+ #ifdef REFLECTIONMAP_3D
195
+ uniform samplerCube reflectionCubeSampler;
196
+ #else
197
+ uniform sampler2D reflection2DSampler;
198
+ #endif
199
+ #ifdef REFLECTIONMAP_SKYBOX
200
+ varying vec3 vPositionUVW;
201
+ #else
202
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
203
+ varying vec3 vDirectionW;
204
+ #endif
205
+ #endif
206
+ #include<reflectionFunction>
207
+ #endif
208
+ #include<imageProcessingDeclaration>
209
+ #include<imageProcessingFunctions>
210
+ #include<bumpFragmentMainFunctions>
211
+ #include<bumpFragmentFunctions>
212
+ #include<clipPlaneFragmentDeclaration>
213
+ #include<logDepthDeclaration>
214
+ #include<fogFragmentDeclaration>
215
+ #define CUSTOM_FRAGMENT_DEFINITIONS
216
+ void main(void) {
217
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
218
+ #include<clipPlaneFragment>
219
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
220
+ #ifdef NORMAL
221
+ vec3 normalW=normalize(vNormalW);
222
+ #else
223
+ vec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));
224
+ #endif
225
+ #include<bumpFragment>
226
+ #ifdef TWOSIDEDLIGHTING
227
+ normalW=gl_FrontFacing ? normalW : -normalW;
228
+ #endif
229
+ #ifdef DIFFUSE
230
+ baseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);
231
+ #if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
232
+ if (baseColor.a<alphaCutOff)
233
+ discard;
234
+ #endif
235
+ #ifdef ALPHAFROMDIFFUSE
236
+ alpha*=baseColor.a;
237
+ #endif
238
+ #define CUSTOM_FRAGMENT_UPDATE_ALPHA
239
+ baseColor.rgb*=vDiffuseInfos.y;
240
+ #endif
241
+ #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
242
+ vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
243
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
244
+ #endif
245
+ #include<depthPrePass>
246
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
247
+ baseColor.rgb*=vColor.rgb;
248
+ #endif
249
+ #ifdef DETAIL
250
+ baseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);
251
+ #endif
252
+ #if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
253
+ vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
254
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
255
+ #endif
256
+ #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
257
+ vec3 baseAmbientColor=vec3(1.,1.,1.);
258
+ #ifdef AMBIENT
259
+ baseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;
260
+ #endif
261
+ #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
262
+ #ifdef SPECULARTERM
263
+ float glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;
264
+ #ifdef SPECULAR
265
+ vec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
266
+ #ifdef GLOSSINESS
267
+ glossiness=glossiness*specularMapColor.a;
268
+ #endif
269
+ #endif
270
+ #else
271
+ float glossiness=0.;
272
+ #endif
273
+ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;
274
+ #ifdef SPECULARTERM
275
+ vec3 specularBase=vec3(0.,0.,0.);
276
+ #endif
277
+ float shadow=1.;float aggShadow=0.;float numLights=0.;
278
+ #ifdef LIGHTMAP
279
+ vec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);
280
+ #ifdef RGBDLIGHTMAP
281
+ lightmapColor.rgb=fromRGBD(lightmapColor);
282
+ #endif
283
+ lightmapColor.rgb*=vLightmapInfos.y;
284
+ #endif
285
+ #include<lightFragment>[0..maxSimultaneousLights]
286
+ aggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);
287
+ #ifdef REFRACTION
288
+ vec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));
289
+ #ifdef REFRACTIONMAP_3D
290
+ #ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
291
+ refractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);
292
+ #endif
293
+ refractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
294
+ #else
295
+ vec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);
296
+ #endif
297
+ #ifdef RGBDREFRACTION
298
+ refractionColor.rgb=fromRGBD(refractionColor);
299
+ #endif
300
+ #ifdef IS_REFRACTION_LINEAR
301
+ refractionColor.rgb=toGammaSpace(refractionColor.rgb);
302
+ #endif
303
+ refractionColor.rgb*=vRefractionInfos.x;
304
+ #endif
305
+ vec4 reflectionColor=vec4(0.,0.,0.,1.);
306
+ #ifdef REFLECTION
307
+ vec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
308
+ #ifdef REFLECTIONMAP_OPPOSITEZ
309
+ vReflectionUVW.z*=-1.0;
310
+ #endif
311
+ #ifdef REFLECTIONMAP_3D
312
