@babylonjs/viewer 7.32.4-alpha → 7.32.4

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-ZxCC8nGH.esm.min.js +0 -2
  198. package/dist/chunks/EXT_lights_image_based-ZxCC8nGH.esm.min.js.map +0 -1
  199. package/dist/chunks/EXT_lights_image_based-jIYFBmxr.esm.js +0 -171
  200. package/dist/chunks/EXT_lights_image_based-jIYFBmxr.esm.js.map +0 -1
  201. package/dist/chunks/EXT_mesh_gpu_instancing-CLa_-Jvi.esm.js +0 -86
  202. package/dist/chunks/EXT_mesh_gpu_instancing-CLa_-Jvi.esm.js.map +0 -1
  203. package/dist/chunks/EXT_mesh_gpu_instancing-D_1fkPFG.esm.min.js +0 -2
  204. package/dist/chunks/EXT_mesh_gpu_instancing-D_1fkPFG.esm.min.js.map +0 -1
  205. package/dist/chunks/EXT_meshopt_compression-B9hgOFUY.esm.js +0 -134
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  209. package/dist/chunks/EXT_texture_avif-C4llft5I.esm.min.js +0 -2
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  217. package/dist/chunks/ExtrasAsMetadata-Cp8x7GPL.esm.js +0 -64
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  221. package/dist/chunks/KHR_animation_pointer-BRAkvMH_.esm.js +0 -343
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  225. package/dist/chunks/KHR_draco_mesh_compression-CId2nuCk.esm.js +0 -610
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  229. package/dist/chunks/KHR_interactivity-CIda2cSk.esm.js +0 -4033
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  233. package/dist/chunks/KHR_lights_punctual-BMpCy8cq.esm.min.js +0 -2
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@@ -1,212 +0,0 @@
1
- import { i as ShaderStore } from './index-hqUXEYXs.esm.js';
2
- import './harmonicsFunctions-CxjVwFDm.esm.js';
3
- import './logDepthVertex-DSS0lG_-.esm.js';
4
- import './logDepthDeclaration-CjSD0BhQ.esm.js';
5
- import './helperFunctions-WOVMikvi.esm.js';
6
- import './bakedVertexAnimation-BThe76zu.esm.js';
7
- import './meshUboDeclaration-DhHhoJww.esm.js';
8
-
9
- // Do not edit.
10
- const name = "pbrVertexShader";
11
- const shader = `#include<pbrUboDeclaration>
12
- #define CUSTOM_VERTEX_BEGIN
13
- attribute position: vec3f;
14
- #ifdef NORMAL
15
- attribute normal: vec3f;
16
- #endif
17
- #ifdef TANGENT
18
- attribute tangent: vec4f;
19
- #endif
20
- #ifdef UV1
21
- attribute uv: vec2f;
22
- #endif
23
- #include<uvAttributeDeclaration>[2..7]
24
- #include<mainUVVaryingDeclaration>[1..7]
25
- #ifdef VERTEXCOLOR
26
- attribute color: vec4f;
27
- #endif
28
- #include<helperFunctions>
29
- #include<bonesDeclaration>
30
- #include<bakedVertexAnimationDeclaration>
31
- #include<instancesDeclaration>
32
- #include<prePassVertexDeclaration>
33
- #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
34
- #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
35
- #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
36
- #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
37
- #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
38
- #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
39
- #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
40
- #include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
41
- #include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
42
- #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
43
- #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
44
- #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
45
- #ifdef CLEARCOAT
46
- #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
47
- #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
48
- #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
49
- #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
50
- #endif
51
- #ifdef IRIDESCENCE
52
- #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
53
- #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
54
- #endif
55
- #ifdef SHEEN
56
- #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
57
- #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
58
- #endif
59
- #ifdef ANISOTROPIC
60
- #include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
61
- #endif
62
- #ifdef SUBSURFACE
63
- #include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
64
- #include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
65
- #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
66
- #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)
67
- #endif
68
- varying vPositionW: vec3f;
69
- #if DEBUGMODE>0
70
- varying vClipSpacePosition: vec4f;
71
- #endif
72
- #ifdef NORMAL
73
- varying vNormalW: vec3f;
74
- #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
75
- varying vEnvironmentIrradiance: vec3f;
76
- #include<harmonicsFunctions>
77
- #endif
78
- #endif
79
- #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
80
- varying vColor: vec4f;
81
- #endif
82
- #include<bumpVertexDeclaration>
83
- #include<clipPlaneVertexDeclaration>
84
- #include<fogVertexDeclaration>
85
- #include<lightVxUboDeclaration>[0..maxSimultaneousLights]
86
- #include<morphTargetsVertexGlobalDeclaration>
87
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
88
- #ifdef REFLECTIONMAP_SKYBOX
89
- varying vPositionUVW: vec3f;
90
- #endif
91
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
92
- varying vDirectionW: vec3f;
93
- #endif
94
- #include<logDepthDeclaration>
95
- #define CUSTOM_VERTEX_DEFINITIONS
96
- @vertex
97
- fn main(input : VertexInputs)->FragmentInputs {
98
- #define CUSTOM_VERTEX_MAIN_BEGIN
99
- var positionUpdated: vec3f=vertexInputs.position;
100
- #ifdef NORMAL
101
- var normalUpdated: vec3f=vertexInputs.normal;
102
- #endif
103
- #ifdef TANGENT
104
- var tangentUpdated: vec4f=vertexInputs.tangent;
105
- #endif
106
- #ifdef UV1
107
- var uvUpdated: vec2f=vertexInputs.uv;
108
- #endif
109
- #include<morphTargetsVertexGlobal>
110
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
111
- #ifdef REFLECTIONMAP_SKYBOX
112
- vertexOutputs.vPositionUVW=positionUpdated;
113
- #endif
114
- #define CUSTOM_VERTEX_UPDATE_POSITION
115
- #define CUSTOM_VERTEX_UPDATE_NORMAL
116
- #include<instancesVertex>
117
- #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
118
- vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
119
- #endif
120
- #include<bonesVertex>
121
- #include<bakedVertexAnimation>
122
- var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;
123
- #ifdef PREPASS
124
- #include<prePassVertex>
125
- #endif
