@babylonjs/viewer 7.30.0 → 7.30.1-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-B8QkHePo.esm.js +172 -0
  7. package/dist/chunks/EXT_lights_image_based-B8QkHePo.esm.js.map +1 -0
  8. package/dist/chunks/EXT_lights_image_based-BSiU8YlV.esm.min.js +2 -0
  9. package/dist/chunks/EXT_lights_image_based-BSiU8YlV.esm.min.js.map +1 -0
  10. package/dist/chunks/EXT_mesh_gpu_instancing-hZ-8qY7C.esm.min.js +2 -0
  11. package/dist/chunks/EXT_mesh_gpu_instancing-hZ-8qY7C.esm.min.js.map +1 -0
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  13. package/dist/chunks/EXT_mesh_gpu_instancing-wJVTdqxC.esm.js.map +1 -0
  14. package/dist/chunks/EXT_meshopt_compression-B2B6s_wQ.esm.min.js +2 -0
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  17. package/dist/chunks/EXT_meshopt_compression-NtmqtMgU.esm.js.map +1 -0
  18. package/dist/chunks/EXT_texture_avif-CHILVmx8.esm.js +44 -0
  19. package/dist/chunks/EXT_texture_avif-CHILVmx8.esm.js.map +1 -0
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  21. package/dist/chunks/EXT_texture_avif-CS00cTRS.esm.min.js.map +1 -0
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  26. package/dist/chunks/ExtrasAsMetadata-BBYH2MWy.esm.js +64 -0
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  30. package/dist/chunks/KHR_animation_pointer-Bi9FNmzm.esm.js +343 -0
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  34. package/dist/chunks/KHR_draco_mesh_compression-B7X-Y-9y.esm.js +610 -0
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  41. package/dist/chunks/KHR_interactivity-DP9ukTBy.esm.js.map +1 -0
  42. package/dist/chunks/KHR_lights_punctual-Brv0Wuoh.esm.js +1253 -0
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  54. package/dist/chunks/KHR_materials_diffuse_transmission-C6jtnXQp.esm.js +97 -0
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  74. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-BAoCWbDD.esm.js +81 -0
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  78. package/dist/chunks/KHR_materials_sheen-C48YqGyP.esm.js +85 -0
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  82. package/dist/chunks/KHR_materials_specular-BVunKKIv.esm.js +75 -0
  83. package/dist/chunks/KHR_materials_specular-BVunKKIv.esm.js.map +1 -0
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  86. package/dist/chunks/KHR_materials_transmission-BTHUpaVT.esm.min.js +2 -0
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  90. package/dist/chunks/KHR_materials_unlit-CU2DPO94.esm.js +74 -0
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  98. package/dist/chunks/KHR_materials_volume-BLgQKdLc.esm.min.js +2 -0
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  100. package/dist/chunks/KHR_materials_volume-CeusrX5Q.esm.js +87 -0
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  102. package/dist/chunks/KHR_mesh_quantization-B1lFBE4i.esm.min.js +2 -0
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  104. package/dist/chunks/KHR_mesh_quantization-CTlthm9b.esm.js +26 -0
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  106. package/dist/chunks/KHR_texture_basisu-DxfhU-WD.esm.min.js +2 -0
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  110. package/dist/chunks/KHR_texture_transform-9DUjN2OI.esm.js +63 -0
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  118. package/dist/chunks/MSFT_audio_emitter-CI0Nml3O.esm.js +2207 -0
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  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 @@
1
+ {"version":3,"file":"default.vertex-ld9hqDyj.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightVxFragmentDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\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/logDepthVertex\";\nconst name = \"defaultVertexShader\";\nconst shader = `#include<defaultUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\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 vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<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 vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=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))\nvertexOutputs.vCurrentPosition =\nscene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection *\nfinalPreviousWorld *\nvec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\nvertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=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<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultVertexShaderWGSL = { name, shader };\n//# 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@@ -0,0 +1,2 @@
1
