@babylonjs/viewer 7.31.0-alpha → 7.31.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (587) hide show
  1. package/configuration/configuration.d.ts +107 -0
  2. package/configuration/configuration.js +16 -0
  3. package/configuration/configuration.js.map +1 -0
  4. package/configuration/configurationCompatibility.d.ts +8 -0
  5. package/configuration/configurationCompatibility.js +66 -0
  6. package/configuration/configurationCompatibility.js.map +1 -0
  7. package/configuration/configurationContainer.d.ts +10 -0
  8. package/configuration/configurationContainer.js +10 -0
  9. package/configuration/configurationContainer.js.map +1 -0
  10. package/configuration/globals.d.ts +6 -0
  11. package/configuration/globals.js +18 -0
  12. package/configuration/globals.js.map +1 -0
  13. package/configuration/index.d.ts +2 -0
  14. package/configuration/index.js +4 -0
  15. package/configuration/index.js.map +1 -0
  16. package/configuration/interfaces/cameraConfiguration.d.ts +31 -0
  17. package/configuration/interfaces/cameraConfiguration.js +2 -0
  18. package/configuration/interfaces/cameraConfiguration.js.map +1 -0
  19. package/configuration/interfaces/colorGradingConfiguration.d.ts +81 -0
  20. package/configuration/interfaces/colorGradingConfiguration.js +2 -0
  21. package/configuration/interfaces/colorGradingConfiguration.js.map +1 -0
  22. package/configuration/interfaces/defaultRenderingPipelineConfiguration.d.ts +20 -0
  23. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js +2 -0
  24. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js.map +1 -0
  25. package/configuration/interfaces/environmentMapConfiguration.d.ts +22 -0
  26. package/configuration/interfaces/environmentMapConfiguration.js +2 -0
  27. package/configuration/interfaces/environmentMapConfiguration.js.map +1 -0
  28. package/configuration/interfaces/groundConfiguration.d.ts +24 -0
  29. package/configuration/interfaces/groundConfiguration.js +2 -0
  30. package/configuration/interfaces/groundConfiguration.js.map +1 -0
  31. package/configuration/interfaces/imageProcessingConfiguration.d.ts +45 -0
  32. package/configuration/interfaces/imageProcessingConfiguration.js +2 -0
  33. package/configuration/interfaces/imageProcessingConfiguration.js.map +1 -0
  34. package/configuration/interfaces/index.d.ts +15 -0
  35. package/configuration/interfaces/index.js +16 -0
  36. package/configuration/interfaces/index.js.map +1 -0
  37. package/configuration/interfaces/lightConfiguration.d.ts +60 -0
  38. package/configuration/interfaces/lightConfiguration.js +2 -0
  39. package/configuration/interfaces/lightConfiguration.js.map +1 -0
  40. package/configuration/interfaces/modelAnimationConfiguration.d.ts +26 -0
  41. package/configuration/interfaces/modelAnimationConfiguration.js +2 -0
  42. package/configuration/interfaces/modelAnimationConfiguration.js.map +1 -0
  43. package/configuration/interfaces/modelConfiguration.d.ts +65 -0
  44. package/configuration/interfaces/modelConfiguration.js +2 -0
  45. package/configuration/interfaces/modelConfiguration.js.map +1 -0
  46. package/configuration/interfaces/observersConfiguration.d.ts +5 -0
  47. package/configuration/interfaces/observersConfiguration.js +2 -0
  48. package/configuration/interfaces/observersConfiguration.js.map +1 -0
  49. package/configuration/interfaces/sceneConfiguration.d.ts +48 -0
  50. package/configuration/interfaces/sceneConfiguration.js +2 -0
  51. package/configuration/interfaces/sceneConfiguration.js.map +1 -0
  52. package/configuration/interfaces/sceneOptimizerConfiguration.d.ts +23 -0
  53. package/configuration/interfaces/sceneOptimizerConfiguration.js +2 -0
  54. package/configuration/interfaces/sceneOptimizerConfiguration.js.map +1 -0
  55. package/configuration/interfaces/skyboxConfiguration.d.ts +21 -0
  56. package/configuration/interfaces/skyboxConfiguration.js +2 -0
  57. package/configuration/interfaces/skyboxConfiguration.js.map +1 -0
  58. package/configuration/interfaces/templateConfiguration.d.ts +67 -0
  59. package/configuration/interfaces/templateConfiguration.js +2 -0
  60. package/configuration/interfaces/templateConfiguration.js.map +1 -0
  61. package/configuration/interfaces/vrConfiguration.d.ts +16 -0
  62. package/configuration/interfaces/vrConfiguration.js +2 -0
  63. package/configuration/interfaces/vrConfiguration.js.map +1 -0
  64. package/configuration/loader.d.ts +4 -0
  65. package/configuration/loader.js +17 -0
  66. package/configuration/loader.js.map +1 -0
  67. package/configuration/mappers.d.ts +43 -0
  68. package/configuration/mappers.js +192 -0
  69. package/configuration/mappers.js.map +1 -0
  70. package/configuration/renderOnlyLoader.d.ts +33 -0
  71. package/configuration/renderOnlyLoader.js +162 -0
  72. package/configuration/renderOnlyLoader.js.map +1 -0
  73. package/configuration/types/default.d.ts +6 -0
  74. package/configuration/types/default.js +121 -0
  75. package/configuration/types/default.js.map +1 -0
  76. package/configuration/types/environmentMap.d.ts +5 -0
  77. package/configuration/types/environmentMap.js +14 -0
  78. package/configuration/types/environmentMap.js.map +1 -0
  79. package/configuration/types/extended.d.ts +6 -0
  80. package/configuration/types/extended.js +317 -0
  81. package/configuration/types/extended.js.map +1 -0
  82. package/configuration/types/index.d.ts +14 -0
  83. package/configuration/types/index.js +51 -0
  84. package/configuration/types/index.js.map +1 -0
  85. package/configuration/types/minimal.d.ts +6 -0
  86. package/configuration/types/minimal.js +43 -0
  87. package/configuration/types/minimal.js.map +1 -0
  88. package/configuration/types/renderOnlyDefault.d.ts +30 -0
  89. package/configuration/types/renderOnlyDefault.js +31 -0
  90. package/configuration/types/renderOnlyDefault.js.map +1 -0
  91. package/configuration/types/shadowLight.d.ts +9 -0
  92. package/configuration/types/shadowLight.js +64 -0
  93. package/configuration/types/shadowLight.js.map +1 -0
  94. package/helper/index.d.ts +29 -0
  95. package/helper/index.js +66 -0
  96. package/helper/index.js.map +1 -0
  97. package/index.d.ts +30 -0
  98. package/index.js +46 -0
  99. package/index.js.map +1 -0
  100. package/initializer.d.ts +11 -0
  101. package/initializer.js +35 -0
  102. package/initializer.js.map +1 -0
