@babylonjs/viewer 7.36.0 → 7.37.0-alpha

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (599) 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-B3i_v86N.esm.js +171 -0
  7. package/dist/chunks/EXT_lights_image_based-B3i_v86N.esm.js.map +1 -0
  8. package/dist/chunks/EXT_lights_image_based-F9_9oKGw.esm.min.js +2 -0
  9. package/dist/chunks/EXT_lights_image_based-F9_9oKGw.esm.min.js.map +1 -0
  10. package/dist/chunks/EXT_mesh_gpu_instancing-BUGJNTuv.esm.js +86 -0
  11. package/dist/chunks/EXT_mesh_gpu_instancing-BUGJNTuv.esm.js.map +1 -0
  12. package/dist/chunks/EXT_mesh_gpu_instancing-ouu-sC4v.esm.min.js +2 -0
  13. package/dist/chunks/EXT_mesh_gpu_instancing-ouu-sC4v.esm.min.js.map +1 -0
  14. package/dist/chunks/EXT_meshopt_compression-BoFlIVIo.esm.js +134 -0
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  18. package/dist/chunks/EXT_texture_avif-BiDJEaYr.esm.js +44 -0
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  30. package/dist/chunks/KHR_animation_pointer-BGUym5aA.esm.min.js +2 -0
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  38. package/dist/chunks/KHR_interactivity-DDWPhJ-6.esm.js +4033 -0
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  42. package/dist/chunks/KHR_lights_punctual-C_akUY-5.esm.js +1253 -0
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  74. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-B3r0Mafb.esm.js +81 -0
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  78. package/dist/chunks/KHR_materials_sheen-BtnO_FAS.esm.min.js +2 -0
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  82. package/dist/chunks/KHR_materials_specular-Coku-eWK.esm.js +75 -0
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  86. package/dist/chunks/KHR_materials_transmission-Ca9E-UZ-.esm.min.js +2 -0
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  98. package/dist/chunks/KHR_materials_volume-CQMEAbf4.esm.js +87 -0
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  102. package/dist/chunks/KHR_mesh_quantization-Cbejp093.esm.js +26 -0
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  106. package/dist/chunks/KHR_node_visibility-BjfB0zna.esm.js +46 -0
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  110. package/dist/chunks/KHR_texture_basisu-DBjIO7B4.esm.js +43 -0
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  519. package/labs/texture.d.ts +0 -183
  520. package/labs/texture.js +0 -351
  521. package/labs/texture.js.map +0 -1
  522. package/labs/viewerLabs.d.ts +0 -51
  523. package/labs/viewerLabs.js +0 -134
  524. package/labs/viewerLabs.js.map +0 -1
  525. package/loader/modelLoader.d.ts +0 -56
  526. package/loader/modelLoader.js +0 -202
  527. package/loader/modelLoader.js.map +0 -1
  528. package/loader/plugins/applyMaterialConfig.d.ts +0 -12
  529. package/loader/plugins/applyMaterialConfig.js +0 -16
  530. package/loader/plugins/applyMaterialConfig.js.map +0 -1
  531. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +0 -9
  532. package/loader/plugins/extendedMaterialLoaderPlugin.js +0 -16
  533. package/loader/plugins/extendedMaterialLoaderPlugin.js.map +0 -1
  534. package/loader/plugins/index.d.ts +0 -19
  535. package/loader/plugins/index.js +0 -44
  536. package/loader/plugins/index.js.map +0 -1
  537. package/loader/plugins/loaderPlugin.d.ts +0 -24
  538. package/loader/plugins/loaderPlugin.js +0 -2
  539. package/loader/plugins/loaderPlugin.js.map +0 -1