126
- #ifdef NORMAL
127
- var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
128
- #if defined(INSTANCES) && defined(THIN_INSTANCES)
129
- 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);
130
- #else
131
- #ifdef NONUNIFORMSCALING
132
- normalWorld=transposeMat3(inverseMat3(normalWorld));
133
- #endif
134
- vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
135
- #endif
136
- #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
137
- var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;
138
- #ifdef REFLECTIONMAP_OPPOSITEZ
139
- reflectionVector.z*=-1.0;
140
- #endif
141
- vertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
142
- #endif
143
- #endif
144
- #define CUSTOM_VERTEX_UPDATE_WORLDPOS
145
- #ifdef MULTIVIEW
146
- if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
147
- #else
148
- vertexOutputs.position=scene.viewProjection*worldPos;
149
- #endif
150
- #if DEBUGMODE>0
151
- vertexOutputs.vClipSpacePosition=vertexOutputs.position;
152
- #endif
153
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
154
- vertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);
155
- #endif
156
- #ifndef UV1
157
- var uvUpdated: vec2f= vec2f(0.,0.);
158
- #endif
159
- #ifdef MAINUV1
160
- vertexOutputs.vMainUV1=uvUpdated;
161
- #endif
162
- #include<uvVariableDeclaration>[2..7]
163
- #include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
164
- #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
165
- #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
166
- #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
167
- #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
168
- #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
169
- #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
170
- #include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
171
- #include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
172
- #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
173
- #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
174
- #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
175
- #ifdef CLEARCOAT
176
- #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
177
- #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
178
- #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
179
- #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
180
- #endif
181
- #ifdef IRIDESCENCE
182
- #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
183
- #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
184
- #endif
185
- #ifdef SHEEN
186
- #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
187
- #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)
188
- #endif
189
- #ifdef ANISOTROPIC
190
- #include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
191
- #endif
192
- #ifdef SUBSURFACE
193
- #include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
194
- #include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
195
- #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
196
- #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)
197
- #endif
198
- #include<bumpVertex>
199
- #include<clipPlaneVertex>
200
- #include<fogVertex>
201
- #include<shadowsVertex>[0..maxSimultaneousLights]
202
- #include<vertexColorMixing>
203
- #include<logDepthVertex>
204
- #define CUSTOM_VERTEX_MAIN_END
205
- }`;
206
- // Sideeffect
207
- ShaderStore.ShadersStoreWGSL[name] = shader;
208
- /** @internal */
209
- const pbrVertexShaderWGSL = { name, shader };
210
-
211
- export { pbrVertexShaderWGSL };
212
- //# sourceMappingURL=pbr.vertex-LE833F_r.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"pbr.vertex-LE833F_r.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/pbr.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\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 = \"pbrVertexShader\";\nconst shader = `#include<pbrUboDeclaration>\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#include<mainUVVaryingDeclaration>[1..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<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\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#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\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<lightVxUboDeclaration>[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(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\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#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\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\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\n#endif\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_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.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#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\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#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\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// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=pbr.vertex.js.map"],"names":[],"mappings":";;;;;;;;AAAA;AAiCA,MAAM,IAAI,GAAG,iBAAiB;AAC9B,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;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;AAC3C;AACY,MAAC,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM;;;;"}
@@ -1,2 +0,0 @@
1
- import{i as e}from"./index-2Ge8ZSfM.esm.min.js";const n="postprocessVertexShader",t="attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n";e.ShadersStoreWGSL[n]=t;const s={name:n,shader:t};export{s as postprocessVertexShaderWGSL};
2
- //# sourceMappingURL=postprocess.vertex-BPcO7a4q.esm.min.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"postprocess.vertex-BPcO7a4q.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/postprocess.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nconst name = \"postprocessVertexShader\";\nconst shader = `attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const postprocessVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=postprocess.vertex.js.map"],"names":["name","shader","ShaderStore","ShadersStoreWGSL","postprocessVertexShaderWGSL"],"mappings":"gDAEA,MAAMA,EAAO,0BACPC,EAAS,8YAUfC,EAAYC,iBAAiBH,GAAQC,EAEzB,MAACG,EAA8B,CAAEJ,OAAMC"}
@@ -1,20 +0,0 @@
1
- import { i as ShaderStore } from './index-hqUXEYXs.esm.js';
2
-
3
- // Do not edit.