  103. package/interfaces.d.ts +5 -0
  104. package/interfaces.js +7 -0
  105. package/interfaces.js.map +1 -0
  106. package/labs/environmentSerializer.d.ts +126 -0
  107. package/labs/environmentSerializer.js +191 -0
  108. package/labs/environmentSerializer.js.map +1 -0
  109. package/labs/texture.d.ts +183 -0
  110. package/labs/texture.js +350 -0
  111. package/labs/texture.js.map +1 -0
  112. package/labs/viewerLabs.d.ts +51 -0
  113. package/labs/viewerLabs.js +134 -0
  114. package/labs/viewerLabs.js.map +1 -0
  115. package/loader/modelLoader.d.ts +56 -0
  116. package/loader/modelLoader.js +199 -0
  117. package/loader/modelLoader.js.map +1 -0
  118. package/loader/plugins/applyMaterialConfig.d.ts +12 -0
  119. package/loader/plugins/applyMaterialConfig.js +16 -0
  120. package/loader/plugins/applyMaterialConfig.js.map +1 -0
  121. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +9 -0
  122. package/loader/plugins/extendedMaterialLoaderPlugin.js +16 -0
  123. package/loader/plugins/extendedMaterialLoaderPlugin.js.map +1 -0
  124. package/loader/plugins/index.d.ts +19 -0
  125. package/loader/plugins/index.js +44 -0
  126. package/loader/plugins/index.js.map +1 -0
  127. package/loader/plugins/loaderPlugin.d.ts +24 -0
  128. package/loader/plugins/loaderPlugin.js +2 -0
  129. package/loader/plugins/loaderPlugin.js.map +1 -0
  130. package/loader/plugins/msftLodLoaderPlugin.d.ts +12 -0
  131. package/loader/plugins/msftLodLoaderPlugin.js +21 -0
  132. package/loader/plugins/msftLodLoaderPlugin.js.map +1 -0
  133. package/loader/plugins/telemetryLoaderPlugin.d.ts +12 -0
  134. package/loader/plugins/telemetryLoaderPlugin.js +36 -0
  135. package/loader/plugins/telemetryLoaderPlugin.js.map +1 -0
  136. package/managers/observablesManager.d.ts +66 -0
  137. package/managers/observablesManager.js +35 -0
  138. package/managers/observablesManager.js.map +1 -0
  139. package/managers/sceneManager.d.ts +245 -0
  140. package/managers/sceneManager.js +1375 -0
  141. package/managers/sceneManager.js.map +1 -0
  142. package/managers/telemetryManager.d.ts +78 -0
  143. package/managers/telemetryManager.js +117 -0
  144. package/managers/telemetryManager.js.map +1 -0
  145. package/model/modelAnimation.d.ts +215 -0
  146. package/model/modelAnimation.js +237 -0
  147. package/model/modelAnimation.js.map +1 -0
  148. package/model/viewerModel.d.ts +233 -0
  149. package/model/viewerModel.js +673 -0
  150. package/model/viewerModel.js.map +1 -0
  151. package/optimizer/custom/extended.d.ts +13 -0
  152. package/optimizer/custom/extended.js +101 -0
  153. package/optimizer/custom/extended.js.map +1 -0
  154. package/optimizer/custom/index.d.ts +9 -0
  155. package/optimizer/custom/index.js +26 -0
  156. package/optimizer/custom/index.js.map +1 -0
  157. package/package.json +27 -18
  158. package/readme.md +21 -145
  159. package/renderOnlyIndex.d.ts +11 -0
  160. package/renderOnlyIndex.js +18 -0
  161. package/renderOnlyIndex.js.map +1 -0
  162. package/templating/eventManager.d.ts +35 -0
  163. package/templating/eventManager.js +66 -0
  164. package/templating/eventManager.js.map +1 -0
  165. package/templating/plugins/hdButtonPlugin.d.ts +9 -0
  166. package/templating/plugins/hdButtonPlugin.js +21 -0
  167. package/templating/plugins/hdButtonPlugin.js.map +1 -0
  168. package/templating/plugins/printButton.d.ts +9 -0
  169. package/templating/plugins/printButton.js +40 -0
  170. package/templating/plugins/printButton.js.map +1 -0
  171. package/templating/templateManager.d.ts +197 -0
  172. package/templating/templateManager.js +561 -0
  173. package/templating/templateManager.js.map +1 -0
  174. package/templating/viewerTemplatePlugin.d.ts +21 -0
  175. package/templating/viewerTemplatePlugin.js +69 -0
  176. package/templating/viewerTemplatePlugin.js.map +1 -0
  177. package/viewer/defaultViewer.d.ts +130 -0
  178. package/viewer/defaultViewer.js +672 -0
  179. package/viewer/defaultViewer.js.map +1 -0
  180. package/viewer/renderOnlyViewer.d.ts +9 -0
  181. package/viewer/renderOnlyViewer.js +46 -0
  182. package/viewer/renderOnlyViewer.js.map +1 -0
  183. package/viewer/viewer.d.ts +258 -0
  184. package/viewer/viewer.js +783 -0
  185. package/viewer/viewer.js.map +1 -0
  186. package/viewer/viewerManager.d.ts +58 -0
  187. package/viewer/viewerManager.js +91 -0
  188. package/viewer/viewerManager.js.map +1 -0
  189. package/viewer/viewerWithTemplate.d.ts +9 -0
  190. package/viewer/viewerWithTemplate.js +20 -0
  191. package/viewer/viewerWithTemplate.js.map +1 -0
  192. package/assets/photoStudio.env +0 -0
  193. package/dist/babylon-viewer.esm.js +0 -2
  194. package/dist/babylon-viewer.esm.js.map +0 -1
  195. package/dist/babylon-viewer.esm.min.js +0 -2
  196. package/dist/babylon-viewer.esm.min.js.map +0 -1
  197. package/dist/chunks/EXT_lights_image_based-1Sn4IFKs.esm.min.js +0 -2
  198. package/dist/chunks/EXT_lights_image_based-1Sn4IFKs.esm.min.js.map +0 -1
  199. package/dist/chunks/EXT_lights_image_based-D3t-ue9C.esm.js +0 -172
  200. package/dist/chunks/EXT_lights_image_based-D3t-ue9C.esm.js.map +0 -1
  201. package/dist/chunks/EXT_mesh_gpu_instancing-CzXou_C5.esm.min.js +0 -2
  202. package/dist/chunks/EXT_mesh_gpu_instancing-CzXou_C5.esm.min.js.map +0 -1
  203. package/dist/chunks/EXT_mesh_gpu_instancing-DNqfkZKe.esm.js +0 -86
  204. package/dist/chunks/EXT_mesh_gpu_instancing-DNqfkZKe.esm.js.map +0 -1
  205. package/dist/chunks/EXT_meshopt_compression-BFcdcCqV.esm.js +0 -134
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  221. package/dist/chunks/KHR_animation_pointer-Bj6qGv9V.esm.min.js +0 -2
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  229. package/dist/chunks/KHR_interactivity-D7Zg2GDq.esm.js +0 -4033
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  233. package/dist/chunks/KHR_lights_punctual-BBAuDZDL.esm.js +0 -1253
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@@ -1,199 +0,0 @@
1
- import { i as ShaderStore } from './index-Cb7zGjYe.esm.js';
2
- import './vertexColorMixing-U49ClqLL.esm.js';
3
- import './defaultUboDeclaration-BaqLnFSv.esm.js';
4
- import './helperFunctions-1Uut4KQI.esm.js';
5
- import './mainUVVaryingDeclaration-HzWn5jph.esm.js';
6
- import './logDepthVertex-_i7_lZHr.esm.js';
7
- import './logDepthDeclaration-CvnYdiLu.esm.js';
8
-
9
- // Do not edit.