+ #ifdef ROUGHNESS
313
+ float bias=vReflectionInfos.y;
314
+ #ifdef SPECULARTERM
315
+ #ifdef SPECULAR
316
+ #ifdef GLOSSINESS
317
+ bias*=(1.0-specularMapColor.a);
318
+ #endif
319
+ #endif
320
+ #endif
321
+ reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);
322
+ #else
323
+ reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);
324
+ #endif
325
+ #else
326
+ vec2 coords=vReflectionUVW.xy;
327
+ #ifdef REFLECTIONMAP_PROJECTION
328
+ coords/=vReflectionUVW.z;
329
+ #endif
330
+ coords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);
331
+ #endif
332
+ #ifdef RGBDREFLECTION
333
+ reflectionColor.rgb=fromRGBD(reflectionColor);
334
+ #endif
335
+ #ifdef IS_REFLECTION_LINEAR
336
+ reflectionColor.rgb=toGammaSpace(reflectionColor.rgb);
337
+ #endif
338
+ reflectionColor.rgb*=vReflectionInfos.x;
339
+ #ifdef REFLECTIONFRESNEL
340
+ float reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);
341
+ #ifdef REFLECTIONFRESNELFROMSPECULAR
342
+ #ifdef SPECULARTERM
343
+ reflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
344
+ #else
345
+ reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
346
+ #endif
347
+ #else
348
+ reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
349
+ #endif
350
+ #endif
351
+ #endif
352
+ #ifdef REFRACTIONFRESNEL
353
+ float refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;
354
+ #endif
355
+ #ifdef OPACITY
356
+ vec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);
357
+ #ifdef OPACITYRGB
358
+ opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;
359
+ #else
360
+ alpha*=opacityMap.a*vOpacityInfos.y;
361
+ #endif
362
+ #endif
363
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
364
+ alpha*=vColor.a;
365
+ #endif
366
+ #ifdef OPACITYFRESNEL
367
+ float opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;
368
+ #endif
369
+ #ifdef ALPHATEST
370
+ #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
371
+ if (alpha<alphaCutOff)
372
+ discard;
373
+ #endif
374
+ #ifndef ALPHABLEND
375
+ alpha=1.0;
376
+ #endif
377
+ #endif
378
+ vec3 emissiveColor=vEmissiveColor;
379
+ #ifdef EMISSIVE
380
+ emissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;
381
+ #endif
382
+ #ifdef EMISSIVEFRESNEL
383
+ float emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;
384
+ #endif
385
+ #ifdef DIFFUSEFRESNEL
386
+ float diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;
387
+ #endif
388
+ #ifdef EMISSIVEASILLUMINATION
389
+ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
390
+ #else
391
+ #ifdef LINKEMISSIVEWITHDIFFUSE
392
+ vec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
393
+ #else
394
+ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
395
+ #endif
396
+ #endif
397
+ #ifdef SPECULARTERM
398
+ vec3 finalSpecular=specularBase*specularColor;
399
+ #ifdef SPECULAROVERALPHA
400
+ alpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);
401
+ #endif
402
+ #else
403
+ vec3 finalSpecular=vec3(0.0);
404
+ #endif
405
+ #ifdef REFLECTIONOVERALPHA
406
+ alpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);
407
+ #endif
408
+ #ifdef EMISSIVEASILLUMINATION
409
+ vec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);
410
+ #else
411
+ vec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
412
+ #endif
413
+ #ifdef LIGHTMAP
414
+ #ifndef LIGHTMAPEXCLUDED
415
+ #ifdef USELIGHTMAPASSHADOWMAP
416
+ color.rgb*=lightmapColor.rgb;
417
+ #else
418
+ color.rgb+=lightmapColor.rgb;
419
+ #endif
420
+ #endif
421
+ #endif
422
+ #define CUSTOM_FRAGMENT_BEFORE_FOG
423
+ color.rgb=max(color.rgb,0.);
424
+ #include<logDepthFragment>
425
+ #include<fogFragment>
426
+ #ifdef IMAGEPROCESSINGPOSTPROCESS
427
+ color.rgb=toLinearSpace(color.rgb);
428
+ #else
429
+ #ifdef IMAGEPROCESSING
430
+ color.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);
431
+ #endif
432
+ #endif
433
+ color.a*=visibility;
434
+ #ifdef PREMULTIPLYALPHA
435
+ color.rgb*=color.a;
436
+ #endif
437
+ #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
438
+ #ifdef PREPASS
439
+ float writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;gl_FragData[0]=color;
440
+ #ifdef PREPASS_POSITION
441
+ gl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);
442
+ #endif
443
+ #ifdef PREPASS_LOCAL_POSITION
444
