@babylonjs/viewer 7.31.1 → 7.31.2-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-Bu99wg1Z.esm.min.js +2 -0
  7. package/dist/chunks/EXT_lights_image_based-Bu99wg1Z.esm.min.js.map +1 -0
  8. package/dist/chunks/EXT_lights_image_based-DPqrDbn9.esm.js +172 -0
  9. package/dist/chunks/EXT_lights_image_based-DPqrDbn9.esm.js.map +1 -0
  10. package/dist/chunks/EXT_mesh_gpu_instancing-CPBiRAdj.esm.min.js +2 -0
  11. package/dist/chunks/EXT_mesh_gpu_instancing-CPBiRAdj.esm.min.js.map +1 -0
  12. package/dist/chunks/EXT_mesh_gpu_instancing-DhIDgDVg.esm.js +86 -0
  13. package/dist/chunks/EXT_mesh_gpu_instancing-DhIDgDVg.esm.js.map +1 -0
  14. package/dist/chunks/EXT_meshopt_compression-D_mGpseT.esm.js +134 -0
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  18. package/dist/chunks/EXT_texture_avif-BCVXrZxi.esm.js +44 -0
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  26. package/dist/chunks/ExtrasAsMetadata-Bcup1Yvu.esm.js +64 -0
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  30. package/dist/chunks/KHR_animation_pointer-CG9HzgYY.esm.js +343 -0
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  38. package/dist/chunks/KHR_interactivity-CtK0-uvj.esm.js +4033 -0
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  42. package/dist/chunks/KHR_lights_punctual-BFl9FZcO.esm.min.js +2 -0
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  54. package/dist/chunks/KHR_materials_diffuse_transmission-BhBeIoHv.esm.min.js +2 -0
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  74. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-6Dp-wDua.esm.min.js +2 -0
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  78. package/dist/chunks/KHR_materials_sheen-Bjgqqags.esm.js +85 -0
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  82. package/dist/chunks/KHR_materials_specular-8OIOS29B.esm.min.js +2 -0
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  84. package/dist/chunks/KHR_materials_specular-DGSiysaL.esm.js +75 -0
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  86. package/dist/chunks/KHR_materials_transmission-B95PX_5_.esm.js +307 -0
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  94. package/dist/chunks/KHR_materials_variants-8noH_WpN.esm.min.js +2 -0
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  98. package/dist/chunks/KHR_materials_volume-CEAHNMZ8.esm.min.js +2 -0
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  102. package/dist/chunks/KHR_mesh_quantization-6Xt7UB1S.esm.min.js +2 -0
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  110. package/dist/chunks/KHR_texture_transform-BQ15bsLB.esm.min.js +2 -0
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  528. package/loader/plugins/msftLodLoaderPlugin.d.ts +0 -12
  529. package/loader/plugins/msftLodLoaderPlugin.js +0 -21
  530. package/loader/plugins/msftLodLoaderPlugin.js.map +0 -1
  531. package/loader/plugins/telemetryLoaderPlugin.d.ts +0 -12
  532. package/loader/plugins/telemetryLoaderPlugin.js +0 -36
  533. package/loader/plugins/telemetryLoaderPlugin.js.map +0 -1
  534. package/managers/observablesManager.d.ts +0 -66
  535. package/managers/observablesManager.js +0 -35
  536. package/managers/observablesManager.js.map +0 -1
  537. package/managers/sceneManager.d.ts +0 -245
  538. package/managers/sceneManager.js +0 -1375
  539. package/managers/sceneManager.js.map +0 -1
  540. package/managers/telemetryManager.d.ts +0 -78
  541. package/managers/telemetryManager.js +0 -117
  542. package/managers/telemetryManager.js.map +0 -1
  543. package/model/modelAnimation.d.ts +0 -215
  544. package/model/modelAnimation.js +0 -237
  545. package/model/modelAnimation.js.map +0 -1
  546. package/model/viewerModel.d.ts +0 -233
  547. package/model/viewerModel.js +0 -673
  548. package/model/viewerModel.js.map +0 -1
  549. package/optimizer/custom/extended.d.ts +0 -13
  550. package/optimizer/custom/extended.js +0 -101
  551. package/optimizer/custom/extended.js.map +0 -1
  552. package/optimizer/custom/index.d.ts +0 -9
  553. package/optimizer/custom/index.js +0 -26
  554. package/optimizer/custom/index.js.map +0 -1
  555. package/renderOnlyIndex.d.ts +0 -11
  556. package/renderOnlyIndex.js +0 -18
  557. package/renderOnlyIndex.js.map +0 -1
  558. package/templating/eventManager.d.ts +0 -35
  559. package/templating/eventManager.js +0 -66
  560. package/templating/eventManager.js.map +0 -1
  561. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
  562. package/templating/plugins/hdButtonPlugin.js +0 -21
  563. package/templating/plugins/hdButtonPlugin.js.map +0 -1
  564. package/templating/plugins/printButton.d.ts +0 -9
  565. package/templating/plugins/printButton.js +0 -40
  566. package/templating/plugins/printButton.js.map +0 -1
  567. package/templating/templateManager.d.ts +0 -197
  568. package/templating/templateManager.js +0 -561
  569. package/templating/templateManager.js.map +0 -1
  570. package/templating/viewerTemplatePlugin.d.ts +0 -21
  571. package/templating/viewerTemplatePlugin.js +0 -69
  572. package/templating/viewerTemplatePlugin.js.map +0 -1
  573. package/viewer/defaultViewer.d.ts +0 -130
  574. package/viewer/defaultViewer.js +0 -672
  575. package/viewer/defaultViewer.js.map +0 -1
  576. package/viewer/renderOnlyViewer.d.ts +0 -9
  577. package/viewer/renderOnlyViewer.js +0 -46
  578. package/viewer/renderOnlyViewer.js.map +0 -1
  579. package/viewer/viewer.d.ts +0 -258
  580. package/viewer/viewer.js +0 -783
  581. package/viewer/viewer.js.map +0 -1
  582. package/viewer/viewerManager.d.ts +0 -58
  583. package/viewer/viewerManager.js +0 -91
  584. package/viewer/viewerManager.js.map +0 -1
  585. package/viewer/viewerWithTemplate.d.ts +0 -9
  586. package/viewer/viewerWithTemplate.js +0 -20
  587. package/viewer/viewerWithTemplate.js.map +0 -1
@@ -0,0 +1,88 @@
1
+ import { S as SphericalPolynomial } from './index-B6NQz4kn.esm.js';
2
+ import { D as DDSTools } from './dds-DPWUjtZm.esm.js';
3
+
4
+ /**
5
+ * Implementation of the DDS Texture Loader.