  540. package/loader/plugins/msftLodLoaderPlugin.d.ts +0 -12
  541. package/loader/plugins/msftLodLoaderPlugin.js +0 -21
  542. package/loader/plugins/msftLodLoaderPlugin.js.map +0 -1
  543. package/loader/plugins/telemetryLoaderPlugin.d.ts +0 -12
  544. package/loader/plugins/telemetryLoaderPlugin.js +0 -36
  545. package/loader/plugins/telemetryLoaderPlugin.js.map +0 -1
  546. package/managers/observablesManager.d.ts +0 -66
  547. package/managers/observablesManager.js +0 -35
  548. package/managers/observablesManager.js.map +0 -1
  549. package/managers/sceneManager.d.ts +0 -245
  550. package/managers/sceneManager.js +0 -1375
  551. package/managers/sceneManager.js.map +0 -1
  552. package/managers/telemetryManager.d.ts +0 -78
  553. package/managers/telemetryManager.js +0 -117
  554. package/managers/telemetryManager.js.map +0 -1
  555. package/model/modelAnimation.d.ts +0 -215
  556. package/model/modelAnimation.js +0 -237
  557. package/model/modelAnimation.js.map +0 -1
  558. package/model/viewerModel.d.ts +0 -233
  559. package/model/viewerModel.js +0 -673
  560. package/model/viewerModel.js.map +0 -1
  561. package/optimizer/custom/extended.d.ts +0 -13
  562. package/optimizer/custom/extended.js +0 -101
  563. package/optimizer/custom/extended.js.map +0 -1
  564. package/optimizer/custom/index.d.ts +0 -9
  565. package/optimizer/custom/index.js +0 -26
  566. package/optimizer/custom/index.js.map +0 -1
  567. package/renderOnlyIndex.d.ts +0 -11
  568. package/renderOnlyIndex.js +0 -18
  569. package/renderOnlyIndex.js.map +0 -1
  570. package/templating/eventManager.d.ts +0 -35
  571. package/templating/eventManager.js +0 -66
  572. package/templating/eventManager.js.map +0 -1
  573. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
  574. package/templating/plugins/hdButtonPlugin.js +0 -22
  575. package/templating/plugins/hdButtonPlugin.js.map +0 -1
  576. package/templating/plugins/printButton.d.ts +0 -9
  577. package/templating/plugins/printButton.js +0 -41
  578. package/templating/plugins/printButton.js.map +0 -1
  579. package/templating/templateManager.d.ts +0 -197
  580. package/templating/templateManager.js +0 -561
  581. package/templating/templateManager.js.map +0 -1
  582. package/templating/viewerTemplatePlugin.d.ts +0 -21
  583. package/templating/viewerTemplatePlugin.js +0 -69
  584. package/templating/viewerTemplatePlugin.js.map +0 -1
  585. package/viewer/defaultViewer.d.ts +0 -130
  586. package/viewer/defaultViewer.js +0 -672
  587. package/viewer/defaultViewer.js.map +0 -1
  588. package/viewer/renderOnlyViewer.d.ts +0 -9
  589. package/viewer/renderOnlyViewer.js +0 -46
  590. package/viewer/renderOnlyViewer.js.map +0 -1
  591. package/viewer/viewer.d.ts +0 -258
  592. package/viewer/viewer.js +0 -783
  593. package/viewer/viewer.js.map +0 -1
  594. package/viewer/viewerManager.d.ts +0 -58
  595. package/viewer/viewerManager.js +0 -91
  596. package/viewer/viewerManager.js.map +0 -1
  597. package/viewer/viewerWithTemplate.d.ts +0 -9
  598. package/viewer/viewerWithTemplate.js +0 -20
  599. package/viewer/viewerWithTemplate.js.map +0 -1
@@ -0,0 +1,412 @@
1
+ import { i as ShaderStore } from './index-DBm7fzXf.esm.js';
2
+
3
+ // Do not edit.
4
+ const name$g = "uvAttributeDeclaration";
5
+ const shader$g = `#ifdef UV{X}
6
+ attribute uv{X}: vec2f;
7
+ #endif
8
+ `;
9
+ // Sideeffect
10
+ ShaderStore.IncludesShadersStoreWGSL[name$g] = shader$g;
11
+
12
+ // Do not edit.