4
- const name = "postprocessVertexShader";
5
- const shader = `attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);
6
- #define CUSTOM_VERTEX_DEFINITIONS
7
- @vertex
8
- fn main(input : VertexInputs)->FragmentInputs {
9
- #define CUSTOM_VERTEX_MAIN_BEGIN
10
- vertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);
11
- #define CUSTOM_VERTEX_MAIN_END
12
- }
13
- `;
14
- // Sideeffect
15
- ShaderStore.ShadersStoreWGSL[name] = shader;
16
- /** @internal */
17
- const postprocessVertexShaderWGSL = { name, shader };
18
-
19
- export { postprocessVertexShaderWGSL };
20
- //# sourceMappingURL=postprocess.vertex-DcHgN4jQ.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"postprocess.vertex-DcHgN4jQ.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/postprocess.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nconst name = \"postprocessVertexShader\";\nconst shader = `attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const postprocessVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=postprocess.vertex.js.map"],"names":[],"mappings":";;AAAA;AAEA,MAAM,IAAI,GAAG,yBAAyB;AACtC,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACA,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM;AAC3C;AACY,MAAC,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM;;;;"}
@@ -1,2 +0,0 @@
1
- import{q as e,C as t}from"./index-2Ge8ZSfM.esm.min.js";class T extends e{constructor(T,E,r,R,_,i=!0,n=!1,A=t.TEXTURE_TRILINEAR_SAMPLINGMODE,s=t.TEXTURETYPE_UNSIGNED_INT,u,a){super(null,_,!i,n,void 0,void 0,void 0,void 0,void 0,void 0,void 0,void 0,u),this.format=R,this._engine&&(this._engine._caps.textureFloatLinearFiltering||s!==t.TEXTURETYPE_FLOAT||(A=t.TEXTURE_NEAREST_SAMPLINGMODE),this._engine._caps.textureHalfFloatLinearFiltering||s!==t.TEXTURETYPE_HALF_FLOAT||(A=t.TEXTURE_NEAREST_SAMPLINGMODE),this._texture=this._engine.createRawTexture(T,E,r,R,i,n,A,null,s,u??0,a??!1),this.wrapU=e.CLAMP_ADDRESSMODE,this.wrapV=e.CLAMP_ADDRESSMODE)}update(e){this._getEngine().updateRawTexture(this._texture,e,this._texture.format,this._texture.invertY,null,this._texture.type,this._texture._useSRGBBuffer)}clone(){if(!this._texture)return super.clone();const e=new T(null,this.getSize().width,this.getSize().height,this.format,this.getScene(),this._texture.generateMipMaps,this._invertY,this.samplingMode,this._texture.type,this._texture._creationFlags,this._useSRGBBuffer);return e._texture=this._texture,this._texture.incrementReferences(),e}static CreateLuminanceTexture(e,E,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE){return new T(e,E,r,t.TEXTUREFORMAT_LUMINANCE,R,_,i,n)}static CreateLuminanceAlphaTexture(e,E,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE){return new T(e,E,r,t.TEXTUREFORMAT_LUMINANCE_ALPHA,R,_,i,n)}static CreateAlphaTexture(e,E,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE){return new T(e,E,r,t.TEXTUREFORMAT_ALPHA,R,_,i,n)}static CreateRGBTexture(e,E,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE,A=t.TEXTURETYPE_UNSIGNED_INT,s=0,u=!1){return new T(e,E,r,t.TEXTUREFORMAT_RGB,R,_,i,n,A,s,u)}static CreateRGBATexture(e,E,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE,A=t.TEXTURETYPE_UNSIGNED_INT,s=0,u=!1){return new T(e,E,r,t.TEXTUREFORMAT_RGBA,R,_,i,n,A,s,u)}static CreateRGBAStorageTexture(e,E,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE,A=t.TEXTURETYPE_UNSIGNED_INT,s=!1){return new T(e,E,r,t.TEXTUREFORMAT_RGBA,R,_,i,n,A,t.TEXTURE_CREATIONFLAG_STORAGE,s)}static CreateRTexture(E,r,R,_,i=!0,n=!1,A=e.TRILINEAR_SAMPLINGMODE,s=t.TEXTURETYPE_FLOAT){return new T(E,r,R,t.TEXTUREFORMAT_R,_,i,n,A,s)}static CreateRStorageTexture(E,r,R,_,i=!0,n=!1,A=e.TRILINEAR_SAMPLINGMODE,s=t.TEXTURETYPE_FLOAT){return new T(E,r,R,t.TEXTUREFORMAT_R,_,i,n,A,s,t.TEXTURE_CREATIONFLAG_STORAGE)}}export{T as R};
2