+ gl_FragData[PREPASS_LOCAL_POSITION_INDEX] =
445
+ vec4(vPosition,writeGeometryInfo);
446
+ #endif
447
+ #if defined(PREPASS_VELOCITY)
448
+ vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0)) *
449
+ sign(a-b)*0.5 +
450
+ 0.5;gl_FragData[PREPASS_VELOCITY_INDEX] =
451
+ vec4(velocity,0.0,writeGeometryInfo);
452
+ #elif defined(PREPASS_VELOCITY_LINEAR)
453
+ vec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -
454
+ (vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX] =
455
+ vec4(velocity,0.0,writeGeometryInfo);
456
+ #endif
457
+ #ifdef PREPASS_IRRADIANCE
458
+ gl_FragData[PREPASS_IRRADIANCE_INDEX] =
459
+ vec4(0.0,0.0,0.0,
460
+ writeGeometryInfo);
461
+ #endif
462
+ #ifdef PREPASS_DEPTH
463
+ gl_FragData[PREPASS_DEPTH_INDEX] =
464
+ vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);
465
+ #endif
466
+ #ifdef PREPASS_SCREENSPACE_DEPTH
467
+ gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX] =
468
+ vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);
469
+ #endif
470
+ #ifdef PREPASS_NORMAL
471
+ #ifdef PREPASS_NORMAL_WORLDSPACE
472
+ gl_FragData[PREPASS_NORMAL_INDEX] =
473
+ vec4(normalW,writeGeometryInfo);
474
+ #else
475
+ gl_FragData[PREPASS_NORMAL_INDEX] =
476
+ vec4(normalize((view*vec4(normalW,0.0)).rgb),
477
+ writeGeometryInfo);
478
+ #endif
479
+ #endif
480
+ #ifdef PREPASS_WORLD_NORMAL
481
+ gl_FragData[PREPASS_WORLD_NORMAL_INDEX] =
482
+ vec4(normalW*0.5+0.5,writeGeometryInfo);
483
+ #endif
484
+ #ifdef PREPASS_ALBEDO_SQRT
485
+ gl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo);
486
+ #endif
487
+ #ifdef PREPASS_REFLECTIVITY
488
+ #if defined(SPECULARTERM)
489
+ #if defined(SPECULAR)
490
+ gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo;
491
+ #else
492
+ gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;
493
+ #endif
494
+ #else
495
+ gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,1.0)*writeGeometryInfo;
496
+ #endif
497
+ #endif
498
+ #endif
499
+ #if !defined(PREPASS) || defined(WEBGL2)
500
+ gl_FragColor=color;
501
+ #endif
502
+ #include<oitFragment>
503
+ #if ORDER_INDEPENDENT_TRANSPARENCY
504
+ if (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}
505
+ #endif
506
+ #define CUSTOM_FRAGMENT_MAIN_END
507
+ }
508
+ `;
509
+ // Sideeffect
510
+ ShaderStore.ShadersStore[name] = shader;
511
+ /** @internal */
512
+ const defaultPixelShader = { name, shader };
513
+
514
+ export { defaultPixelShader };
515
+ //# sourceMappingURL=default.fragment-DywhQASU.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"default.fragment-DywhQASU.esm.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/defaultFragmentDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/lightsFragmentFunctions.js","../../../../../dev/core/dist/Shaders/ShadersInclude/fresnelFunction.js","../../../../../dev/core/dist/Shaders/default.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalFragmentDeclaration\";\nconst name = \"defaultFragmentDeclaration\";\nconst shader = `uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;uniform vec3 vAmbientColor;uniform float visibility;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;uniform vec4 refractionRightColor;\n#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;uniform vec3 vRefractionSize; \n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;uniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;uniform vec4 emissiveRightColor;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\n#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;uniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;uniform vec4 reflectionRightColor;\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#include<decalFragmentDeclaration>\n#define ADDITIONAL_FRAGMENT_DECLARATION\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const defaultFragmentDeclaration = { name, shader };\n//# sourceMappingURL=defaultFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{vec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 lightVectorW;float attenuation=1.0;if (lightData.w==0.)