10
- const name$2 = "defaultVertexDeclaration";
11
- const shader$2 = `uniform mat4 viewProjection;uniform mat4 view;
12
- #ifdef DIFFUSE
13
- uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
14
- #endif
15
- #ifdef AMBIENT
16
- uniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;
17
- #endif
18
- #ifdef OPACITY
19
- uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
20
- #endif
21
- #ifdef EMISSIVE
22
- uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
23
- #endif
24
- #ifdef LIGHTMAP
25
- uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
26
- #endif
27
- #if defined(SPECULAR) && defined(SPECULARTERM)
28
- uniform vec2 vSpecularInfos;uniform mat4 specularMatrix;
29
- #endif
30
- #ifdef BUMP
31
- uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
32
- #endif
33
- #ifdef REFLECTION
34
- uniform mat4 reflectionMatrix;
35
- #endif
36
- #ifdef POINTSIZE
37
- uniform float pointSize;
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- #endif
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- #ifdef DETAIL
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- uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
41
- #endif
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- #include<decalVertexDeclaration>
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- #define ADDITIONAL_VERTEX_DECLARATION
44
- `;
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- // Sideeffect
46
- ShaderStore.IncludesShadersStore[name$2] = shader$2;
47
-
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- // Do not edit.
49
- const name$1 = "pointCloudVertex";
50
- const shader$1 = `#if defined(POINTSIZE) && !defined(WEBGPU)
51
- gl_PointSize=pointSize;
52
- #endif
53
- `;
54
- // Sideeffect
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- ShaderStore.IncludesShadersStore[name$1] = shader$1;
56
-
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- // Do not edit.
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- const name = "defaultVertexShader";
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- const shader = `#include<__decl__defaultVertex>
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- #define CUSTOM_VERTEX_BEGIN
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- attribute vec3 position;
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- #ifdef NORMAL
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- attribute vec3 normal;
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- #endif
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- #ifdef TANGENT
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- attribute vec4 tangent;
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- #endif
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- #ifdef UV1
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- attribute vec2 uv;
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- #endif
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- #include<uvAttributeDeclaration>[2..7]
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- #ifdef VERTEXCOLOR
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- attribute vec4 color;
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- #endif
75
- #include<helperFunctions>
76
- #include<bonesDeclaration>
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- #include<bakedVertexAnimationDeclaration>
78
- #include<instancesDeclaration>
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- #include<prePassVertexDeclaration>
80
- #include<mainUVVaryingDeclaration>[1..7]
81
- #include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
82
- #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
83
- #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
84
- #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
85
- #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
86
- #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
87
- #if defined(SPECULARTERM)
88
- #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
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- #endif
90
- #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
91
- #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
92
- varying vec3 vPositionW;
93
- #ifdef NORMAL
94
- varying vec3 vNormalW;
95
- #endif
96
- #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
97
- varying vec4 vColor;
98
- #endif
99
- #include<bumpVertexDeclaration>
100
- #include<clipPlaneVertexDeclaration>
101
- #include<fogVertexDeclaration>
102
- #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
103
- #include<morphTargetsVertexGlobalDeclaration>
104
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
105
- #ifdef REFLECTIONMAP_SKYBOX
106
- varying vec3 vPositionUVW;
107
- #endif
108
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
109
- varying vec3 vDirectionW;
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- #endif
111
- #include<logDepthDeclaration>
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- #define CUSTOM_VERTEX_DEFINITIONS
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- void main(void) {
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- #define CUSTOM_VERTEX_MAIN_BEGIN
115
- vec3 positionUpdated=position;
116
- #ifdef NORMAL
117
- vec3 normalUpdated=normal;
118
- #endif
119
- #ifdef TANGENT
120
- vec4 tangentUpdated=tangent;
121
- #endif
122
- #ifdef UV1
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- vec2 uvUpdated=uv;
124
- #endif
125
- #include<morphTargetsVertexGlobal>
126
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
127
- #ifdef REFLECTIONMAP_SKYBOX
128
- vPositionUVW=positionUpdated;
129
- #endif
130
- #define CUSTOM_VERTEX_UPDATE_POSITION
131
- #define CUSTOM_VERTEX_UPDATE_NORMAL
132
- #include<instancesVertex>
133
- #if defined(PREPASS) && \
134
- (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || \
135
- defined(PREPASS_VELOCITY_LINEAR))
136
- vCurrentPosition =
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- viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld *
138
- vec4(positionUpdated,1.0);
139
- #endif
140
- #include<bonesVertex>
141
- #include<bakedVertexAnimation>
142
- vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
143
- #ifdef NORMAL