6
+ * @internal
7
+ */
8
+ // eslint-disable-next-line @typescript-eslint/naming-convention
9
+ class _DDSTextureLoader {
10
+ constructor() {
11
+ /**
12
+ * Defines whether the loader supports cascade loading the different faces.
13
+ */
14
+ this.supportCascades = true;
15
+ }
16
+ /**
17
+ * Uploads the cube texture data to the WebGL texture. It has already been bound.
18
+ * @param imgs contains the cube maps
19
+ * @param texture defines the BabylonJS internal texture
20
+ * @param createPolynomials will be true if polynomials have been requested
21
+ * @param onLoad defines the callback to trigger once the texture is ready
22
+ */
23
+ loadCubeData(imgs, texture, createPolynomials, onLoad) {
24
+ const engine = texture.getEngine();
25
+ let info;
26
+ let loadMipmap = false;
27
+ let maxLevel = 1000;
28
+ if (Array.isArray(imgs)) {
29
+ for (let index = 0; index < imgs.length; index++) {
30
+ const data = imgs[index];
31
+ info = DDSTools.GetDDSInfo(data);
32
+ texture.width = info.width;
33
+ texture.height = info.height;
34
+ loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
35
+ engine._unpackFlipY(info.isCompressed);
36
+ DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6, -1, index);
37
+ if (!info.isFourCC && info.mipmapCount === 1) {
38
+ engine.generateMipMapsForCubemap(texture);
39
+ }
40
+ else {
41
+ maxLevel = info.mipmapCount - 1;
42
+ }
43
+ }
44
+ }
45
+ else {
46
+ const data = imgs;
47
+ info = DDSTools.GetDDSInfo(data);
48
+ texture.width = info.width;
49
+ texture.height = info.height;
50
+ if (createPolynomials) {
51
+ info.sphericalPolynomial = new SphericalPolynomial();
52
+ }
53
+ loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
54
+ engine._unpackFlipY(info.isCompressed);
55
+ DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
56
+ if (!info.isFourCC && info.mipmapCount === 1) {
57
+ // Do not unbind as we still need to set the parameters.
58
+ engine.generateMipMapsForCubemap(texture, false);
59
+ }
60
+ else {
61
+ maxLevel = info.mipmapCount - 1;
62
+ }
63
+ }
64
+ engine._setCubeMapTextureParams(texture, loadMipmap, maxLevel);
65
+ texture.isReady = true;
66
+ texture.onLoadedObservable.notifyObservers(texture);
67
+ texture.onLoadedObservable.clear();
68
+ if (onLoad) {
69
+ onLoad({ isDDS: true, width: texture.width, info, data: imgs, texture });
70
+ }
71
+ }
72
+ /**
73
+ * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.
74
+ * @param data contains the texture data
75
+ * @param texture defines the BabylonJS internal texture
76
+ * @param callback defines the method to call once ready to upload
77
+ */
78
+ loadData(data, texture, callback) {
79
+ const info = DDSTools.GetDDSInfo(data);
80
+ const loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && Math.max(info.width, info.height) >> (info.mipmapCount - 1) === 1;
81
+ callback(info.width, info.height, loadMipmap, info.isFourCC, () => {
82
+ DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
83
+ });
84
+ }
85
+ }
86
+
87
+ export { _DDSTextureLoader };
88
+ //# sourceMappingURL=ddsTextureLoader-B5jRVr5R.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ddsTextureLoader-B5jRVr5R.esm.js","sources":["../../../../../dev/core/dist/Materials/Textures/Loaders/ddsTextureLoader.js"],"sourcesContent":["import { SphericalPolynomial } from \"../../../Maths/sphericalPolynomial\";\nimport { DDSTools } from \"../../../Misc/dds\";\n/**\n * Implementation of the DDS Texture Loader.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class _DDSTextureLoader {\n constructor() {\n /**\n * Defines whether the loader supports cascade loading the different faces.\n */\n this.supportCascades = true;\n }\n /**\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\n * @param imgs contains the cube maps\n * @param texture defines the BabylonJS internal texture\n * @param createPolynomials will be true if polynomials have been requested\n * @param onLoad defines the callback to trigger once the texture is ready\n */\n loadCubeData(imgs, texture, createPolynomials, onLoad) {\n const engine = texture.getEngine();\n let info;\n let loadMipmap = false;\n let maxLevel = 1000;\n if (Array.isArray(imgs)) {\n for (let index = 0; index < imgs.length; index++) {\n const data = imgs[index];\n info = DDSTools.GetDDSInfo(data);\n texture.width = info.width;\n texture.height = info.height;\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\n engine._unpackFlipY(info.isCompressed);\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6, -1, index);\n if (!info.isFourCC && info.mipmapCount === 1) {\n engine.generateMipMapsForCubemap(texture);\n }\n else {\n maxLevel = info.mipmapCount - 1;\n }\n }\n }\n else {\n const data = imgs;\n info = DDSTools.GetDDSInfo(data);\n texture.width = info.width;\n texture.height = info.height;\n if (createPolynomials) {\n info.sphericalPolynomial = new SphericalPolynomial();\n }\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\n engine._unpackFlipY(info.isCompressed);\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);\n if (!info.isFourCC && info.mipmapCount === 1) {\n // Do not unbind as we still need to set the parameters.