+ import{i as e}from"./index-CIyiNmMD.esm.min.js";import"./defaultUboDeclaration-B1N9B5Gl.esm.min.js";import"./logDepthVertex-H_MJJ_GQ.esm.min.js";import"./helperFunctions-M382PZ6f.esm.min.js";import"./bakedVertexAnimation-Dl6TUwlE.esm.min.js";import"./logDepthDeclaration-BkU1fH0B.esm.min.js";import"./meshUboDeclaration-DS9O2grO.esm.min.js";e.IncludesShadersStoreWGSL.lightVxFragmentDeclaration="#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#endif\n";const n="defaultVertexShader",i="#include<defaultUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\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 vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<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 vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=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))\nvertexOutputs.vCurrentPosition =\nscene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection *\nfinalPreviousWorld *\nvec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\nvertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=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<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";e.ShadersStoreWGSL[n]=i;const t={name:n,shader:i};export{t as defaultVertexShaderWGSL};
2
+ //# sourceMappingURL=default.vertex-wi8elnOd.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"default.vertex-wi8elnOd.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightVxFragmentDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\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/logDepthVertex\";\nconst name = \"defaultVertexShader\";\nconst shader = `#include<defaultUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\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 vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<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 vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=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))\nvertexOutputs.vCurrentPosition =\nscene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection *\nfinalPreviousWorld *\nvec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\nvertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=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<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=default.vertex.js.map"],"names":["ShaderStore","IncludesShadersStoreWGSL","name","shader","ShadersStoreWGSL","defaultVertexShaderWGSL"],"mappings":"qVA6BAA,EAAYC,yBAA6B,2BA1B1B,q5BC8Bf,MAAMC,EAAO,sBACPC,EAAS,+nLAsIfH,EAAYI,iBAAiBF,GAAQC,EAEzB,MAACE,EAA0B,CAAEH,OAAMC"}
@@ -0,0 +1,15 @@
1
+ import { i as ShaderStore } from './index-DV_mRp0V.esm.js';
2
+ import './logDepthDeclaration-BFlc1Sz5.esm.js';
3
+
4
+ // Do not edit.
5
+ const name = "defaultUboDeclaration";
6
+ const shader = `layout(std140,column_major) uniform;uniform Material
7
+ {vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;
8
+ #define ADDITIONAL_UBO_DECLARATION
9
+ };
10
+ #include<sceneUboDeclaration>
11
+ #include<meshUboDeclaration>
12
+ `;
13
+ // Sideeffect
14
+ ShaderStore.IncludesShadersStore[name] = shader;
15
+ //# sourceMappingURL=defaultUboDeclaration--F3dwx1S.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"defaultUboDeclaration--F3dwx1S.esm.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/defaultUboDeclaration.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\nconst name = \"defaultUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const defaultUboDeclaration = { name, shader };\n//# sourceMappingURL=defaultUboDeclaration.js.map"],"names":[],"mappings":";;;AAAA;AAIA,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM"}
@@ -0,0 +1,2 @@
1
+ import{i as f}from"./index-CIyiNmMD.esm.min.js";import"./meshUboDeclaration-DS9O2grO.esm.min.js";f.IncludesShadersStoreWGSL.defaultUboDeclaration="uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";
2
+ //# sourceMappingURL=defaultUboDeclaration-B1N9B5Gl.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"defaultUboDeclaration-B1N9B5Gl.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\nconst name = \"defaultUboDeclaration\";\nconst shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=defaultUboDeclaration.js.map"],"names":["ShaderStore","IncludesShadersStoreWGSL"],"mappings":"iGAWAA,EAAYC,yBAA6B,sBAN1B"}
@@ -0,0 +1,2 @@
1
+ import{i as e}from"./index-CIyiNmMD.esm.min.js";import"./logDepthDeclaration-C6GKSjog.esm.min.js";e.IncludesShadersStore.defaultUboDeclaration="layout(std140,column_major) uniform;uniform Material\n{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";
2
+ //# sourceMappingURL=defaultUboDeclaration-CVb37fjo.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"defaultUboDeclaration-CVb37fjo.esm.min.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/defaultUboDeclaration.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\nconst name = \"defaultUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const defaultUboDeclaration = { name, shader };\n//# sourceMappingURL=defaultUboDeclaration.js.map"],"names":["ShaderStore","IncludesShadersStore"],"mappings":"kGAaAA,EAAYC,qBAAyB,sBARtB"}
@@ -0,0 +1,13 @@
1
+ import { i as ShaderStore } from './index-DV_mRp0V.esm.js';
2
+ import './meshUboDeclaration-Dj2hscRy.esm.js';
3
+
4
+ // Do not edit.