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- mat3 normalWorld=mat3(finalWorld);
145
- #if defined(INSTANCES) && defined(THIN_INSTANCES)
146
- vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
147
- #else
148
- #ifdef NONUNIFORMSCALING
149
- normalWorld=transposeMat3(inverseMat3(normalWorld));
150
- #endif
151
- vNormalW=normalize(normalWorld*normalUpdated);
152
- #endif
153
- #endif
154
- #define CUSTOM_VERTEX_UPDATE_WORLDPOS
155
- #ifdef MULTIVIEW
156
- if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
157
- #else
158
- gl_Position=viewProjection*worldPos;
159
- #endif
160
- vPositionW=vec3(worldPos);
161
- #include<prePassVertex>
162
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
163
- vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
164
- #endif
165
- #ifndef UV1
166
- vec2 uvUpdated=vec2(0.,0.);
167
- #endif
168
- #ifdef MAINUV1
169
- vMainUV1=uvUpdated;
170
- #endif
171
- #include<uvVariableDeclaration>[2..7]
172
- #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
173
- #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
174
- #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
175
- #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
176
- #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
177
- #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
178
- #if defined(SPECULARTERM)
179
- #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
180
- #endif
181
- #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
182
- #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
183
- #include<bumpVertex>
184
- #include<clipPlaneVertex>
185
- #include<fogVertex>
186
- #include<shadowsVertex>[0..maxSimultaneousLights]
187
- #include<vertexColorMixing>
188
- #include<pointCloudVertex>
189
- #include<logDepthVertex>
190
- #define CUSTOM_VERTEX_MAIN_END
191
- }
192
- `;
193
- // Sideeffect
194
- ShaderStore.ShadersStore[name] = shader;
195
- /** @internal */
196
- const defaultVertexShader = { name, shader };
197
-
198
- export { defaultVertexShader };
199
- //# sourceMappingURL=default.vertex-F2GFvisP.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"default.vertex-F2GFvisP.esm.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":["name","shader"],"mappings":";;;;;;;;AAAA;AAGA,MAAMA,MAAI,GAAG,0BAA0B,CAAC;AACxC,MAAMC,QAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,oBAAoB,CAACD,MAAI,CAAC,GAAGC,QAAM;;ACvC/C;AAEA,MAAMD,MAAI,GAAG,kBAAkB,CAAC;AAChC,MAAMC,QAAM,GAAG,CAAC;AAChB;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,oBAAoB,CAACD,MAAI,CAAC,GAAGC,QAAM;;ACR/C;AAmCA,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC;AACY,MAAC,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM;;;;"}
@@ -1,180 +0,0 @@
1
- import { i as ShaderStore } from './index-Cb7zGjYe.esm.js';
2
- import './defaultUboDeclaration-DlF6YqnH.esm.js';
3
- import './logDepthVertex-eenp9mns.esm.js';
4
- import './helperFunctions-CJjw4iZI.esm.js';
5
- import './bakedVertexAnimation-Dne6l1Oz.esm.js';
6
- import './logDepthDeclaration-Bix7HqfF.esm.js';
7
- import './meshUboDeclaration-CEgHTdJe.esm.js';
8
-
9
- // Do not edit.
10
- const name$1 = "lightVxFragmentDeclaration";
11
- const shader$1 = `#ifdef LIGHT{X}
12
- uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;
13
- #ifdef SPECULARTERM
14
- uniform vLightSpecular{X}: vec4f;
15
- #else
16
- var vLightSpecular{X}: vec4f= vec4f(0.);
17
- #endif
18
- #ifdef SHADOW{X}
19
- #ifdef SHADOWCSM{X}
20
- uniform 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;
21
- #elif defined(SHADOWCUBE{X})
22
- #else
23
- varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
24
- #endif
25
- uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;
26
- #endif
27
- #ifdef SPOTLIGHT{X}
28
- uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;
29
- #elif defined(POINTLIGHT{X})
30
- uniform vLightFalloff{X}: vec4f;
31
- #elif defined(HEMILIGHT{X})
32
- uniform vLightGround{X}: vec3f;
33
- #endif
34
- #endif
35
- `;
36
- // Sideeffect
37
- ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
38
-
39
- // Do not edit.
40
- const name = "defaultVertexShader";
41
- const shader = `#include<defaultUboDeclaration>
42
- #define CUSTOM_VERTEX_BEGIN
43
- attribute position: vec3f;
44
- #ifdef NORMAL
45
- attribute normal: vec3f;
46
- #endif
47
- #ifdef TANGENT
48
- attribute tangent: vec4f;
49
- #endif
50
- #ifdef UV1
51
- attribute uv: vec2f;
52
- #endif
53
- #include<uvAttributeDeclaration>[2..7]
54
- #ifdef VERTEXCOLOR
55
- attribute color: vec4f;
56
- #endif
57
- #include<helperFunctions>
58
- #include<bonesDeclaration>
59
- #include<bakedVertexAnimationDeclaration>
60
- #include<instancesDeclaration>
61
- #include<prePassVertexDeclaration>
62
- #include<mainUVVaryingDeclaration>[1..7]
63
- #include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
64
- #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
65
- #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
66
- #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
67
- #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
68
- #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
69
- #if defined(SPECULARTERM)
70
- #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
71
- #endif
72
- #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
73
- #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
74
- varying vPositionW: vec3f;
75
- #ifdef NORMAL
76
- varying vNormalW: vec3f;
77
- #endif
78
- #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
79
- varying vColor: vec4f;
80
- #endif
81
- #include<bumpVertexDeclaration>
82
- #include<clipPlaneVertexDeclaration>
83
- #include<fogVertexDeclaration>
84
- #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
85
- #include<morphTargetsVertexGlobalDeclaration>
86
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
87
- #ifdef REFLECTIONMAP_SKYBOX
88
- varying vPositionUVW: vec3f;
89
- #endif
90
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
91
- varying vDirectionW: vec3f;
92
- #endif
93
- #include<logDepthDeclaration>
94
- #define CUSTOM_VERTEX_DEFINITIONS
95
- @vertex
96
- fn main(input : VertexInputs)->FragmentInputs {
97
- #define CUSTOM_VERTEX_MAIN_BEGIN
98
- var positionUpdated: vec3f=vertexInputs.position;
99
- #ifdef NORMAL
100
- var normalUpdated: vec3f=vertexInputs.normal;