\n engine.generateMipMapsForCubemap(texture, false);\n }\n else {\n maxLevel = info.mipmapCount - 1;\n }\n }\n engine._setCubeMapTextureParams(texture, loadMipmap, maxLevel);\n texture.isReady = true;\n texture.onLoadedObservable.notifyObservers(texture);\n texture.onLoadedObservable.clear();\n if (onLoad) {\n onLoad({ isDDS: true, width: texture.width, info, data: imgs, texture });\n }\n }\n /**\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\n * @param data contains the texture data\n * @param texture defines the BabylonJS internal texture\n * @param callback defines the method to call once ready to upload\n */\n loadData(data, texture, callback) {\n const info = DDSTools.GetDDSInfo(data);\n const loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && Math.max(info.width, info.height) >> (info.mipmapCount - 1) === 1;\n callback(info.width, info.height, loadMipmap, info.isFourCC, () => {\n DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);\n });\n }\n}\n//# sourceMappingURL=ddsTextureLoader.js.map"],"names":[],"mappings":";;;AAEA;AACA;AACA;AACA;AACA;AACO,MAAM,iBAAiB,CAAC;AAC/B,IAAI,WAAW,GAAG;AAClB;AACA;AACA;AACA,QAAQ,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AACpC,KAAK;AACL;AACA;AACA;AACA;AACA;AACA;AACA;AACA,IAAI,YAAY,CAAC,IAAI,EAAE,OAAO,EAAE,iBAAiB,EAAE,MAAM,EAAE;AAC3D,QAAQ,MAAM,MAAM,GAAG,OAAO,CAAC,SAAS,EAAE,CAAC;AAC3C,QAAQ,IAAI,IAAI,CAAC;AACjB,QAAQ,IAAI,UAAU,GAAG,KAAK,CAAC;AAC/B,QAAQ,IAAI,QAAQ,GAAG,IAAI,CAAC;AAC5B,QAAQ,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE;AACjC,YAAY,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;AAC9D,gBAAgB,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;AACzC,gBAAgB,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;AACjD,gBAAgB,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3C,gBAAgB,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7C,gBAAgB,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,KAAK,OAAO,CAAC,eAAe,CAAC;AACjH,gBAAgB,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;AACvD,gBAAgB,QAAQ,CAAC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;AAChG,gBAAgB,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,WAAW,KAAK,CAAC,EAAE;AAC9D,oBAAoB,MAAM,CAAC,yBAAyB,CAAC,OAAO,CAAC,CAAC;AAC9D,iBAAiB;AACjB,qBAAqB;AACrB,oBAAoB,QAAQ,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;AACpD,iBAAiB;AACjB,aAAa;AACb,SAAS;AACT,aAAa;AACb,YAAY,MAAM,IAAI,GAAG,IAAI,CAAC;AAC9B,YAAY,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;AAC7C,YAAY,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AACvC,YAAY,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACzC,YAAY,IAAI,iBAAiB,EAAE;AACnC,gBAAgB,IAAI,CAAC,mBAAmB,GAAG,IAAI,mBAAmB,EAAE,CAAC;AACrE,aAAa;AACb,YAAY,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,KAAK,OAAO,CAAC,eAAe,CAAC;AAC7G,YAAY,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;AACnD,YAAY,QAAQ,CAAC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;AACjF,YAAY,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,WAAW,KAAK,CAAC,EAAE;AAC1D;AACA,gBAAgB,MAAM,CAAC,yBAAyB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;AACjE,aAAa;AACb,iBAAiB;AACjB,gBAAgB,QAAQ,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;AAChD,aAAa;AACb,SAAS;AACT,QAAQ,MAAM,CAAC,wBAAwB,CAAC,OAAO,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC;AACvE,QAAQ,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B,QAAQ,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;AAC5D,QAAQ,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;AAC3C,QAAQ,IAAI,MAAM,EAAE;AACpB,YAAY,MAAM,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC,CAAC;AACrF,SAAS;AACT,KAAK;AACL;AACA;AACA;AACA;AACA;AACA;AACA,IAAI,QAAQ,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE;AACtC,QAAQ,MAAM,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;AAC/C,QAAQ,MAAM,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,KAAK,OAAO,CAAC,eAAe,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;AACpL,QAAQ,QAAQ,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,MAAM;AAC3E,YAAY,QAAQ,CAAC,eAAe,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;AAC9F,SAAS,CAAC,CAAC;AACX,KAAK;AACL;;;;"}
@@ -0,0 +1,2 @@
1