5
+ const name = "defaultUboDeclaration";
6
+ const shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;
7
+ #define ADDITIONAL_UBO_DECLARATION
8
+ #include<sceneUboDeclaration>
9
+ #include<meshUboDeclaration>
10
+ `;
11
+ // Sideeffect
12
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
13
+ //# sourceMappingURL=defaultUboDeclaration-OtAuvsYL.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"defaultUboDeclaration-OtAuvsYL.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\nconst name = \"defaultUboDeclaration\";\nconst shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=defaultUboDeclaration.js.map"],"names":[],"mappings":";;;AAAA;AAIA,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM"}
@@ -0,0 +1,11 @@
1
+ /**
2
+ * Detect if the effect is a DrawWrapper
3
+ * @param effect defines the entity to test
4
+ * @returns if the entity is a DrawWrapper
5
+ */
6
+ function IsWrapper(effect) {
7
+ return effect.getPipelineContext === undefined;
8
+ }
9
+
10
+ export { IsWrapper as I };
11
+ //# sourceMappingURL=drawWrapper.functions-CKg3_9x4.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"drawWrapper.functions-CKg3_9x4.esm.js","sources":["../../../../../dev/core/dist/Materials/drawWrapper.functions.js"],"sourcesContent":["/**\n * Detect if the effect is a DrawWrapper\n * @param effect defines the entity to test\n * @returns if the entity is a DrawWrapper\n */\nexport function IsWrapper(effect) {\n return effect.getPipelineContext === undefined;\n}\n//# sourceMappingURL=drawWrapper.functions.js.map"],"names":[],"mappings":"AAAA;AACA;AACA;AACA;AACA;AACO,SAAS,SAAS,CAAC,MAAM,EAAE;AAClC,IAAI,OAAO,MAAM,CAAC,kBAAkB,KAAK,SAAS,CAAC;AACnD;;;;"}
@@ -0,0 +1,2 @@
1
+ function e(e){return void 0===e.getPipelineContext}export{e as I};
2
+ //# sourceMappingURL=drawWrapper.functions-ng7lvueZ.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"drawWrapper.functions-ng7lvueZ.esm.min.js","sources":["../../../../../dev/core/dist/Materials/drawWrapper.functions.js"],"sourcesContent":["/**\n * Detect if the effect is a DrawWrapper\n * @param effect defines the entity to test\n * @returns if the entity is a DrawWrapper\n */\nexport function IsWrapper(effect) {\n return effect.getPipelineContext === undefined;\n}\n//# sourceMappingURL=drawWrapper.functions.js.map"],"names":["IsWrapper","effect","undefined","getPipelineContext"],"mappings":"AAKO,SAASA,EAAUC,GACtB,YAAqCC,IAA9BD,EAAOE,kBAClB"}
@@ -0,0 +1,402 @@
1
+ import { bs as Viewport, V as VertexBuffer, C as Constants, aN as Observable, bt as DrawWrapper, l as Effect, b6 as Clamp, T as Tools, E as EngineStore } from './index-DV_mRp0V.esm.js';
2
+ import './postprocess.vertex-y147vu4l.esm.js';
3
+
4
+ // Fullscreen quad buffers by default.
5
+ const defaultOptions = {
6
+ positions: [1, 1, -1, 1, -1, -1, 1, -1],
7
+ indices: [0, 1, 2, 0, 2, 3],
8
+ };
9
+ /**
10
+ * Helper class to render one or more effects.