101
- #endif
102
- #ifdef TANGENT
103
- var tangentUpdated: vec4f=vertexInputs.tangent;
104
- #endif
105
- #ifdef UV1
106
- var uvUpdated: vec2f=vertexInputs.uv;
107
- #endif
108
- #include<morphTargetsVertexGlobal>
109
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
110
- #ifdef REFLECTIONMAP_SKYBOX
111
- vertexOutputs.vPositionUVW=positionUpdated;
112
- #endif
113
- #define CUSTOM_VERTEX_UPDATE_POSITION
114
- #define CUSTOM_VERTEX_UPDATE_NORMAL
115
- #include<instancesVertex>
116
- #if defined(PREPASS) && (defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR))
117
- vertexOutputs.vCurrentPosition =
118
- scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection *
119
- finalPreviousWorld *
120
- vec4f(positionUpdated,1.0);
121
- #endif
122
- #include<bonesVertex>
123
- #include<bakedVertexAnimation>
124
- var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);
125
- #ifdef NORMAL
126
- var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
127
- #if defined(INSTANCES) && defined(THIN_INSTANCES)
128
- vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
129
- #else
130
- #ifdef NONUNIFORMSCALING
131
- normalWorld=transposeMat3(inverseMat3(normalWorld));
132
- #endif
133
- vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
134
- #endif
135
- #endif
136
- #define CUSTOM_VERTEX_UPDATE_WORLDPOS
137
- #ifdef MULTIVIEW
138
- if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
139
- #else
140
- vertexOutputs.position=scene.viewProjection*worldPos;
141
- #endif
142
- vertexOutputs.vPositionW= worldPos.xyz;
143
- #include<prePassVertex>
144
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
145
- vertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);
146
- #endif
147
- #ifndef UV1
148
- var uvUpdated: vec2f=vec2f(0.,0.);
149
- #endif
150
- #ifdef MAINUV1
151
- vertexOutputs.vMainUV1=uvUpdated;
152
- #endif
153
- #include<uvVariableDeclaration>[2..7]
154
- #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
155
- #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
156
- #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
157
- #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
158
- #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
159
- #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
160
- #if defined(SPECULARTERM)
161
- #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
162
- #endif
163
- #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
164
- #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
165
- #include<bumpVertex>
166
- #include<clipPlaneVertex>
167
- #include<fogVertex>
168
- #include<shadowsVertex>[0..maxSimultaneousLights]
169
- #include<vertexColorMixing>
170
- #include<logDepthVertex>
171
- #define CUSTOM_VERTEX_MAIN_END
172
- }
173
- `;
174
- // Sideeffect
175
- ShaderStore.ShadersStoreWGSL[name] = shader;
176
- /** @internal */
177
- const defaultVertexShaderWGSL = { name, shader };
178
-
179
- export { defaultVertexShaderWGSL };
180
- //# sourceMappingURL=default.vertex-OWU0h_CV.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"default.vertex-OWU0h_CV.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//# sourceMappingURL=default.vertex.js.map"],"names":["name","shader"],"mappings":";;;;;;;;AAAA;AAEA,MAAMA,MAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAMC,QAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,wBAAwB,CAACD,MAAI,CAAC,GAAGC,QAAM;;AC7BnD;AAiCA,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C;AACY,MAAC,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM;;;;"}
@@ -1,15 +0,0 @@
1
- import { i as ShaderStore } from './index-Cb7zGjYe.esm.js';
2
- import './logDepthDeclaration-CvnYdiLu.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-BaqLnFSv.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"defaultUboDeclaration-BaqLnFSv.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"}
@@ -1,2 +0,0 @@
1
- import{i as f}from"./index-CkOp_ioW.esm.min.js";import"./meshUboDeclaration-BmNS2VSX.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-CUGFIA-Y.esm.min.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"defaultUboDeclaration-CUGFIA-Y.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"}
@@ -1,2 +0,0 @@
1
- import{i as e}from"./index-CkOp_ioW.esm.min.js";import"./logDepthDeclaration-BRSEcIOm.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-DbiYbpus.esm.min.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"defaultUboDeclaration-DbiYbpus.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"}
@@ -1,13 +0,0 @@
1
- import { i as ShaderStore } from './index-Cb7zGjYe.esm.js';
2
- import './meshUboDeclaration-CEgHTdJe.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-DlF6YqnH.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"defaultUboDeclaration-DlF6YqnH.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"}
@@ -1,11 +0,0 @@
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
@@ -1 +0,0 @@
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;;;;"}
@@ -1,2 +0,0 @@
1
- function e(e){return void 0===e.getPipelineContext}export{e as I};
2
- //# sourceMappingURL=drawWrapper.functions-ng7lvueZ.esm.min.js.map
@@ -1 +0,0 @@
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"}
@@ -1,2 +0,0 @@
1
- import{bs as e,V as t,C as n,aN as s,bt as r,l as i,b6 as a,T as o,E as d}from"./index-CkOp_ioW.esm.min.js";import"./postprocess.vertex-DdSrvJuP.esm.min.js";const f={positions:[1,1,-1,1,-1,-1,1,-1],indices:[0,1,2,0,2,3]};class p{constructor(n,s=f){this._fullscreenViewport=new e(0,0,1,1);const r=s.positions??f.positions,i=s.indices??f.indices;this.engine=n,this._vertexBuffers={[t.PositionKind]:new t(n,r,t.PositionKind,!1,!1,2)},this._indexBuffer=n.createIndexBuffer(i),this._onContextRestoredObserver=n.onContextRestoredObservable.add((()=>{this._indexBuffer=n.createIndexBuffer(i);for(const e in this._vertexBuffers){this._vertexBuffers[e]._rebuild()}}))}setViewport(e=this._fullscreenViewport){this.engine.setViewport(e)}bindBuffers(e){this.engine.bindBuffers(this._vertexBuffers,this._indexBuffer,e)}applyEffectWrapper(e){this.engine.setState(!0),this.engine.depthCullingState.depthTest=!1,this.engine.stencilState.stencilTest=!1,this.engine.enableEffect(e._drawWrapper),this.bindBuffers(e.effect),e.onApplyObservable.notifyObservers({})}saveStates(){this._savedStateDepthTest=this.engine.depthCullingState.depthTest,this._savedStateStencilTest=this.engine.stencilState.stencilTest}restoreStates(){this.engine.depthCullingState.depthTest=this._savedStateDepthTest,this.engine.stencilState.stencilTest=this._savedStateStencilTest}draw(){this.engine.drawElementsType(n.MATERIAL_TriangleFillMode,0,6)}_isRenderTargetTexture(e){return void 0!