13
+ const name$f = "bonesDeclaration";
14
+ const shader$f = `#if NUM_BONE_INFLUENCERS>0
15
+ attribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;
16
+ #if NUM_BONE_INFLUENCERS>4
17
+ attribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;
18
+ #endif
19
+ #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
20
+ #ifdef BONETEXTURE
21
+ var boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;
22
+ #else
23
+ uniform mBones : array<mat4x4,BonesPerMesh>;
24
+ #ifdef BONES_VELOCITY_ENABLED
25
+ uniform mPreviousBones : array<mat4x4,BonesPerMesh>;
26
+ #endif
27
+ #endif
28
+ #ifdef BONETEXTURE
29
+ fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>
30
+ {let offset=i32(index) *4;
31
+ let m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}
32
+ #endif
33
+ #endif
34
+ #endif
35
+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$f] = shader$f;
38
+
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+ // Do not edit.
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+ const name$e = "prePassVertexDeclaration";
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+ const shader$e = `#ifdef PREPASS
42
+ #ifdef PREPASS_LOCAL_POSITION
43
+ varying vPosition : vec3f;
44
+ #endif
45
+ #ifdef PREPASS_DEPTH
46
+ varying vViewPos: vec3f;
47
+ #endif
48
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
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+ uniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
50
+ #endif
51
+ #endif
52
+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$e] = shader$e;
55
+
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+ // Do not edit.
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+ const name$d = "samplerVertexDeclaration";
58
+ const shader$d = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
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+ varying v_VARYINGNAME_UV: vec2f;
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+ #endif
61
+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$d] = shader$d;
64
+
65
+ // Do not edit.
66
+ const name$c = "bumpVertexDeclaration";
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+ const shader$c = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
68
+ #if defined(TANGENT) && defined(NORMAL)
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+ varying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;
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+ #endif
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+ #endif
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+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$c] = shader$c;
75
+
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+ // Do not edit.
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+ const name$b = "lightVxUboDeclaration";
78
+ const shader$b = `#ifdef LIGHT{X}
79
+ struct Light{X}
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+ {vLightData: vec4f,
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+ vLightDiffuse: vec4f,
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+ vLightSpecular: vec4f,
83
+ #ifdef SPOTLIGHT{X}
84
+ vLightDirection: vec4f,
85
+ vLightFalloff: vec4f,
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+ #elif defined(POINTLIGHT{X})
87
+ vLightFalloff: vec4f,
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+ #elif defined(HEMILIGHT{X})
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+ vLightGround: vec3f,
90
+ #endif
91
+ shadowsInfo: vec4f,
92
+ depthValues: vec2f} ;var<uniform> light{X} : Light{X};
93
+ #ifdef SHADOW{X}
94
+ #ifdef SHADOWCSM{X}
95
+ uniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;
96
+ #elif defined(SHADOWCUBE{X})
97
+ #else
98
+ varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
99
+ #endif
100
+ #endif
101
+ #endif
102
+ `;
103
+ // Sideeffect
104
+ ShaderStore.IncludesShadersStoreWGSL[name$b] = shader$b;
105
+
106
+ // Do not edit.
107
+ const name$a = "morphTargetsVertexGlobalDeclaration";
108
+ const shader$a = `#ifdef MORPHTARGETS
109
+ uniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;
110
+ #ifdef MORPHTARGETS_TEXTURE
111
+ uniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>
112
+ {
113
+ let y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}
114
+ #endif
115
+ #endif
116
+ `;
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+ // Sideeffect
118
+ ShaderStore.IncludesShadersStoreWGSL[name$a] = shader$a;
119
+
120
+ // Do not edit.