+ import{S as e}from"./index-C7KPae9Y.esm.min.js";import{D as i}from"./dds-CDf6Vnct.esm.min.js";class a{constructor(){this.supportCascades=!0}loadCubeData(a,t,s,o){const p=t.getEngine();let n,m=!1,r=1e3;if(Array.isArray(a))for(let e=0;e<a.length;e++){const s=a[e];n=i.GetDDSInfo(s),t.width=n.width,t.height=n.height,m=(n.isRGB||n.isLuminance||n.mipmapCount>1)&&t.generateMipMaps,p._unpackFlipY(n.isCompressed),i.UploadDDSLevels(p,t,s,n,m,6,-1,e),n.isFourCC||1!==n.mipmapCount?r=n.mipmapCount-1:p.generateMipMapsForCubemap(t)}else{const o=a;n=i.GetDDSInfo(o),t.width=n.width,t.height=n.height,s&&(n.sphericalPolynomial=new e),m=(n.isRGB||n.isLuminance||n.mipmapCount>1)&&t.generateMipMaps,p._unpackFlipY(n.isCompressed),i.UploadDDSLevels(p,t,o,n,m,6),n.isFourCC||1!==n.mipmapCount?r=n.mipmapCount-1:p.generateMipMapsForCubemap(t,!1)}p._setCubeMapTextureParams(t,m,r),t.isReady=!0,t.onLoadedObservable.notifyObservers(t),t.onLoadedObservable.clear(),o&&o({isDDS:!0,width:t.width,info:n,data:a,texture:t})}loadData(e,a,t){const s=i.GetDDSInfo(e),o=(s.isRGB||s.isLuminance||s.mipmapCount>1)&&a.generateMipMaps&&Math.max(s.width,s.height)>>s.mipmapCount-1==1;t(s.width,s.height,o,s.isFourCC,(()=>{i.UploadDDSLevels(a.getEngine(),a,e,s,o,1)}))}}export{a as _DDSTextureLoader};
2
+ //# sourceMappingURL=ddsTextureLoader-CHfJAMFs.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ddsTextureLoader-CHfJAMFs.esm.min.js","sources":["../../../../../dev/core/dist/Materials/Textures/Loaders/ddsTextureLoader.js"],"sourcesContent":["import { SphericalPolynomial } from \"../../../Maths/sphericalPolynomial\";\nimport { DDSTools } from \"../../../Misc/dds\";\n/**\n * Implementation of the DDS Texture Loader.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class _DDSTextureLoader {\n constructor() {\n /**\n * Defines whether the loader supports cascade loading the different faces.\n */\n this.supportCascades = true;\n }\n /**\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\n * @param imgs contains the cube maps\n * @param texture defines the BabylonJS internal texture\n * @param createPolynomials will be true if polynomials have been requested\n * @param onLoad defines the callback to trigger once the texture is ready\n */\n loadCubeData(imgs, texture, createPolynomials, onLoad) {\n const engine = texture.getEngine();\n let info;\n let loadMipmap = false;\n let maxLevel = 1000;\n if (Array.isArray(imgs)) {\n for (let index = 0; index < imgs.length; index++) {\n const data = imgs[index];\n info = DDSTools.GetDDSInfo(data);\n texture.width = info.width;\n texture.height = info.height;\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\n engine._unpackFlipY(info.isCompressed);\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6, -1, index);\n if (!info.isFourCC && info.mipmapCount === 1) {\n engine.generateMipMapsForCubemap(texture);\n }\n else {\n maxLevel = info.mipmapCount - 1;\n }\n }\n }\n else {\n const data = imgs;\n info = DDSTools.GetDDSInfo(data);\n texture.width = info.width;\n texture.height = info.height;\n if (createPolynomials) {\n info.sphericalPolynomial = new SphericalPolynomial();\n }\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\n engine._unpackFlipY(info.isCompressed);\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);\n if (!info.isFourCC && info.mipmapCount === 1) {\n // Do not unbind as we still need to set the parameters.\n engine.generateMipMapsForCubemap(texture, false);\n }\n else {\n maxLevel = info.mipmapCount - 1;\n }\n }\n engine._setCubeMapTextureParams(texture, loadMipmap, maxLevel);\n texture.isReady = true;\n texture.onLoadedObservable.notifyObservers(texture);\n texture.onLoadedObservable.clear();\n if (onLoad) {\n onLoad({ isDDS: true, width: texture.width, info, data: imgs, texture });\n }\n }\n /**\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\n * @param data contains the texture data\n * @param texture defines the BabylonJS internal texture\n * @param callback defines the method to call once ready to upload\n */\n loadData(data, texture, callback) {\n const info = DDSTools.GetDDSInfo(data);\n const loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && Math.max(info.width, info.height) >> (info.mipmapCount - 1) === 1;\n callback(info.width, info.height, loadMipmap, info.isFourCC, () => {\n DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);\n });\n }\n}\n//# sourceMappingURL=ddsTextureLoader.js.map"],"names":["_DDSTextureLoader","constructor","this","supportCascades","loadCubeData","imgs","texture","createPolynomials","onLoad","engine","getEngine","info","loadMipmap","maxLevel","Array","isArray","index","length","data","DDSTools","GetDDSInfo","width","height","isRGB","isLuminance","mipmapCount","generateMipMaps","_unpackFlipY","isCompressed","UploadDDSLevels","isFourCC","generateMipMapsForCubemap","sphericalPolynomial","SphericalPolynomial","_setCubeMapTextureParams","isReady","onLoadedObservable","notifyObservers","clear","isDDS","loadData","callback","Math","max"],"mappings":"8FAOO,MAAMA,EACT,WAAAC,GAIIC,KAAKC,iBAAkB,CAC1B,CAQD,YAAAC,CAAaC,EAAMC,EAASC,EAAmBC,GAC3C,MAAMC,EAASH,EAAQI,YACvB,IAAIC,EACAC,GAAa,EACbC,EAAW,IACf,GAAIC,MAAMC,QAAQV,GACd,IAAK,IAAIW,EAAQ,EAAGA,EAAQX,EAAKY,OAAQD,IAAS,CAC9C,MAAME,EAAOb,EAAKW,GAClBL,EAAOQ,EAASC,WAAWF,GAC3BZ,EAAQe,MAAQV,EAAKU,MACrBf,EAAQgB,OAASX,EAAKW,OACtBV,GAAcD,EAAKY,OAASZ,EAAKa,aAAeb,EAAKc,YAAc,IAAMnB,EAAQoB,gBACjFjB,EAAOkB,aAAahB,EAAKiB,cACzBT,EAASU,gBAAgBpB,EAAQH,EAASY,EAAMP,EAAMC,EAAY,GAAI,EAAGI,GACpEL,EAAKmB,UAAiC,IAArBnB,EAAKc,YAIvBZ,EAAWF,EAAKc,YAAc,EAH9BhB,EAAOsB,0BAA0BzB,EAKxC,KAEA,CACD,MAAMY,EAAOb,EACbM,EAAOQ,EAASC,WAAWF,GAC3BZ,EAAQe,MAAQV,EAAKU,MACrBf,EAAQgB,OAASX,EAAKW,OAClBf,IACAI,EAAKqB,oBAAsB,IAAIC,GAEnCrB,GAAcD,EAAKY,OAASZ,EAAKa,aAAeb,EAAKc,YAAc,IAAMnB,EAAQoB,gBACjFjB,EAAOkB,aAAahB,EAAKiB,cACzBT,EAASU,gBAAgBpB,EAAQH,EAASY,EAAMP,EAAMC,EAAY,GAC7DD,EAAKmB,UAAiC,IAArBnB,EAAKc,YAKvBZ,EAAWF,EAAKc,YAAc,EAH9BhB,EAAOsB,0BAA0BzB,GAAS,EAKjD,CACDG,EAAOyB,yBAAyB5B,EAASM,EAAYC,GACrDP,EAAQ6B,SAAU,EAClB7B,EAAQ8B,mBAAmBC,gBAAgB/B,GAC3CA,EAAQ8B,mBAAmBE,QACvB9B,GACAA,EAAO,CAAE+B,OAAO,EAAMlB,MAAOf,EAAQe,MAAOV,OAAMO,KAAMb,EAAMC,WAErE,CAOD,QAAAkC,CAAStB,EAAMZ,EAASmC,GACpB,MAAM9B,EAAOQ,EAASC,WAAWF,GAC3BN,GAAcD,EAAKY,OAASZ,EAAKa,aAAeb,EAAKc,YAAc,IAAMnB,EAAQoB,iBAAmBgB,KAAKC,IAAIhC,EAAKU,MAAOV,EAAKW,SAAYX,EAAKc,YAAc,GAAO,EAC1KgB,EAAS9B,EAAKU,MAAOV,EAAKW,OAAQV,EAAYD,EAAKmB,UAAU,KACzDX,EAASU,gBAAgBvB,EAAQI,YAAaJ,EAASY,EAAMP,EAAMC,EAAY,EAAE,GAExF"}
@@ -0,0 +1,18 @@
1
+ import { i as ShaderStore } from './index-B6NQz4kn.esm.js';
2
+
3
+ // Do not edit.
4
+ const name = "decalFragment";
5
+ const shader = `#ifdef DECAL
6
+ var decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;
7
+ #ifdef GAMMADECAL
8
+ decalTempColor=toLinearSpaceVec3(decalColor.rgb);
9
+ #endif
10
+ #ifdef DECAL_SMOOTHALPHA
11
+ decalTempAlpha=decalColor.a*decalColor.a;
12
+ #endif
13
+ surfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);
14
+ #endif
15
+ `;
16
+ // Sideeffect
17
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
18
+ //# sourceMappingURL=decalFragment-5zyWGFEd.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"decalFragment-5zyWGFEd.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/decalFragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"decalFragment\";\nconst shader = `#ifdef DECAL\nvar decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;\n#ifdef GAMMADECAL\ndecalTempColor=toLinearSpaceVec3(decalColor.rgb);\n#endif\n#ifdef DECAL_SMOOTHALPHA\ndecalTempAlpha=decalColor.a*decalColor.a;\n#endif\nsurfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const decalFragmentWGSL = { name, shader };\n//# sourceMappingURL=decalFragment.js.map"],"names":[],"mappings":";;AAAA;AAEA,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM"}
@@ -0,0 +1,2 @@
1
+ import{i as e}from"./index-C7KPae9Y.esm.min.js";e.IncludesShadersStoreWGSL.decalFragment="#ifdef DECAL\nvar decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;\n#ifdef GAMMADECAL\ndecalTempColor=toLinearSpaceVec3(decalColor.rgb);\n#endif\n#ifdef DECAL_SMOOTHALPHA\ndecalTempAlpha=decalColor.a*decalColor.a;\n#endif\nsurfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);\n#endif\n";
2
+ //# sourceMappingURL=decalFragment-Cn-fVxCI.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"decalFragment-Cn-fVxCI.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/decalFragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"decalFragment\";\nconst shader = `#ifdef DECAL\nvar decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;\n#ifdef GAMMADECAL\ndecalTempColor=toLinearSpaceVec3(decalColor.rgb);\n#endif\n#ifdef DECAL_SMOOTHALPHA\ndecalTempAlpha=decalColor.a*decalColor.a;\n#endif\nsurfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const decalFragmentWGSL = { name, shader };\n//# sourceMappingURL=decalFragment.js.map"],"names":["ShaderStore","IncludesShadersStoreWGSL"],"mappings":"gDAeAA,EAAYC,yBAA6B,cAZ1B"}
@@ -0,0 +1,442 @@
1
+ import { i as ShaderStore } from './index-B6NQz4kn.esm.js';
2
+ import './defaultUboDeclaration-nLg0xLMZ.esm.js';
3
+ import './oitFragment-DU3ZNNc6.esm.js';
4
+ import './logDepthDeclaration-DQDUiKGd.esm.js';
5
+ import './helperFunctions-CIS6xTXo.esm.js';
6
+ import './fresnelFunction-DOIp4usQ.esm.js';
7
+ import './decalFragment-5zyWGFEd.esm.js';
8
+ import './meshUboDeclaration-Cn3eKbmX.esm.js';
9
+
10
+ // Do not edit.