==e.renderTarget}render(e,t=null){if(!e.effect.isReady())return;this.saveStates(),this.setViewport();const n=null===t?null:this._isRenderTargetTexture(t)?t.renderTarget:t;n&&this.engine.bindFramebuffer(n),this.applyEffectWrapper(e),this.draw(),n&&this.engine.unBindFramebuffer(n),this.restoreStates()}dispose(){const e=this._vertexBuffers[t.PositionKind];e&&(e.dispose(),delete this._vertexBuffers[t.PositionKind]),this._indexBuffer&&this.engine._releaseBuffer(this._indexBuffer),this._onContextRestoredObserver&&(this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver),this._onContextRestoredObserver=null)}}class c{get effect(){return this._drawWrapper.effect}set effect(e){this._drawWrapper.effect=e}constructor(e){let t;this.onApplyObservable=new s;const n=e.uniformNames||[];e.vertexShader?t={fragmentSource:e.fragmentShader,vertexSource:e.vertexShader,spectorName:e.name||"effectWrapper"}:(n.push("scale"),t={fragmentSource:e.fragmentShader,vertex:"postprocess",spectorName:e.name||"effectWrapper"},this.onApplyObservable.add((()=>{this.effect.setFloat2("scale",1,1)})));const a=e.defines?e.defines.join("\n"):"";this._drawWrapper=new r(e.engine),e.useShaderStore?(t.fragment=t.fragmentSource,t.vertex||(t.vertex=t.vertexSource),delete t.fragmentSource,delete t.vertexSource,this.effect=e.engine.createEffect(t,e.attributeNames||["position"],n,e.samplerNames,a,void 0,e.onCompiled,void 0,void 0,e.shaderLanguage,e.extraInitializationsAsync)):(this.effect=new i(t,e.attributeNames||["position"],n,e.samplerNames,e.engine,a,void 0,e.onCompiled,void 0,void 0,void 0,e.shaderLanguage,e.extraInitializationsAsync),this._onContextRestoredObserver=e.engine.onContextRestoredObservable.add((()=>{this.effect._pipelineContext=null,this.effect._prepareEffect()})))}dispose(e=!1){this._onContextRestoredObserver&&(this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver),this._onContextRestoredObserver=null),this.effect.dispose()}}let l,h=null;async function u(e,t,n,s,r="image/png",i,a){const o=await n.readPixels(0,0,e,t);m(e,t,new Uint8Array(o.buffer),s,r,i,!0,void 0,a)}function g(e,t,n,s="image/png",r,i=!1,a=!1,o){return new Promise((d=>{m(e,t,n,(e=>d(e)),s,r,i,a,o)}))}function m(e,t,s,r,i="image/png",f,u=!1,g=!1,m){(async function(){return h||(h=new Promise(((e,t)=>{let n,s=null;const r={preserveDrawingBuffer:!0,depth:!1,stencil:!1,alpha:!0,premultipliedAlpha:!1,antialias:!1,failIfMajorPerformanceCaveat:!1};import("./thinEngine-D9PVgBpS.esm.min.js").then((function(e){return e.t})).then((({ThinEngine:i})=>{try{n=new OffscreenCanvas(100,100),s=new i(n,!1,r)}catch(e){n=document.createElement("canvas"),s=new i(n,!1,r)}d.Instances.pop(),d.OnEnginesDisposedObservable.add((e=>{s&&e!==s&&!s.isDisposed&&0===d.Instances.length&&v()})),s.getCaps().parallelShaderCompile=void 0;const a=new p(s);import("./pass.fragment-XFaFDzze.esm.min.js").then((({passPixelShader:r})=>{if(!s)return void t("Engine is not defined");const i=new c({engine:s,name:r.name,fragmentShader:r.shader,samplerNames:["textureSampler"]});l={canvas:n,engine:s,renderer:a,wrapper:i},e(l)}))})).catch(t)}))),await h})().then((d=>{if(d.engine.setSize(e,t,!0),s instanceof Float32Array){const e=new Uint8Array(s.length);let t=s.length;for(;t--;){const n=s[t];e[t]=Math.round(255*a(n))}s=e}const p=d.engine.createRawTexture(s,e,t,n.TEXTUREFORMAT_RGBA,!1,!u,n.TEXTURE_NEAREST_NEAREST);d.renderer.setViewport(),d.renderer.applyEffectWrapper(d.wrapper),d.wrapper.effect._bindTexture("textureSampler",p),d.renderer.draw(),g?o.ToBlob(d.canvas,(e=>{const t=new FileReader;t.onload=e=>{const t=e.target.result;r&&r(t)},t.readAsArrayBuffer(e)}),i,m):o.EncodeScreenshotCanvasData(d.canvas,r,i,f,m),p.dispose()}))}function v(){l?(l.wrapper.dispose(),l.renderer.dispose(),l.engine.dispose()):h?.then((e=>{e.wrapper.dispose(),e.renderer.dispose(),e.engine.dispose()})),h=null,l=null}const x={DumpData:m,DumpDataAsync:g,DumpFramebuffer:u,Dispose:v};o.DumpData=m,o.DumpDataAsync=g,o.DumpFramebuffer=u;export{v as Dispose,m as DumpData,g as DumpDataAsync,u as DumpFramebuffer,x as DumpTools};
2
- //# sourceMappingURL=dumpTools-CC7eSIIa.esm.min.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"dumpTools-CC7eSIIa.esm.min.js","sources":["../../../../../dev/core/dist/Materials/effectRenderer.js","../../../../../dev/core/dist/Misc/dumpTools.js"],"sourcesContent":["import { VertexBuffer } from \"../Buffers/buffer\";\nimport { Viewport } from \"../Maths/math.viewport\";\nimport { Constants } from \"../Engines/constants\";\nimport { Observable } from \"../Misc/observable\";\nimport { Effect } from \"./effect\";\nimport { DrawWrapper } from \"./drawWrapper\";\n// Prevents ES6 issue if not imported.\nimport \"../Shaders/postprocess.vertex\";\n// Fullscreen quad buffers by default.\nconst defaultOptions = {\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\n indices: [0, 1, 2, 0, 2, 3],\n};\n/**\n * Helper class to render one or more effects.\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\n */\nexport class EffectRenderer {\n /**\n * Creates an effect renderer\n * @param engine the engine to use for rendering\n * @param options defines the options of the effect renderer\n */\n constructor(engine, options = defaultOptions) {\n this._fullscreenViewport = new Viewport(0, 0, 1, 1);\n const positions = options.positions ?? defaultOptions.positions;\n const indices = options.indices ?? defaultOptions.indices;\n this.engine = engine;\n this._vertexBuffers = {\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, positions, VertexBuffer.PositionKind, false, false, 2),\n };\n this._indexBuffer = engine.createIndexBuffer(indices);\n this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {\n this._indexBuffer = engine.createIndexBuffer(indices);\n for (const key in this._vertexBuffers) {\n const vertexBuffer = this._vertexBuffers[key];\n vertexBuffer._rebuild();\n }\n });\n }\n /**\n * Sets the current viewport in normalized coordinates 0-1\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\n */\n setViewport(viewport = this._fullscreenViewport) {\n this.engine.setViewport(viewport);\n }\n /**\n * Binds the embedded attributes buffer to the effect.