- //# sourceMappingURL=rawTexture-DVvQbIM0.esm.min.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"rawTexture-DVvQbIM0.esm.min.js","sources":["../../../../../dev/core/dist/Materials/Textures/rawTexture.js"],"sourcesContent":["import { Texture } from \"./texture\";\nimport { Constants } from \"../../Engines/constants\";\n/**\n * Raw texture can help creating a texture directly from an array of data.\n * This can be super useful if you either get the data from an uncompressed source or\n * if you wish to create your texture pixel by pixel.\n */\nexport class RawTexture extends Texture {\n /**\n * Instantiates a new RawTexture.\n * Raw texture can help creating a texture directly from an array of data.\n * This can be super useful if you either get the data from an uncompressed source or\n * if you wish to create your texture pixel by pixel.\n * @param data define the array of data to use to create the texture (null to create an empty texture)\n * @param width define the width of the texture\n * @param height define the height of the texture\n * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps define whether mip maps should be generated or not\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n */\n constructor(data, width, height, \n /**\n * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\n */\n format, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, creationFlags, useSRGBBuffer) {\n super(null, sceneOrEngine, !generateMipMaps, invertY, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, creationFlags);\n this.format = format;\n if (!this._engine) {\n return;\n }\n if (!this._engine._caps.textureFloatLinearFiltering && type === Constants.TEXTURETYPE_FLOAT) {\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\n }\n if (!this._engine._caps.textureHalfFloatLinearFiltering && type === Constants.TEXTURETYPE_HALF_FLOAT) {\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\n }\n this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type, creationFlags ?? 0, useSRGBBuffer ?? false);\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\n }\n /**\n * Updates the texture underlying data.\n * @param data Define the new data of the texture\n */\n update(data) {\n this._getEngine().updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type, this._texture._useSRGBBuffer);\n }\n /**\n * Clones the texture.\n * @returns the cloned texture\n */\n clone() {\n if (!this._texture) {\n return super.clone();\n }\n const rawTexture = new RawTexture(null, this.getSize().width, this.getSize().height, this.format, this.getScene(), this._texture.generateMipMaps, this._invertY, this.samplingMode, this._texture.type, this._texture._creationFlags, this._useSRGBBuffer);\n rawTexture._texture = this._texture;\n this._texture.incrementReferences();\n return rawTexture;\n }\n /**\n * Creates a luminance texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the luminance texture\n */\n static CreateLuminanceTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates a luminance alpha texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the luminance alpha texture\n */\n static CreateLuminanceAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates an alpha texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the alpha texture\n */\n static CreateAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates a RGB texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGB alpha texture\n */\n static CreateRGBTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, creationFlags = 0, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\n }\n /**\n * Creates a RGBA texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGBA texture\n */\n static CreateRGBATexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, creationFlags = 0, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\n }\n /**\n * Creates a RGBA storage texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGBA texture\n */\n static CreateRGBAStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE, useSRGBBuffer);\n }\n /**\n * Creates a R texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @returns the R texture\n */\n static CreateRTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type);\n }\n /**\n * Creates a R storage texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @returns the R texture\n */\n static CreateRStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE);\n }\n}\n//# sourceMappingURL=rawTexture.js.map"],"names":["RawTexture","Texture","constructor","data","width","height","format","sceneOrEngine","generateMipMaps","invertY","samplingMode","Constants","TEXTURE_TRILINEAR_SAMPLINGMODE","type","TEXTURETYPE_UNSIGNED_INT","creationFlags","useSRGBBuffer","super","undefined","this","_engine","_caps","textureFloatLinearFiltering","TEXTURETYPE_FLOAT","TEXTURE_NEAREST_SAMPLINGMODE","textureHalfFloatLinearFiltering","TEXTURETYPE_HALF_FLOAT","_texture","createRawTexture","wrapU","CLAMP_ADDRESSMODE","wrapV","update","_getEngine","updateRawTexture","_useSRGBBuffer","clone","rawTexture","getSize","getScene","_invertY","_creationFlags","incrementReferences","CreateLuminanceTexture","TEXTUREFORMAT_LUMINANCE","CreateLuminanceAlphaTexture","TEXTUREFORMAT_LUMINANCE_ALPHA","CreateAlphaTexture","TEXTUREFORMAT_ALPHA","CreateRGBTexture","TEXTUREFORMAT_RGB","CreateRGBATexture","TEXTUREFORMAT_RGBA","CreateRGBAStorageTexture","TEXTURE_CREATIONFLAG_STORAGE","CreateRTexture","TRILINEAR_SAMPLINGMODE","TEXTUREFORMAT_R","CreateRStorageTexture"],"mappings":"uDAOO,MAAMA,UAAmBC,EAkB5B,WAAAC,CAAYC,EAAMC,EAAOC,EAIzBC,EAAQC,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,+BAAgCC,EAAOF,EAAUG,yBAA0BC,EAAeC,GAC/KC,MAAM,KAAMV,GAAgBC,EAAiBC,OAASS,OAAWA,OAAWA,OAAWA,OAAWA,OAAWA,OAAWA,OAAWA,EAAWH,GAC9II,KAAKb,OAASA,EACTa,KAAKC,UAGLD,KAAKC,QAAQC,MAAMC,6BAA+BT,IAASF,EAAUY,oBACtEb,EAAeC,EAAUa,8BAExBL,KAAKC,QAAQC,MAAMI,iCAAmCZ,IAASF,EAAUe,yBAC1EhB,EAAeC,EAAUa,8BAE7BL,KAAKQ,SAAWR,KAAKC,QAAQQ,iBAAiBzB,EAAMC,EAAOC,EAAQC,EAAQE,EAAiBC,EAASC,EAAc,KAAMG,EAAME,GAAiB,EAAGC,IAAiB,GACpKG,KAAKU,MAAQ5B,EAAQ6B,kBACrBX,KAAKY,MAAQ9B,EAAQ6B,kBAC7B,CAKI,MAAAE,CAAO7B,GACHgB,KAAKc,aAAaC,iBAAiBf,KAAKQ,SAAUxB,EAAMgB,KAAKQ,SAASrB,OAAQa,KAAKQ,SAASlB,QAAS,KAAMU,KAAKQ,SAASd,KAAMM,KAAKQ,SAASQ,eACrJ,CAKI,KAAAC,GACI,IAAKjB,KAAKQ,SACN,OAAOV,MAAMmB,QAEjB,MAAMC,EAAa,IAAIrC,EAAW,KAAMmB,KAAKmB,UAAUlC,MAAOe,KAAKmB,UAAUjC,OAAQc,KAAKb,OAAQa,KAAKoB,WAAYpB,KAAKQ,SAASnB,gBAAiBW,KAAKqB,SAAUrB,KAAKT,aAAcS,KAAKQ,SAASd,KAAMM,KAAKQ,SAASc,eAAgBtB,KAAKgB,gBAG3O,OAFAE,EAAWV,SAAWR,KAAKQ,SAC3BR,KAAKQ,SAASe,sBACPL,CACf,CAYI,6BAAOM,CAAuBxC,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,gCAChI,OAAO,IAAIZ,EAAWG,EAAMC,EAAOC,EAAQM,EAAUiC,wBAAyBrC,EAAeC,EAAiBC,EAASC,EAC/H,CAYI,kCAAOmC,CAA4B1C,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,gCACrI,OAAO,IAAIZ,EAAWG,EAAMC,EAAOC,EAAQM,EAAUmC,8BAA+BvC,EAAeC,EAAiBC,EAASC,EACrI,CAYI,yBAAOqC,CAAmB5C,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,gCAC5H,OAAO,IAAIZ,EAAWG,EAAMC,EAAOC,EAAQM,EAAUqC,oBAAqBzC,EAAeC,EAAiBC,EAASC,EAC3H,CAeI,uBAAOuC,CAAiB9C,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,+BAAgCC,EAAOF,EAAUG,yBAA0BC,EAAgB,EAAGC,GAAgB,GACxO,OAAO,IAAIhB,EAAWG,EAAMC,EAAOC,EAAQM,EAAUuC,kBAAmB3C,EAAeC,EAAiBC,EAASC,EAAcG,EAAME,EAAeC,EAC5J,CAeI,wBAAOmC,CAAkBhD,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,+BAAgCC,EAAOF,EAAUG,yBAA0BC,EAAgB,EAAGC,GAAgB,GACzO,OAAO,IAAIhB,EAAWG,EAAMC,EAAOC,EAAQM,EAAUyC,mBAAoB7C,EAAeC,EAAiBC,EAASC,EAAcG,EAAME,EAAeC,EAC7J,CAcI,+BAAOqC,CAAyBlD,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,+BAAgCC,EAAOF,EAAUG,yBAA0BE,GAAgB,GAC7N,OAAO,IAAIhB,EAAWG,EAAMC,EAAOC,EAAQM,EAAUyC,mBAAoB7C,EAAeC,EAAiBC,EAASC,EAAcG,EAAMF,EAAU2C,6BAA8BtC,EACtL,CAaI,qBAAOuC,CAAepD,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeT,EAAQuD,uBAAwB3C,EAAOF,EAAUY,mBAC/J,OAAO,IAAIvB,EAAWG,EAAMC,EAAOC,EAAQM,EAAU8C,gBAAiBlD,EAAeC,EAAiBC,EAASC,EAAcG,EACrI,CAaI,4BAAO6C,CAAsBvD,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeT,EAAQuD,uBAAwB3C,EAAOF,EAAUY,mBACtK,OAAO,IAAIvB,EAAWG,EAAMC,EAAOC,EAAQM,EAAU8C,gBAAiBlD,EAAeC,EAAiBC,EAASC,EAAcG,EAAMF,EAAU2C,6BACrJ"}
@@ -1,191 +0,0 @@
1
- import { q as Texture, C as Constants } from './index-hqUXEYXs.esm.js';
2
-
3
- /**
4
- * Raw texture can help creating a texture directly from an array of data.