121
+ const name$9 = "morphTargetsVertexDeclaration";
122
+ const shader$9 = `#ifdef MORPHTARGETS
123
+ #ifndef MORPHTARGETS_TEXTURE
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+ attribute position{X} : vec3<f32>;
125
+ #ifdef MORPHTARGETS_NORMAL
126
+ attribute normal{X} : vec3<f32>;
127
+ #endif
128
+ #ifdef MORPHTARGETS_TANGENT
129
+ attribute tangent{X} : vec3<f32>;
130
+ #endif
131
+ #ifdef MORPHTARGETS_UV
132
+ attribute uv_{X} : vec2<f32>;
133
+ #endif
134
+ #elif {X}==0
135
+ uniform morphTargetCount: i32;
136
+ #endif
137
+ #endif
138
+ `;
139
+ // Sideeffect
140
+ ShaderStore.IncludesShadersStoreWGSL[name$9] = shader$9;
141
+
142
+ // Do not edit.
143
+ const name$8 = "morphTargetsVertexGlobal";
144
+ const shader$8 = `#ifdef MORPHTARGETS
145
+ #ifdef MORPHTARGETS_TEXTURE
146
+ var vertexID : f32;
147
+ #endif
148
+ #endif
149
+ `;
150
+ // Sideeffect
151
+ ShaderStore.IncludesShadersStoreWGSL[name$8] = shader$8;
152
+
153
+ // Do not edit.
154
+ const name$7 = "morphTargetsVertex";
155
+ const shader$7 = `#ifdef MORPHTARGETS
156
+ #ifdef MORPHTARGETS_TEXTURE
157
+ #if {X}==0
158
+ for (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}
159
+ vertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
160
+ #ifdef MORPHTARGETS_NORMAL
161
+ normalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
162
+ #endif
163
+ #ifdef MORPHTARGETS_UV
164
+ uvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
165
+ #endif
166
+ #ifdef MORPHTARGETS_TANGENT
167
+ tangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);
168
+ #endif
169
+ }
170
+ #endif
171
+ #else
172
+ positionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];
173
+ #ifdef MORPHTARGETS_NORMAL
174
+ normalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];
175
+ #endif
176
+ #ifdef MORPHTARGETS_TANGENT
177
+ tangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);
178
+ #endif
179
+ #ifdef MORPHTARGETS_UV
180
+ uvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];
181
+ #endif
182
+ #endif
183
+ #endif
184
+ `;
185
+ // Sideeffect
186
+ ShaderStore.IncludesShadersStoreWGSL[name$7] = shader$7;
187
+
188
+ // Do not edit.
189
+ const name$6 = "bonesVertex";
190
+ const shader$6 = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
191
+ #if NUM_BONE_INFLUENCERS>0
192
+ var influence : mat4x4<f32>;
193
+ #ifdef BONETEXTURE
194
+ influence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];
195
+ #if NUM_BONE_INFLUENCERS>1
196
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];
197
+ #endif
198
+ #if NUM_BONE_INFLUENCERS>2
199
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];
200
+ #endif
201
+ #if NUM_BONE_INFLUENCERS>3
202
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];
203
+ #endif
204
+ #if NUM_BONE_INFLUENCERS>4
205
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];
206
+ #endif
207
+ #if NUM_BONE_INFLUENCERS>5
208
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];
209
+ #endif
210
+ #if NUM_BONE_INFLUENCERS>6
211
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];
212
+ #endif
213
+ #if NUM_BONE_INFLUENCERS>7
214
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];
215
+ #endif
216
+ #else
217
+ influence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
218
+ #if NUM_BONE_INFLUENCERS>1
219
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
220
+ #endif
221
+ #if NUM_BONE_INFLUENCERS>2
222
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
223
+ #endif
224
+ #if NUM_BONE_INFLUENCERS>3
225
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
226
+ #endif
227
+ #if NUM_BONE_INFLUENCERS>4
228
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
229
+ #endif
230
+ #if NUM_BONE_INFLUENCERS>5
231
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
232
+ #endif
233
+ #if NUM_BONE_INFLUENCERS>6
234
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
235
+ #endif
236
+ #if NUM_BONE_INFLUENCERS>7
237
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
238
+ #endif
239
+ #endif
240
+ finalWorld=finalWorld*influence;
241
+ #endif
242
+ #endif
243
+ `;
244
+ // Sideeffect
245
+ ShaderStore.IncludesShadersStoreWGSL[name$6] = shader$6;
246
+
247
+ // Do not edit.