\n * @param effect Defines the effect to bind the attributes for\n */\n bindBuffers(effect) {\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\n }\n /**\n * Sets the current effect wrapper to use during draw.\n * The effect needs to be ready before calling this api.\n * This also sets the default full screen position attribute.\n * @param effectWrapper Defines the effect to draw with\n */\n applyEffectWrapper(effectWrapper) {\n this.engine.setState(true);\n this.engine.depthCullingState.depthTest = false;\n this.engine.stencilState.stencilTest = false;\n this.engine.enableEffect(effectWrapper._drawWrapper);\n this.bindBuffers(effectWrapper.effect);\n effectWrapper.onApplyObservable.notifyObservers({});\n }\n /**\n * Saves engine states\n */\n saveStates() {\n this._savedStateDepthTest = this.engine.depthCullingState.depthTest;\n this._savedStateStencilTest = this.engine.stencilState.stencilTest;\n }\n /**\n * Restores engine states\n */\n restoreStates() {\n this.engine.depthCullingState.depthTest = this._savedStateDepthTest;\n this.engine.stencilState.stencilTest = this._savedStateStencilTest;\n }\n /**\n * Draws a full screen quad.\n */\n draw() {\n this.engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\n }\n _isRenderTargetTexture(texture) {\n return texture.renderTarget !== undefined;\n }\n /**\n * renders one or more effects to a specified texture\n * @param effectWrapper the effect to renderer\n * @param outputTexture texture to draw to, if null it will render to the screen.\n */\n render(effectWrapper, outputTexture = null) {\n // Ensure effect is ready\n if (!effectWrapper.effect.isReady()) {\n return;\n }\n this.saveStates();\n // Reset state\n this.setViewport();\n const out = outputTexture === null ? null : this._isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget : outputTexture;\n if (out) {\n this.engine.bindFramebuffer(out);\n }\n this.applyEffectWrapper(effectWrapper);\n this.draw();\n if (out) {\n this.engine.unBindFramebuffer(out);\n }\n this.restoreStates();\n }\n /**\n * Disposes of the effect renderer\n */\n dispose() {\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\n if (vertexBuffer) {\n vertexBuffer.dispose();\n delete this._vertexBuffers[VertexBuffer.PositionKind];\n }\n if (this._indexBuffer) {\n this.engine._releaseBuffer(this._indexBuffer);\n }\n if (this._onContextRestoredObserver) {\n this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);\n this._onContextRestoredObserver = null;\n }\n }\n}\n/**\n * Wraps an effect to be used for rendering\n */\nexport class EffectWrapper {\n /**\n * The underlying effect\n */\n get effect() {\n return this._drawWrapper.effect;\n }\n set effect(effect) {\n this._drawWrapper.effect = effect;\n }\n /**\n * Creates an effect to be renderer\n * @param creationOptions options to create the effect\n */\n constructor(creationOptions) {\n /**\n * Event that is fired right before the effect is drawn (should be used to update uniforms)\n */\n this.onApplyObservable = new Observable();\n let shaderPath;\n const uniformNames = creationOptions.uniformNames || [];\n if (creationOptions.vertexShader) {\n shaderPath = {\n fragmentSource: creationOptions.fragmentShader,\n vertexSource: creationOptions.vertexShader,\n spectorName: creationOptions.name || \"effectWrapper\",\n };\n }\n else {\n // Default scale to use in post process vertex shader.\n uniformNames.push(\"scale\");\n shaderPath = {\n fragmentSource: creationOptions.fragmentShader,\n vertex: \"postprocess\",\n spectorName: creationOptions.name || \"effectWrapper\",\n };\n // Sets the default scale to identity for the post process vertex shader.\n this.onApplyObservable.add(() => {\n this.effect.setFloat2(\"scale\", 1, 1);\n });\n }\n const defines = creationOptions.defines ? creationOptions.defines.join(\"\\n\") : \"\";\n this._drawWrapper = new DrawWrapper(creationOptions.engine);\n if (creationOptions.useShaderStore) {\n shaderPath.fragment = shaderPath.fragmentSource;\n if (!shaderPath.vertex) {\n shaderPath.vertex = shaderPath.vertexSource;\n }\n delete shaderPath.fragmentSource;\n delete shaderPath.vertexSource;\n this.effect = creationOptions.engine.createEffect(shaderPath, creationOptions.attributeNames || [\"position\"], uniformNames, creationOptions.samplerNames, defines, undefined, creationOptions.onCompiled, undefined, undefined, creationOptions.shaderLanguage, creationOptions.extraInitializationsAsync);\n }\n else {\n this.effect = new Effect(shaderPath, creationOptions.attributeNames || [\"position\"], uniformNames, creationOptions.samplerNames, creationOptions.engine, defines, undefined, creationOptions.onCompiled, undefined, undefined, undefined, creationOptions.shaderLanguage, creationOptions.extraInitializationsAsync);\n this._onContextRestoredObserver = creationOptions.engine.onContextRestoredObservable.add(() => {\n this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors\n this.effect._prepareEffect();\n });\n }\n }\n /**\n * Disposes of the effect wrapper\n * @param _ignored kept for backward compatibility\n */\n dispose(_ignored = false) {\n if (this._onContextRestoredObserver) {\n this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\n this._onContextRestoredObserver = null;\n }\n this.effect.dispose();\n }\n}\n//# sourceMappingURL=effectRenderer.js.map","import { Constants } from \"../Engines/constants\";\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\nimport { Tools } from \"./tools\";\nimport { Clamp } from \"../Maths/math.scalar.functions\";\nimport { EngineStore } from \"../Engines/engineStore\";\nlet _dumpToolsEngine;\nlet _enginePromise = null;\nasync function _CreateDumpRenderer() {\n if (!