11
+ * You can access the previous rendering in your shader by declaring a sampler named textureSampler
12
+ */
13
+ class EffectRenderer {
14
+ /**
15
+ * Creates an effect renderer
16
+ * @param engine the engine to use for rendering
17
+ * @param options defines the options of the effect renderer
18
+ */
19
+ constructor(engine, options = defaultOptions) {
20
+ this._fullscreenViewport = new Viewport(0, 0, 1, 1);
21
+ const positions = options.positions ?? defaultOptions.positions;
22
+ const indices = options.indices ?? defaultOptions.indices;
23
+ this.engine = engine;
24
+ this._vertexBuffers = {
25
+ [VertexBuffer.PositionKind]: new VertexBuffer(engine, positions, VertexBuffer.PositionKind, false, false, 2),
26
+ };
27
+ this._indexBuffer = engine.createIndexBuffer(indices);
28
+ this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {
29
+ this._indexBuffer = engine.createIndexBuffer(indices);
30
+ for (const key in this._vertexBuffers) {
31
+ const vertexBuffer = this._vertexBuffers[key];
32
+ vertexBuffer._rebuild();
33
+ }
34
+ });
35
+ }
36
+ /**
37
+ * Sets the current viewport in normalized coordinates 0-1
38
+ * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
39
+ */
40
+ setViewport(viewport = this._fullscreenViewport) {
41
+ this.engine.setViewport(viewport);
42
+ }
43
+ /**
44
+ * Binds the embedded attributes buffer to the effect.
45
+ * @param effect Defines the effect to bind the attributes for
46
+ */
47
+ bindBuffers(effect) {
48
+ this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
49
+ }
50
+ /**
51
+ * Sets the current effect wrapper to use during draw.
52
+ * The effect needs to be ready before calling this api.
53
+ * This also sets the default full screen position attribute.
54
+ * @param effectWrapper Defines the effect to draw with
55
+ */
56
+ applyEffectWrapper(effectWrapper) {
57
+ this.engine.setState(true);
58
+ this.engine.depthCullingState.depthTest = false;
59
+ this.engine.stencilState.stencilTest = false;
60
+ this.engine.enableEffect(effectWrapper._drawWrapper);
61
+ this.bindBuffers(effectWrapper.effect);
62
+ effectWrapper.onApplyObservable.notifyObservers({});
63
+ }
64
+ /**
65
+ * Saves engine states
66
+ */
67
+ saveStates() {
68
+ this._savedStateDepthTest = this.engine.depthCullingState.depthTest;
69
+ this._savedStateStencilTest = this.engine.stencilState.stencilTest;
70
+ }
71
+ /**
72
+ * Restores engine states
73
+ */
74
+ restoreStates() {
75
+ this.engine.depthCullingState.depthTest = this._savedStateDepthTest;
76
+ this.engine.stencilState.stencilTest = this._savedStateStencilTest;
77
+ }
78
+ /**
79
+ * Draws a full screen quad.
80
+ */
81
+ draw() {
82
+ this.engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);
83
+ }
84
+ _isRenderTargetTexture(texture) {
85
+ return texture.renderTarget !== undefined;
86
+ }
87
+ /**
88
+ * renders one or more effects to a specified texture
89
+ * @param effectWrapper the effect to renderer
90
+ * @param outputTexture texture to draw to, if null it will render to the screen.