5
- * This can be super useful if you either get the data from an uncompressed source or
6
- * if you wish to create your texture pixel by pixel.
7
- */
8
- class RawTexture extends Texture {
9
- /**
10
- * Instantiates a new RawTexture.
11
- * Raw texture can help creating a texture directly from an array of data.
12
- * This can be super useful if you either get the data from an uncompressed source or
13
- * if you wish to create your texture pixel by pixel.
14
- * @param data define the array of data to use to create the texture (null to create an empty texture)
15
- * @param width define the width of the texture
16
- * @param height define the height of the texture
17
- * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
18
- * @param sceneOrEngine defines the scene or engine the texture will belong to
19
- * @param generateMipMaps define whether mip maps should be generated or not
20
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
21
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
22
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
23
- * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
24
- * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
25
- */
26
- constructor(data, width, height,
27
- /**
28
- * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
29
- */
30
- format, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, creationFlags, useSRGBBuffer) {
31
- super(null, sceneOrEngine, !generateMipMaps, invertY, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, creationFlags);
32
- this.format = format;
33
- if (!this._engine) {
34
- return;
35
- }
36
- if (!this._engine._caps.textureFloatLinearFiltering && type === Constants.TEXTURETYPE_FLOAT) {
37
- samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
38
- }
39
- if (!this._engine._caps.textureHalfFloatLinearFiltering && type === Constants.TEXTURETYPE_HALF_FLOAT) {
40
- samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
41
- }
42
- this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type, creationFlags ?? 0, useSRGBBuffer ?? false);
43
- this.wrapU = Texture.CLAMP_ADDRESSMODE;
44
- this.wrapV = Texture.CLAMP_ADDRESSMODE;
45
- }
46
- /**
47
- * Updates the texture underlying data.
48
- * @param data Define the new data of the texture
49
- */
50
- update(data) {
51
- this._getEngine().updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type, this._texture._useSRGBBuffer);
52
- }
53
- /**
54
- * Clones the texture.
55
- * @returns the cloned texture
56
- */
57
- clone() {
58
- if (!this._texture) {
59
- return super.clone();
60
- }
61
- const rawTexture = new RawTexture(null, this.getSize().width, this.getSize().height, this.format, this.getScene(), this._texture.generateMipMaps, this._invertY, this.samplingMode, this._texture.type, this._texture._creationFlags, this._useSRGBBuffer);
62
- rawTexture._texture = this._texture;
63
- this._texture.incrementReferences();
64
- return rawTexture;
65
- }
66
- /**
67
- * Creates a luminance texture from some data.
68
- * @param data Define the texture data
69
- * @param width Define the width of the texture
70
- * @param height Define the height of the texture
71
- * @param sceneOrEngine defines the scene or engine the texture will belong to
72
- * @param generateMipMaps Define whether or not to create mip maps for the texture
73
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
74
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
75
- * @returns the luminance texture
76
- */
77
- static CreateLuminanceTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {
78
- return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, sceneOrEngine, generateMipMaps, invertY, samplingMode);
79
- }
80
- /**
81
- * Creates a luminance alpha texture from some data.
82
- * @param data Define the texture data
83
- * @param width Define the width of the texture
84
- * @param height Define the height of the texture
85
- * @param sceneOrEngine defines the scene or engine the texture will belong to
86
- * @param generateMipMaps Define whether or not to create mip maps for the texture
87
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
88
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
89
- * @returns the luminance alpha texture
90
- */
91
- static CreateLuminanceAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {
92
- return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);
93
- }
94
- /**
95
- * Creates an alpha texture from some data.