248
+ const name$5 = "prePassVertex";
249
+ const shader$5 = `#ifdef PREPASS_DEPTH
250
+ vertexOutputs.vViewPos=(scene.view*worldPos).rgb;
251
+ #endif
252
+ #ifdef PREPASS_LOCAL_POSITION
253
+ vertexOutputs.vPosition=positionUpdated.xyz;
254
+ #endif
255
+ #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
256
+ vertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;
257
+ #if NUM_BONE_INFLUENCERS>0
258
+ var previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];
259
+ #if NUM_BONE_INFLUENCERS>1
260
+ previousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];
261
+ #endif
262
+ #if NUM_BONE_INFLUENCERS>2
263
+ previousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];
264
+ #endif
265
+ #if NUM_BONE_INFLUENCERS>3
266
+ previousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];
267
+ #endif
268
+ #if NUM_BONE_INFLUENCERS>4
269
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
270
+ #endif
271
+ #if NUM_BONE_INFLUENCERS>5
272
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
273
+ #endif
274
+ #if NUM_BONE_INFLUENCERS>6
275
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
276
+ #endif
277
+ #if NUM_BONE_INFLUENCERS>7
278
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
279
+ #endif
280
+ vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);
281
+ #else
282
+ vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
283
+ #endif
284
+ #endif
285
+ `;
286
+ // Sideeffect
287
+ ShaderStore.IncludesShadersStoreWGSL[name$5] = shader$5;
288
+
289
+ // Do not edit.
290
+ const name$4 = "uvVariableDeclaration";
291
+ const shader$4 = `#ifdef MAINUV{X}
292
+ #if !defined(UV{X})
293
+ var uv{X}: vec2f=vec2f(0.,0.);
294
+ #else
295
+ var uv{X}: vec2f=vertexInputs.uv{X};
296
+ #endif
297
+ vertexOutputs.vMainUV{X}=uv{X};
298
+ #endif
299
+ `;
300
+ // Sideeffect
301
+ ShaderStore.IncludesShadersStoreWGSL[name$4] = shader$4;
302
+
303
+ // Do not edit.
304
+ const name$3 = "samplerVertexImplementation";
305
+ const shader$3 = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
306
+ if (uniforms.v_INFONAME_==0.)
307
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}
308
+ #ifdef UV2
309
+ else if (uniforms.v_INFONAME_==1.)
310
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}
311
+ #endif
312
+ #ifdef UV3
313
+ else if (uniforms.v_INFONAME_==2.)
314
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}
315
+ #endif
316
+ #ifdef UV4
317
+ else if (uniforms.v_INFONAME_==3.)
318
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}
319
+ #endif
320
+ #ifdef UV5
321
+ else if (uniforms.v_INFONAME_==4.)
322
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}
323
+ #endif
324
+ #ifdef UV6
325
+ else if (uniforms.v_INFONAME_==5.)
326
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}
327
+ #endif
328
+ #endif
329
+ `;
330
+ // Sideeffect
331
+ ShaderStore.IncludesShadersStoreWGSL[name$3] = shader$3;
332
+
333
+ // Do not edit.
334
+ const name$2 = "bumpVertex";
335
+ const shader$2 = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
336
+ #if defined(TANGENT) && defined(NORMAL)
337
+ var tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];
338
+ #endif
339
+ #endif
340
+ `;
341
+ // Sideeffect
342
+ ShaderStore.IncludesShadersStoreWGSL[name$2] = shader$2;
343
+
344
+ // Do not edit.