\n{vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;float ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {lightingInfo result;float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return textureColor;}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightsFragmentFunctions = { name, shader };\n//# sourceMappingURL=lightsFragmentFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fresnelFunction\";\nconst shader = `#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fresnelFunction = { name, shader };\n//# sourceMappingURL=fresnelFunction.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\nconst name = \"defaultPixelShader\";\nconst shader = `#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;gl_FragData[0]=color; \n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX] =\nvec4(vPosition,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0)) *\nsign(a-b)*0.5 +\n0.5;gl_FragData[PREPASS_VELOCITY_INDEX] =\nvec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX] =\nvec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX] =\nvec4(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX] =\nvec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\ngl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX] =\nvec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX] =\nvec4(normalW,writeGeometryInfo); \n#else\ngl_FragData[PREPASS_NORMAL_INDEX] =\nvec4(normalize((view*vec4(normalW,0.0)).rgb),\nwriteGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX] =\nvec4(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\n#endif\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultPixelShader = { name, shader };\n//# 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+ import{i as e}from"./index-DrYyPlix.esm.min.js";import"./vertexColorMixing-Dmpv8sAw.esm.min.js";import"./defaultUboDeclaration-DZNlsDGM.esm.min.js";import"./helperFunctions-CgtzVALZ.esm.min.js";import"./mainUVVaryingDeclaration-DWdhx4Q0.esm.min.js";import"./logDepthVertex-4T1ajRdN.esm.min.js";import"./logDepthDeclaration-KZf1_VtM.esm.min.js";e.IncludesShadersStore.defaultVertexDeclaration="uniform mat4 viewProjection;uniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;uniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n";e.IncludesShadersStore.pointCloudVertex="#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n";const n="defaultVertexShader",i="#include<__decl__defaultVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR))\nvCurrentPosition =\nviewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld *\nvec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";e.ShadersStore[n]=i;const t={name:n,shader:i};export{t as defaultVertexShader};
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+ {"version":3,"file":"default.vertex-Boy19RTX.esm.min.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/defaultVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/pointCloudVertex.js","../../../../../dev/core/dist/Shaders/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalVertexDeclaration\";\nconst name = \"defaultVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;uniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;uniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const defaultVertexDeclaration = { name, shader };\n//# sourceMappingURL=defaultVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pointCloudVertex\";\nconst shader = `#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pointCloudVertex = { name, shader };\n//# sourceMappingURL=pointCloudVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultVertexDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/pointCloudVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\nconst name = \"defaultVertexShader\";\nconst shader = `#include<__decl__defaultVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && \\\n(defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || \\\ndefined(PREPASS_VELOCITY_LINEAR))\nvCurrentPosition =\nviewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld *\nvec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const defaultVertexShader = { name, shader };\n//# sourceMappingURL=default.vertex.js.map"],"names":["ShaderStore","IncludesShadersStore","name","shader","ShadersStore","defaultVertexShader"],"mappings":"wVAuCAA,EAAYC,qBAAyB,yBAnCtB,u4BCIfD,EAAYC,qBAAyB,iBALtB,gFCgCf,MAAMC,EAAO,sBACPC,EAAS,yvKAuIfH,EAAYI,aAAaF,GAAQC,EAErB,MAACE,EAAsB,CAAEH,OAAMC"}