96
- * @param data Define the texture data
97
- * @param width Define the width of the texture
98
- * @param height Define the height of the texture
99
- * @param sceneOrEngine defines the scene or engine the texture will belong to
100
- * @param generateMipMaps Define whether or not to create mip maps for the texture
101
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
102
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
103
- * @returns the alpha texture
104
- */
105
- static CreateAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {
106
- return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);
107
- }
108
- /**
109
- * Creates a RGB texture from some data.
110
- * @param data Define the texture data
111
- * @param width Define the width of the texture
112
- * @param height Define the height of the texture
113
- * @param sceneOrEngine defines the scene or engine the texture will belong to
114
- * @param generateMipMaps Define whether or not to create mip maps for the texture
115
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
116
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
117
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
118
- * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
119
- * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
120
- * @returns the RGB alpha texture
121
- */
122
- static CreateRGBTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, creationFlags = 0, useSRGBBuffer = false) {
123
- return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);
124
- }
125
- /**
126
- * Creates a RGBA texture from some data.
127
- * @param data Define the texture data
128
- * @param width Define the width of the texture
129
- * @param height Define the height of the texture
130
- * @param sceneOrEngine defines the scene or engine the texture will belong to
131
- * @param generateMipMaps Define whether or not to create mip maps for the texture
132
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
133
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
134
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
135
- * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
136
- * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
137
- * @returns the RGBA texture
138
- */
139
- static CreateRGBATexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, creationFlags = 0, useSRGBBuffer = false) {
140
- return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);
141
- }
142
- /**
143
- * Creates a RGBA storage texture from some data.
144
- * @param data Define the texture data
145
- * @param width Define the width of the texture
146
- * @param height Define the height of the texture
147
- * @param sceneOrEngine defines the scene or engine the texture will belong to
148
- * @param generateMipMaps Define whether or not to create mip maps for the texture
149
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
150
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
151
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
152
- * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
153
- * @returns the RGBA texture
154
- */
155
- static CreateRGBAStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, useSRGBBuffer = false) {
156
- return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE, useSRGBBuffer);
157
- }
158
- /**
159
- * Creates a R texture from some data.
160
- * @param data Define the texture data
161
- * @param width Define the width of the texture
162
- * @param height Define the height of the texture
163
- * @param sceneOrEngine defines the scene or engine the texture will belong to
164
- * @param generateMipMaps Define whether or not to create mip maps for the texture
165
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
166
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
167
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
168
- * @returns the R texture
169
- */
170
- static CreateRTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {
171
- return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type);
172
- }
173
- /**
174
- * Creates a R storage texture from some data.
175
- * @param data Define the texture data
176
- * @param width Define the width of the texture
177
- * @param height Define the height of the texture
178
- * @param sceneOrEngine defines the scene or engine the texture will belong to
179
- * @param generateMipMaps Define whether or not to create mip maps for the texture
180
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
181
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
182
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
183
- * @returns the R texture
184
- */
185
- static CreateRStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {
186
- return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE);
187
- }
188
- }
189
-
190
- export { RawTexture as R };
191
- //# sourceMappingURL=rawTexture-Rbqo-GRc.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"rawTexture-Rbqo-GRc.esm.js","sources":["../../../../../dev/core/dist/Materials/Textures/rawTexture.js"],"sourcesContent":["import { Texture } from \"./texture\";\nimport { Constants } from \"../../Engines/constants\";\n/**\n * Raw texture can help creating a texture directly from an array of data.\n * This can be super useful if you either get the data from an uncompressed source or\n * if you wish to create your texture pixel by pixel.\n */\nexport class RawTexture extends Texture {\n /**\n * Instantiates a new RawTexture.\n * Raw texture can help creating a texture directly from an array of data.\n * This can be super useful if you either get the data from an uncompressed source or\n * if you wish to create your texture pixel by pixel.\n * @param data define the array of data to use to create the texture (null to create an empty texture)\n * @param width define the width of the texture\n * @param height define the height of the texture\n * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps define whether mip maps should be generated or not\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n */\n constructor(data, width, height, \n /**\n * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\n */\n format, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, creationFlags, useSRGBBuffer) {\n super(null, sceneOrEngine, !generateMipMaps, invertY, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, creationFlags);\n this.format = format;\n if (!this._engine) {\n return;\n }\n if (!this._engine._caps.textureFloatLinearFiltering && type === Constants.TEXTURETYPE_FLOAT) {\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\n }\n if (!this._engine._caps.textureHalfFloatLinearFiltering && type === Constants.TEXTURETYPE_HALF_FLOAT) {\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\n }\n this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type, creationFlags ?? 