_enginePromise) {\n _enginePromise = new Promise((resolve, reject) => {\n let canvas;\n let engine = null;\n const options = {\n preserveDrawingBuffer: true,\n depth: false,\n stencil: false,\n alpha: true,\n premultipliedAlpha: false,\n antialias: false,\n failIfMajorPerformanceCaveat: false,\n };\n import(\"../Engines/thinEngine\")\n .then(({ ThinEngine: thinEngineClass }) => {\n try {\n canvas = new OffscreenCanvas(100, 100); // will be resized later\n engine = new thinEngineClass(canvas, false, options);\n }\n catch (e) {\n // The browser either does not support OffscreenCanvas or WebGL context in OffscreenCanvas, fallback on a regular canvas\n canvas = document.createElement(\"canvas\");\n engine = new thinEngineClass(canvas, false, options);\n }\n // remove this engine from the list of instances to avoid using it for other purposes\n EngineStore.Instances.pop();\n // However, make sure to dispose it when no other engines are left\n EngineStore.OnEnginesDisposedObservable.add((e) => {\n // guaranteed to run when no other instances are left\n // only dispose if it's not the current engine\n if (engine && e !== engine && !engine.isDisposed && EngineStore.Instances.length === 0) {\n // Dump the engine and the associated resources\n Dispose();\n }\n });\n engine.getCaps().parallelShaderCompile = undefined;\n const renderer = new EffectRenderer(engine);\n import(\"../Shaders/pass.fragment\").then(({ passPixelShader }) => {\n if (!engine) {\n reject(\"Engine is not defined\");\n return;\n }\n const wrapper = new EffectWrapper({\n engine,\n name: passPixelShader.name,\n fragmentShader: passPixelShader.shader,\n samplerNames: [\"textureSampler\"],\n });\n _dumpToolsEngine = {\n canvas,\n engine,\n renderer,\n wrapper,\n };\n resolve(_dumpToolsEngine);\n });\n })\n .catch(reject);\n });\n }\n return await _enginePromise;\n}\n/**\n * Dumps the current bound framebuffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param engine defines the hosting engine\n * @param successCallback defines the callback triggered once the data are available\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @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.\n * @returns a void promise\n */\nexport async function DumpFramebuffer(width, height, engine, successCallback, mimeType = \"image/png\", fileName, quality) {\n // Read the contents of the framebuffer\n const bufferView = await engine.readPixels(0, 0, width, height);\n const data = new Uint8Array(bufferView.buffer);\n DumpData(width, height, data, successCallback, mimeType, fileName, true, undefined, quality);\n}\n/**\n * Dumps an array buffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param data the data array\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param invertY true to invert the picture in the Y dimension\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n * @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.\n * @returns a promise that resolve to the final data\n */\nexport function DumpDataAsync(width, height, data, mimeType = \"image/png\", fileName, invertY = false, toArrayBuffer = false, quality) {\n return new Promise((resolve) => {\n DumpData(width, height, data, (result) => resolve(result), mimeType, fileName, invertY, toArrayBuffer, quality);\n });\n}\n/**\n * Dumps an array buffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param data the data array\n * @param successCallback defines the callback triggered once the data are available\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param invertY true to invert the picture in the Y dimension\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n * @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.\n */\nexport function DumpData(width, height, data, successCallback, mimeType = \"image/png\", fileName, invertY = false, toArrayBuffer = false, quality) {\n _CreateDumpRenderer().then((renderer) => {\n renderer.engine.setSize(width, height, true);\n // Convert if data are float32\n if (data instanceof Float32Array) {\n const data2 = new Uint8Array(data.length);\n let n = data.length;\n while (n--) {\n const v = data[n];\n data2[n] = Math.round(Clamp(v) * 255);\n }\n data = data2;\n }\n // Create the image\n const texture = renderer.engine.createRawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, false, !invertY, Constants.TEXTURE_NEAREST_NEAREST);\n renderer.renderer.setViewport();\n renderer.renderer.applyEffectWrapper(renderer.wrapper);\n renderer.wrapper.effect._bindTexture(\"textureSampler\", texture);\n renderer.renderer.draw();\n if (toArrayBuffer) {\n Tools.ToBlob(renderer.canvas, (blob) => {\n const fileReader = new FileReader();\n fileReader.onload = (event) => {\n const arrayBuffer = event.target.result;\n if (successCallback) {\n successCallback(arrayBuffer);\n }\n };\n fileReader.readAsArrayBuffer(blob);\n }, mimeType, quality);\n }\n else {\n Tools.EncodeScreenshotCanvasData(renderer.canvas, successCallback, mimeType, fileName, quality);\n }\n texture.dispose();\n });\n}\n/**\n * Dispose the dump tools associated resources\n */\nexport function Dispose() {\n if (_dumpToolsEngine) {\n _dumpToolsEngine.wrapper.dispose();\n _dumpToolsEngine.renderer.dispose();\n _dumpToolsEngine.engine.dispose();\n }\n else {\n // in cases where the engine is not yet created, we need to wait for it to dispose it\n _enginePromise?.then((dumpToolsEngine) => {\n dumpToolsEngine.wrapper.dispose();\n dumpToolsEngine.renderer.dispose();\n dumpToolsEngine.engine.dispose();\n });\n }\n _enginePromise = null;\n _dumpToolsEngine = null;\n}\n/**\n * Object containing a set of static utilities functions to dump data from a canvas\n * @deprecated use functions\n */\nexport const DumpTools = {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n DumpData,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n DumpDataAsync,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n DumpFramebuffer,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n Dispose,\n};\n/**\n * This will be executed automatically for UMD and es5.\n * If esm dev wants the side effects to execute they will have to run it manually\n * Once we build native modules those need to be exported.\n * @internal\n */\nconst initSideEffects = () => {\n // References the dependencies.\n Tools.DumpData = DumpData;\n Tools.DumpDataAsync = DumpDataAsync;\n Tools.DumpFramebuffer = DumpFramebuffer;\n};\ninitSideEffects();\n//# 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