91
+ */
92
+ render(effectWrapper, outputTexture = null) {
93
+ // Ensure effect is ready
94
+ if (!effectWrapper.effect.isReady()) {
95
+ return;
96
+ }
97
+ this.saveStates();
98
+ // Reset state
99
+ this.setViewport();
100
+ const out = outputTexture === null ? null : this._isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget : outputTexture;
101
+ if (out) {
102
+ this.engine.bindFramebuffer(out);
103
+ }
104
+ this.applyEffectWrapper(effectWrapper);
105
+ this.draw();
106
+ if (out) {
107
+ this.engine.unBindFramebuffer(out);
108
+ }
109
+ this.restoreStates();
110
+ }
111
+ /**
112
+ * Disposes of the effect renderer
113
+ */
114
+ dispose() {
115
+ const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];
116
+ if (vertexBuffer) {
117
+ vertexBuffer.dispose();
118
+ delete this._vertexBuffers[VertexBuffer.PositionKind];
119
+ }
120
+ if (this._indexBuffer) {
121
+ this.engine._releaseBuffer(this._indexBuffer);
122
+ }
123
+ if (this._onContextRestoredObserver) {
124
+ this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);
125
+ this._onContextRestoredObserver = null;
126
+ }
127
+ }
128
+ }
129
+ /**
130
+ * Wraps an effect to be used for rendering
131
+ */
132
+ class EffectWrapper {
133
+ /**
134
+ * The underlying effect
135
+ */
136
+ get effect() {
137
+ return this._drawWrapper.effect;
138
+ }
139
+ set effect(effect) {
140
+ this._drawWrapper.effect = effect;
141
+ }
142
+ /**
143
+ * Creates an effect to be renderer
144
+ * @param creationOptions options to create the effect
145
+ */
146
+ constructor(creationOptions) {
147
+ /**
148
+ * Event that is fired right before the effect is drawn (should be used to update uniforms)
149
+ */
150
+ this.onApplyObservable = new Observable();
151
+ let shaderPath;
152
+ const uniformNames = creationOptions.uniformNames || [];
153
+ if (creationOptions.vertexShader) {
154
+ shaderPath = {
155
+ fragmentSource: creationOptions.fragmentShader,
156
+ vertexSource: creationOptions.vertexShader,
157
+ spectorName: creationOptions.name || "effectWrapper",
158
+ };
159
+ }
160
+ else {
161
+ // Default scale to use in post process vertex shader.
162
+ uniformNames.push("scale");
163
+ shaderPath = {
164
+ fragmentSource: creationOptions.fragmentShader,
165
+ vertex: "postprocess",
166
+ spectorName: creationOptions.name || "effectWrapper",
167
+ };
168
+ // Sets the default scale to identity for the post process vertex shader.
169
+ this.onApplyObservable.add(() => {
170
+ this.effect.setFloat2("scale", 1, 1);
171
+ });
172
+ }
173
+ const defines = creationOptions.defines ? creationOptions.defines.join("\n") : "";
174
+ this._drawWrapper = new DrawWrapper(creationOptions.engine);
175
+ if (creationOptions.useShaderStore) {
176
+ shaderPath.fragment = shaderPath.fragmentSource;
177
+ if (!shaderPath.vertex) {
178
+ shaderPath.vertex = shaderPath.vertexSource;
179
+ }
180
+ delete shaderPath.fragmentSource;
181
+ delete shaderPath.vertexSource;
182
+ this.effect = creationOptions.engine.createEffect(shaderPath, creationOptions.attributeNames || ["position"], uniformNames, creationOptions.samplerNames, defines, undefined, creationOptions.onCompiled, undefined, undefined, creationOptions.shaderLanguage, creationOptions.extraInitializationsAsync);
183
+ }
184
+ else {
185
+ this.effect = new Effect(shaderPath, creationOptions.attributeNames || ["position"], uniformNames, creationOptions.samplerNames, creationOptions.engine, defines, undefined, creationOptions.onCompiled, undefined, undefined, undefined, creationOptions.shaderLanguage, creationOptions.extraInitializationsAsync);
186
+ this._onContextRestoredObserver = creationOptions.engine.onContextRestoredObservable.add(() => {
187
+ this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors
188
+ this.effect._prepareEffect();
189
+ });
190
+ }
191
+ }
192
+ /**
193
+ * Disposes of the effect wrapper
194
+ * @param _ignored kept for backward compatibility
195
+ */
196
+ dispose(_ignored = false) {
197
+ if (this._onContextRestoredObserver) {
198
+ this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);