11
+ const name$1 = "lightsFragmentFunctions";
12
+ const shader$1 = `struct lightingInfo
13
+ {diffuse: vec3f,
14
+ #ifdef SPECULARTERM
15
+ specular: vec3f,
16
+ #endif
17
+ #ifdef NDOTL
18
+ ndl: f32,
19
+ #endif
20
+ };fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)
21
+ {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
22
+ else
23
+ {lightVectorW=normalize(-lightData.xyz);}
24
+ var ndl: f32=max(0.,dot(vNormal,lightVectorW));
25
+ #ifdef NDOTL
26
+ result.ndl=ndl;
27
+ #endif
28
+ result.diffuse=ndl*diffuseColor*attenuation;
29
+ #ifdef SPECULARTERM
30
+ var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
31
+ #endif
32
+ return result;}
33
+ fn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
34
+ {cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));
35
+ #ifdef NDOTL
36
+ result.ndl=ndl;
37
+ #endif
38
+ result.diffuse=ndl*diffuseColor*attenuation;
39
+ #ifdef SPECULARTERM
40
+ var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
41
+ #endif
42
+ return result;}
43
+ result.diffuse=vec3f(0.);
44
+ #ifdef SPECULARTERM
45
+ result.specular=vec3f(0.);
46
+ #endif
47
+ #ifdef NDOTL
48
+ result.ndl=0.;
49
+ #endif
50
+ return result;}
51
+ fn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;
52
+ #ifdef NDOTL
53
+ result.ndl=ndl;
54
+ #endif
55
+ result.diffuse=mix(groundColor,diffuseColor,ndl);
56
+ #ifdef SPECULARTERM
57
+ var angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;
58
+ #endif
59
+ return result;}
60
+ fn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}`;
61
+ // Sideeffect
62
+ ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
63
+
64
+ // Do not edit.
65
+ const name = "defaultPixelShader";
66
+ const shader = `#include<defaultUboDeclaration>
67
+ #include<prePassDeclaration>[SCENE_MRT_COUNT]
68
+ #include<oitDeclaration>
69
+ #define CUSTOM_FRAGMENT_BEGIN
70
+ varying vPositionW: vec3f;
71
+ #ifdef NORMAL
72
+ varying vNormalW: vec3f;
73
+ #endif
74
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
75
+ varying vColor: vec4f;
76
+ #endif
77
+ #include<mainUVVaryingDeclaration>[1..7]
78
+ #include<helperFunctions>
79
+ #include<lightUboDeclaration>[0..maxSimultaneousLights]
80
+ #include<lightsFragmentFunctions>
81
+ #include<shadowsFragmentFunctions>
82
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
83
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
84
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
85
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
86
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
87
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
88
+ #ifdef REFRACTION
89
+ #ifdef REFRACTIONMAP_3D
90
+ var refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;
91
+ #else
92
+ var refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;
93
+ #endif
94
+ #endif
95
+ #if defined(SPECULARTERM)
96
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
97
+ #endif
98
+ #include<fresnelFunction>
99
+ #ifdef REFLECTION
100
+ #ifdef REFLECTIONMAP_3D
101
+ var reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;
102
+ #else
103
+ var reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;
104
+ #endif
105
+ #ifdef REFLECTIONMAP_SKYBOX
106
+ varying vPositionUVW: vec3f;
107
+ #else
108
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
109
+ varying vDirectionW: vec3f;
110
+ #endif
111
+ #endif
112
+ #include<reflectionFunction>
113
+ #endif
114
+ #include<imageProcessingDeclaration>
115
+ #include<imageProcessingFunctions>
116
+ #include<bumpFragmentMainFunctions>
117
+ #include<bumpFragmentFunctions>
118
+ #include<clipPlaneFragmentDeclaration>
119
+ #include<logDepthDeclaration>
120
+ #include<fogFragmentDeclaration>
121
+ #define CUSTOM_FRAGMENT_DEFINITIONS
122
+ @fragment
123
+ fn main(input: FragmentInputs)->FragmentOutputs {
124
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
125
+ #include<clipPlaneFragment>
126
+ var viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;
127
+ #ifdef NORMAL
128
+ var normalW: vec3f=normalize(fragmentInputs.vNormalW);
129
+ #else
130
+ var normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));
131
+ #endif
132
+ #include<bumpFragment>
133
+ #ifdef TWOSIDEDLIGHTING
134
+ normalW=select(-normalW,normalW,fragmentInputs.frontFacing);
135
+ #endif
136
+ #ifdef DIFFUSE
137
+ baseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);
138
+ #if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
139
+ if (baseColor.a<uniforms.alphaCutOff) {discard;}
140
+ #endif
141
+ #ifdef ALPHAFROMDIFFUSE
142
+ alpha*=baseColor.a;
143
+ #endif
144
+ #define CUSTOM_FRAGMENT_UPDATE_ALPHA
145
+ baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
146
+ #endif
147
+ #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
148
+ var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
149
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
150
+ #endif
151
+ #include<depthPrePass>
152
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
153
+ baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
154
+ #endif
155
+ #ifdef DETAIL
156
+ baseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);
157
+ #endif
158
+ #if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
159
+ var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
160
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
161
+ #endif
162
+ #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
163
+ var baseAmbientColor: vec3f= vec3f(1.,1.,1.);
164
+ #ifdef AMBIENT
165
+ baseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;
166
+ #endif
167
+ #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
168
+ var glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;
169
+ #ifdef SPECULARTERM
170
+ #ifdef SPECULAR
171
+ var specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
172
+ #ifdef GLOSSINESS
173
+ glossiness=glossiness*specularMapColor.a;
174
+ #endif
175
+ #endif
176
+ #endif
177
+ var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;
178
+ #ifdef SPECULARTERM
179
+ var specularBase: vec3f= vec3f(0.,0.,0.);
180
+ #endif
181
+ var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;
182
+ #ifdef LIGHTMAP
183
+ var lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);
184
+ #ifdef RGBDLIGHTMAP
185
+ lightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);
186
+ #endif
187
+ lightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);
188
+ #endif
189
+ #include<lightFragment>[0..maxSimultaneousLights]
190
+ aggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);
191
+ #ifdef REFRACTION
192
+ var refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));
193
+ #ifdef REFRACTIONMAP_3D
194
+ #ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
195
+ refractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);
196
+ #endif
197
+ refractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
198
+ #else
199
+ var vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);
200
+ #endif
201
+ #ifdef RGBDREFRACTION
202
+ refractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);
203
+ #endif
204
+ #ifdef IS_REFRACTION_LINEAR
205
+ refractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);
206
+ #endif
207
+ refractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);
208
+ #endif
209
+ var reflectionColor: vec4f= vec4f(0.,0.,0.,1.);
210
+ #ifdef REFLECTION
211
+ var vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);
212
+ #ifdef REFLECTIONMAP_OPPOSITEZ
213
+ vReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);
214
+ #endif
215
+ #ifdef REFLECTIONMAP_3D
216
+ #ifdef ROUGHNESS
217
+ var bias: f32=uniforms.vReflectionInfos.y;
218
+ #ifdef SPECULARTERM
219
+ #ifdef SPECULAR
220
+ #ifdef GLOSSINESS
221
+ bias*=(1.0-specularMapColor.a);
222
+ #endif
223
+ #endif
224
+ #endif
225
+ reflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);
226
+ #else
227
+ reflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);
228
+ #endif
229
+ #else
230
+ var coords: vec2f=vReflectionUVW.xy;
231
+ #ifdef REFLECTIONMAP_PROJECTION
232
+ coords/=vReflectionUVW.z;
233
+ #endif
234
+ coords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);
235
+ #endif
236
+ #ifdef RGBDREFLECTION
237
+ reflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);
238
+ #endif
239
+ #ifdef IS_REFLECTION_LINEAR
240
+ reflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);
241
+ #endif
242
+ reflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);
243
+ #ifdef REFLECTIONFRESNEL
244
+ var reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);
245
+ #ifdef REFLECTIONFRESNELFROMSPECULAR
246
+ #ifdef SPECULARTERM
247
+ reflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
248
+ #else
249
+ reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
250
+ #endif
251
+ #else
252
+ reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
253
+ #endif
254
+ #endif
255
+ #endif
256
+ #ifdef REFRACTIONFRESNEL
257
+ var refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);
258
+ #endif
259
+ #ifdef OPACITY
260
+ var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
261
+ #ifdef OPACITYRGB
262
+ opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;
263
+ #else
264
+ alpha*=opacityMap.a*uniforms.vOpacityInfos.y;
265
+ #endif
266
+ #endif
267
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
268
+ alpha*=fragmentInputs.vColor.a;
269
+ #endif
270
+ #ifdef OPACITYFRESNEL
271
+ var opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;
272
+ #endif
273
+ #ifdef ALPHATEST
274
+ #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
275
+ if (alpha<uniforms.alphaCutOff) {discard;}
276
+ #endif
277
+ #ifndef ALPHABLEND
278
+ alpha=1.0;
279
+ #endif
280
+ #endif
281
+ var emissiveColor: vec3f=uniforms.vEmissiveColor;
282
+ #ifdef EMISSIVE
283
+ emissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;
284
+ #endif
285
+ #ifdef EMISSIVEFRESNEL
286
+ var emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;
287
+ #endif
288
+ #ifdef DIFFUSEFRESNEL
289
+ var diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;
290
+ #endif
291
+ #ifdef EMISSIVEASILLUMINATION
292
+ var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
293
+ #else
294
+ #ifdef LINKEMISSIVEWITHDIFFUSE
295
+ var finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
296
+ #else
297
+ var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
298
+ #endif
299
+ #endif
300
+ #ifdef SPECULARTERM
301
+ var finalSpecular: vec3f=specularBase*specularColor;
302
+ #ifdef SPECULAROVERALPHA
303
+ alpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);
304
+ #endif
305
+ #else
306
+ var finalSpecular: vec3f= vec3f(0.0);
307
+ #endif
308
+ #ifdef REFLECTIONOVERALPHA
309
+ alpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);
310
+ #endif
311
+ #ifdef EMISSIVEASILLUMINATION
312
+ var color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);
313
+ #else
314
+ var color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
315
+ #endif
316
+ #ifdef LIGHTMAP
317
+ #ifndef LIGHTMAPEXCLUDED