345
+ const name$1 = "shadowsVertex";
346
+ const shader$1 = `#ifdef SHADOWS
347
+ #if defined(SHADOWCSM{X})
348
+ vertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;
349
+ #if SHADOWCSMNUM_CASCADES{X}>0
350
+ vertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;
351
+ #ifdef USE_REVERSE_DEPTHBUFFER
352
+ vertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
353
+ #else
354
+ vertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
355
+ #endif
356
+ #endif
357
+ #if SHADOWCSMNUM_CASCADES{X}>1
358
+ vertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;
359
+ #ifdef USE_REVERSE_DEPTHBUFFER
360
+ vertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
361
+ #else
362
+ vertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
363
+ #endif
364
+ #endif
365
+ #if SHADOWCSMNUM_CASCADES{X}>2
366
+ vertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;
367
+ #ifdef USE_REVERSE_DEPTHBUFFER
368
+ vertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
369
+ #else
370
+ vertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
371
+ #endif
372
+ #endif
373
+ #if SHADOWCSMNUM_CASCADES{X}>3
374
+ vertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;
375
+ #ifdef USE_REVERSE_DEPTHBUFFER
376
+ vertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
377
+ #else
378
+ vertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
379
+ #endif
380
+ #endif
381
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
382
+ vertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;
383
+ #ifdef USE_REVERSE_DEPTHBUFFER
384
+ vertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
385
+ #else
386
+ vertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
387
+ #endif
388
+ #endif
389
+ #endif
390
+ `;
391
+ // Sideeffect
392
+ ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
393
+
394
+ // Do not edit.
395
+ const name = "vertexColorMixing";
396
+ const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
397
+ vertexOutputs.vColor=vec4f(1.0);
398
+ #ifdef VERTEXCOLOR
399
+ #ifdef VERTEXALPHA
400
+ vertexOutputs.vColor*=vertexInputs.color;
401
+ #else
402
+ vertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);
403
+ #endif
404
+ #endif
405
+ #ifdef INSTANCESCOLOR
406
+ vertexOutputs.vColor*=vertexInputs.instanceColor;
407
+ #endif
408
+ #endif
409
+ `;
410
+ // Sideeffect
411
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
412
+ //# sourceMappingURL=vertexColorMixing-C7lCJCs9.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vertexColorMixing-C7lCJCs9.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bonesDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bonesVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/prePassVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bumpVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/shadowsVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/vertexColorMixing.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const uvAttributeDeclarationWGSL = { name, shader };\n//# sourceMappingURL=uvAttributeDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesDeclarationWGSL = { name, shader };\n//# sourceMappingURL=bonesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertexDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const prePassVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=prePassVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexDeclaration\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const samplerVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=samplerVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bumpVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=bumpVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightVxUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalDeclarationWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#elif {X}==0\nuniform morphTargetCount: i32;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobal.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}\nvertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);\n#endif\n}\n#endif\n#else\npositionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesVertexWGSL = { name, shader };\n//# sourceMappingURL=bonesVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertex\";\nconst shader = `#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const prePassVertexWGSL = { name, shader };\n//# sourceMappingURL=prePassVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvVariableDeclaration\";\nconst shader = `#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const uvVariableDeclarationWGSL = { name, shader };\n//# sourceMappingURL=uvVariableDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexImplementation\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (uniforms.v_INFONAME_==0.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}\n#ifdef UV2\nelse if (uniforms.v_INFONAME_==1.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}\n#endif\n#ifdef UV3\nelse if (uniforms.v_INFONAME_==2.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}\n#endif\n#ifdef UV4\nelse if (uniforms.v_INFONAME_==3.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}\n#endif\n#ifdef UV5\nelse if (uniforms.v_INFONAME_==4.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}\n#endif\n#ifdef UV6\nelse if (uniforms.v_INFONAME_==5.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const samplerVertexImplementationWGSL = { name, shader };\n//# sourceMappingURL=samplerVertexImplementation.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertex\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || 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SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef 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