199
+ this._onContextRestoredObserver = null;
200
+ }
201
+ this.effect.dispose();
202
+ }
203
+ }
204
+
205
+ let _dumpToolsEngine;
206
+ let _enginePromise = null;
207
+ async function _CreateDumpRenderer() {
208
+ if (!_enginePromise) {
209
+ _enginePromise = new Promise((resolve, reject) => {
210
+ let canvas;
211
+ let engine = null;
212
+ const options = {
213
+ preserveDrawingBuffer: true,
214
+ depth: false,
215
+ stencil: false,
216
+ alpha: true,
217
+ premultipliedAlpha: false,
218
+ antialias: false,
219
+ failIfMajorPerformanceCaveat: false,
220
+ };
221
+ import('./thinEngine-BHJfErVb.esm.js').then(function (n) { return n.t; })
222
+ .then(({ ThinEngine: thinEngineClass }) => {
223
+ try {
224
+ canvas = new OffscreenCanvas(100, 100); // will be resized later
225
+ engine = new thinEngineClass(canvas, false, options);
226
+ }
227
+ catch (e) {
228
+ // The browser either does not support OffscreenCanvas or WebGL context in OffscreenCanvas, fallback on a regular canvas
229
+ canvas = document.createElement("canvas");
230
+ engine = new thinEngineClass(canvas, false, options);
231
+ }
232
+ // remove this engine from the list of instances to avoid using it for other purposes
233
+ EngineStore.Instances.pop();
234
+ // However, make sure to dispose it when no other engines are left
235
+ EngineStore.OnEnginesDisposedObservable.add((e) => {
236
+ // guaranteed to run when no other instances are left
237
+ // only dispose if it's not the current engine
238
+ if (engine && e !== engine && !engine.isDisposed && EngineStore.Instances.length === 0) {
239
+ // Dump the engine and the associated resources
240
+ Dispose();
241
+ }
242
+ });
243
+ engine.getCaps().parallelShaderCompile = undefined;
244
+ const renderer = new EffectRenderer(engine);
245
+ import('./pass.fragment-By7gsCOP.esm.js').then(({ passPixelShader }) => {
246
+ if (!engine) {
247
+ reject("Engine is not defined");
248
+ return;
249
+ }
250
+ const wrapper = new EffectWrapper({
251
+ engine,
252
+ name: passPixelShader.name,
253
+ fragmentShader: passPixelShader.shader,
254
+ samplerNames: ["textureSampler"],
255
+ });
256
+ _dumpToolsEngine = {
257
+ canvas,
258
+ engine,
259
+ renderer,
260
+ wrapper,
261
+ };
262
+ resolve(_dumpToolsEngine);
263
+ });
264
+ })
265
+ .catch(reject);
266
+ });
267
+ }
268
+ return await _enginePromise;
269
+ }
270
+ /**
271
+ * Dumps the current bound framebuffer
272
+ * @param width defines the rendering width
273
+ * @param height defines the rendering height
274
+ * @param engine defines the hosting engine
275
+ * @param successCallback defines the callback triggered once the data are available
276
+ * @param mimeType defines the mime type of the result
277
+ * @param fileName defines the filename to download. If present, the result will automatically be downloaded
278
+ * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
279
+ * @returns a void promise
280
+ */
281
+ async function DumpFramebuffer(width, height, engine, successCallback, mimeType = "image/png", fileName, quality) {
282
+ // Read the contents of the framebuffer
283
+ const bufferView = await engine.readPixels(0, 0, width, height);
284
+ const data = new Uint8Array(bufferView.buffer);
285
+ DumpData(width, height, data, successCallback, mimeType, fileName, true, undefined, quality);
286
+ }
287
+ /**
288
+ * Dumps an array buffer
289
+ * @param width defines the rendering width
290
+ * @param height defines the rendering height
291
+ * @param data the data array
292
+ * @param mimeType defines the mime type of the result
293
+ * @param fileName defines the filename to download. If present, the result will automatically be downloaded
294
+ * @param invertY true to invert the picture in the Y dimension
295
+ * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string
296
+ * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
297
+ * @returns a promise that resolve to the final data
298
+ */
299
+ function DumpDataAsync(width, height, data, mimeType = "image/png", fileName, invertY = false, toArrayBuffer = false, quality) {