0, useSRGBBuffer ?? false);\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\n }\n /**\n * Updates the texture underlying data.\n * @param data Define the new data of the texture\n */\n update(data) {\n this._getEngine().updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type, this._texture._useSRGBBuffer);\n }\n /**\n * Clones the texture.\n * @returns the cloned texture\n */\n clone() {\n if (!this._texture) {\n return super.clone();\n }\n const rawTexture = new RawTexture(null, this.getSize().width, this.getSize().height, this.format, this.getScene(), this._texture.generateMipMaps, this._invertY, this.samplingMode, this._texture.type, this._texture._creationFlags, this._useSRGBBuffer);\n rawTexture._texture = this._texture;\n this._texture.incrementReferences();\n return rawTexture;\n }\n /**\n * Creates a luminance texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the luminance texture\n */\n static CreateLuminanceTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates a luminance alpha texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the luminance alpha texture\n */\n static CreateLuminanceAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates an alpha texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the alpha texture\n */\n static CreateAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates a RGB texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGB alpha texture\n */\n static CreateRGBTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, creationFlags = 0, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\n }\n /**\n * Creates a RGBA texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGBA texture\n */\n static CreateRGBATexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, creationFlags = 0, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\n }\n /**\n * Creates a RGBA storage texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGBA texture\n */\n static CreateRGBAStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_INT, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE, useSRGBBuffer);\n }\n /**\n * Creates a R texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @returns the R texture\n */\n static CreateRTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type);\n }\n /**\n * Creates a R storage texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @returns the R texture\n */\n static CreateRStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE);\n }\n}\n//# 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@@ -1,2 +0,0 @@
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2
- //# sourceMappingURL=rgbdDecode.fragment-C5X07jvh.esm.min.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"rgbdDecode.fragment-C5X07jvh.esm.min.js","sources":["../../../../../dev/core/dist/Shaders/rgbdDecode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const rgbdDecodePixelShader = { name, shader };\n//# sourceMappingURL=rgbdDecode.fragment.js.map"],"names":["name","shader","ShaderStore","ShadersStore","rgbdDecodePixelShader"],"mappings":"8FAGA,MAAMA,EAAO,wBACPC,EAAS,0MAMfC,EAAYC,aAAaH,GAAQC,EAErB,MAACG,EAAwB,CAAEJ,OAAMC"}
@@ -1,17 +0,0 @@
1
- import { i as ShaderStore } from './index-hqUXEYXs.esm.js';
2
- import './helperFunctions-B3fHVB6R.esm.js';
3
-
4
- // Do not edit.
5
- const name = "rgbdDecodePixelShader";
6
- const shader = `varying vec2 vUV;uniform sampler2D textureSampler;
7
- #include<helperFunctions>
8
- #define CUSTOM_FRAGMENT_DEFINITIONS
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- void main(void)
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- {gl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);}`;
11
- // Sideeffect
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- ShaderStore.ShadersStore[name] = shader;
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- /** @internal */
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- const rgbdDecodePixelShader = { name, shader };
15
-
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- export { rgbdDecodePixelShader };
17
- //# sourceMappingURL=rgbdDecode.fragment-C7OaZ46a.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"rgbdDecode.fragment-C7OaZ46a.esm.js","sources":["../../../../../dev/core/dist/Shaders/rgbdDecode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const rgbdDecodePixelShader = { name, shader };\n//# sourceMappingURL=rgbdDecode.fragment.js.map"],"names":[],"mappings":";;;AAAA;AAGA,MAAM,IAAI,GAAG,uBAAuB;AACpC,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA,iEAAiE,CAAC;AAClE;AACA,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM;AACvC;AACY,MAAC,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM;;;;"}
@@ -1,2 +0,0 @@
1
- import{i as e}from"./index-2Ge8ZSfM.esm.min.js";import"./helperFunctions-CXLowI-2.esm.min.js";const r="rgbdDecodePixelShader",t="varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=vec4f(fromRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV)),1.0);}";e.ShadersStoreWGSL[r]=t;const n={name:r,shader:t};export{n as rgbdDecodePixelShaderWGSL};
2
- //# sourceMappingURL=rgbdDecode.fragment-DsRUVsyp.esm.min.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"rgbdDecode.fragment-DsRUVsyp.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/rgbdDecode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=vec4f(fromRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV)),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const rgbdDecodePixelShaderWGSL = { name, shader };\n//# sourceMappingURL=rgbdDecode.fragment.js.map"],"names":["name","shader","ShaderStore","ShadersStoreWGSL","rgbdDecodePixelShaderWGSL"],"mappings":"8FAGA,MAAMA,EAAO,wBACPC,EAAS,qUAMfC,EAAYC,iBAAiBH,GAAQC,EAEzB,MAACG,EAA4B,CAAEJ,OAAMC"}