318
+ #ifdef USELIGHTMAPASSHADOWMAP
319
+ color=vec4f(color.rgb*lightmapColor.rgb,color.a);
320
+ #else
321
+ color=vec4f(color.rgb+lightmapColor.rgb,color.a);
322
+ #endif
323
+ #endif
324
+ #endif
325
+ #define CUSTOM_FRAGMENT_BEFORE_FOG
326
+ color=vec4f(max(color.rgb,vec3f(0.)),color.a);
327
+ #include<logDepthFragment>
328
+ #include<fogFragment>
329
+ #ifdef IMAGEPROCESSINGPOSTPROCESS
330
+ color=vec4f(toLinearSpaceVec3(color.rgb),color.a);
331
+ #else
332
+ #ifdef IMAGEPROCESSING
333
+ color=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);
334
+ #endif
335
+ #endif
336
+ color=vec4f(color.rgb,color.a*mesh.visibility);
337
+ #ifdef PREMULTIPLYALPHA
338
+ color=vec4f(color.rgb*color.a, color.a);
339
+ #endif
340
+ #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
341
+ #ifdef PREPASS
342
+ var writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color;
343
+ #ifdef PREPASS_POSITION
344
+ fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
345
+ #endif
346
+ #ifdef PREPASS_LOCAL_POSITION
347
+ fragData[PREPASS_LOCAL_POSITION_INDEX] =
348
+ vec4f(fragmentInputs.vPosition,writeGeometryInfo);
349
+ #endif
350
+ #ifdef PREPASS_VELOCITY
351
+ var a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);
352
+ #elif defined(PREPASS_VELOCITY_LINEAR)
353
+ var velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy /
354
+ fragmentInputs.vPreviousPosition.w) -
355
+ (fragmentInputs.vCurrentPosition.xy /
356
+ fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX] =
357
+ vec4f(velocity,0.0,writeGeometryInfo);
358
+ #endif
359
+ #ifdef PREPASS_IRRADIANCE
360
+ fragData[PREPASS_IRRADIANCE_INDEX] =
361
+ vec4f(0.0,0.0,0.0,
362
+ writeGeometryInfo);
363
+ #endif
364
+ #ifdef PREPASS_DEPTH
365
+ fragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,
366
+ writeGeometryInfo);
367
+ #endif
368
+ #ifdef PREPASS_SCREENSPACE_DEPTH
369
+ fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] =
370
+ vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);
371
+ #endif
372
+ #ifdef PREPASS_NORMAL
373
+ #ifdef PREPASS_NORMAL_WORLDSPACE
374
+ fragData[PREPASS_NORMAL_INDEX] =
375
+ vec4f(normalW,writeGeometryInfo);
376
+ #else
377
+ fragData[PREPASS_NORMAL_INDEX] =
378
+ vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),
379
+ writeGeometryInfo);
380
+ #endif
381
+ #endif
382
+ #ifdef PREPASS_WORLD_NORMAL
383
+ fragData[PREPASS_WORLD_NORMAL_INDEX] =
384
+ vec4f(normalW*0.5+0.5,writeGeometryInfo);
385
+ #endif
386
+ #ifdef PREPASS_ALBEDO_SQRT
387
+ fragData[PREPASS_ALBEDO_SQRT_INDEX] =
388
+ vec4f(0.0,0.0,0.0,
389
+ writeGeometryInfo);
390
+ #endif
391
+ #ifdef PREPASS_REFLECTIVITY
392
+ #if defined(SPECULAR)
393
+ fragData[PREPASS_REFLECTIVITY_INDEX] =
394
+ vec4f(toLinearSpaceVec4(specularMapColor)) *
395
+ writeGeometryInfo;
396
+ #else
397
+ fragData[PREPASS_REFLECTIVITY_INDEX] =
398
+ vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;
399
+ #endif
400
+ #endif
401
+ #if SCENE_MRT_COUNT>0
402
+ fragmentOutputs.fragData0=fragData[0];
403
+ #endif
404
+ #if SCENE_MRT_COUNT>1
405
+ fragmentOutputs.fragData1=fragData[1];
406
+ #endif
407
+ #if SCENE_MRT_COUNT>2
408
+ fragmentOutputs.fragData2=fragData[2];
409
+ #endif
410
+ #if SCENE_MRT_COUNT>3
411
+ fragmentOutputs.fragData3=fragData[3];
412
+ #endif
413
+ #if SCENE_MRT_COUNT>4
414
+ fragmentOutputs.fragData4=fragData[4];
415
+ #endif
416
+ #if SCENE_MRT_COUNT>5
417
+ fragmentOutputs.fragData5=fragData[5];
418
+ #endif
419
+ #if SCENE_MRT_COUNT>6
420
+ fragmentOutputs.fragData6=fragData[6];
421
+ #endif
422
+ #if SCENE_MRT_COUNT>7
423
+ fragmentOutputs.fragData7=fragData[7];
424
+ #endif
425
+ #endif
426
+ #if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
427
+ fragmentOutputs.color=color;
428
+ #endif
429
+ #include<oitFragment>
430
+ #if ORDER_INDEPENDENT_TRANSPARENCY
431
+ if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}
432
+ #endif
433
+ #define CUSTOM_FRAGMENT_MAIN_END
434
+ }
435
+ `;
436
+ // Sideeffect
437
+ ShaderStore.ShadersStoreWGSL[name] = shader;
438
+ /** @internal */
439
+ const defaultPixelShaderWGSL = { name, shader };
440
+
441
+ export { defaultPixelShaderWGSL };
442
+ //# sourceMappingURL=default.fragment-BEoLaP7_.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"default.fragment-BEoLaP7_.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js","../../../../../dev/core/dist/ShadersWGSL/default.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightsFragmentFunctionsWGSL = { name, shader };\n//# sourceMappingURL=lightsFragmentFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\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<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvar specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color; \n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX] =\nvec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy /\nfragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy /\nfragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX] =\nvec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX] =\nvec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalW,writeGeometryInfo); \n#else\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),\nwriteGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX] =\nvec4f(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(toLinearSpaceVec4(specularMapColor)) *\nwriteGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX] 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