300
+ return new Promise((resolve) => {
301
+ DumpData(width, height, data, (result) => resolve(result), mimeType, fileName, invertY, toArrayBuffer, quality);
302
+ });
303
+ }
304
+ /**
305
+ * Dumps an array buffer
306
+ * @param width defines the rendering width
307
+ * @param height defines the rendering height
308
+ * @param data the data array
309
+ * @param successCallback defines the callback triggered once the data are available
310
+ * @param mimeType defines the mime type of the result
311
+ * @param fileName defines the filename to download. If present, the result will automatically be downloaded
312
+ * @param invertY true to invert the picture in the Y dimension
313
+ * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string
314
+ * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
315
+ */
316
+ function DumpData(width, height, data, successCallback, mimeType = "image/png", fileName, invertY = false, toArrayBuffer = false, quality) {
317
+ _CreateDumpRenderer().then((renderer) => {
318
+ renderer.engine.setSize(width, height, true);
319
+ // Convert if data are float32
320
+ if (data instanceof Float32Array) {
321
+ const data2 = new Uint8Array(data.length);
322
+ let n = data.length;
323
+ while (n--) {
324
+ const v = data[n];
325
+ data2[n] = Math.round(Clamp(v) * 255);
326
+ }
327
+ data = data2;
328
+ }
329
+ // Create the image
330
+ const texture = renderer.engine.createRawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, false, !invertY, Constants.TEXTURE_NEAREST_NEAREST);
331
+ renderer.renderer.setViewport();
332
+ renderer.renderer.applyEffectWrapper(renderer.wrapper);
333
+ renderer.wrapper.effect._bindTexture("textureSampler", texture);
334
+ renderer.renderer.draw();
335
+ if (toArrayBuffer) {
336
+ Tools.ToBlob(renderer.canvas, (blob) => {
337
+ const fileReader = new FileReader();
338
+ fileReader.onload = (event) => {
339
+ const arrayBuffer = event.target.result;
340
+ if (successCallback) {
341
+ successCallback(arrayBuffer);
342
+ }
343
+ };
344
+ fileReader.readAsArrayBuffer(blob);
345
+ }, mimeType, quality);
346
+ }
347
+ else {
348
+ Tools.EncodeScreenshotCanvasData(renderer.canvas, successCallback, mimeType, fileName, quality);
349
+ }
350
+ texture.dispose();
351
+ });
352
+ }
353
+ /**
354
+ * Dispose the dump tools associated resources
355
+ */
356
+ function Dispose() {
357
+ if (_dumpToolsEngine) {
358
+ _dumpToolsEngine.wrapper.dispose();
359
+ _dumpToolsEngine.renderer.dispose();
360
+ _dumpToolsEngine.engine.dispose();
361
+ }
362
+ else {
363
+ // in cases where the engine is not yet created, we need to wait for it to dispose it
364
+ _enginePromise?.then((dumpToolsEngine) => {
365
+ dumpToolsEngine.wrapper.dispose();
366
+ dumpToolsEngine.renderer.dispose();
367
+ dumpToolsEngine.engine.dispose();
368
+ });
369
+ }
370
+ _enginePromise = null;
371
+ _dumpToolsEngine = null;
372
+ }
373
+ /**
374
+ * Object containing a set of static utilities functions to dump data from a canvas
375
+ * @deprecated use functions
376
+ */
377
+ const DumpTools = {
378
+ // eslint-disable-next-line @typescript-eslint/naming-convention
379
+ DumpData,
380
+ // eslint-disable-next-line @typescript-eslint/naming-convention
381
+ DumpDataAsync,
382
+ // eslint-disable-next-line @typescript-eslint/naming-convention
383
+ DumpFramebuffer,
384
+ // eslint-disable-next-line @typescript-eslint/naming-convention
385
+ Dispose,
386
+ };
387
+ /**
388
+ * This will be executed automatically for UMD and es5.
389
+ * If esm dev wants the side effects to execute they will have to run it manually
390
+ * Once we build native modules those need to be exported.
391
+ * @internal
392
+ */
393
+ const initSideEffects = () => {
394
+ // References the dependencies.
395
+ Tools.DumpData = DumpData;
396
+ Tools.DumpDataAsync = DumpDataAsync;
397
+ Tools.DumpFramebuffer = DumpFramebuffer;
398
+ };
399
+ initSideEffects();
400
+
401
+ export { Dispose, DumpData, DumpDataAsync, DumpFramebuffer, DumpTools };
402
+ //# sourceMappingURL=dumpTools-Cd98CM01.esm.js.map