@babylonjs/viewer 7.37.0 → 7.37.1-alpha

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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-BTTJ2JSt.esm.min.js +2 -0
  7. package/dist/chunks/EXT_lights_image_based-BTTJ2JSt.esm.min.js.map +1 -0
  8. package/dist/chunks/EXT_lights_image_based-mCt1KUiF.esm.js +171 -0
  9. package/dist/chunks/EXT_lights_image_based-mCt1KUiF.esm.js.map +1 -0
  10. package/dist/chunks/EXT_mesh_gpu_instancing-BCgQFq6R.esm.min.js +2 -0
  11. package/dist/chunks/EXT_mesh_gpu_instancing-BCgQFq6R.esm.min.js.map +1 -0
  12. package/dist/chunks/EXT_mesh_gpu_instancing-CpjETToP.esm.js +86 -0
  13. package/dist/chunks/EXT_mesh_gpu_instancing-CpjETToP.esm.js.map +1 -0
  14. package/dist/chunks/EXT_meshopt_compression-4wJlE2Do.esm.min.js +2 -0
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  17. package/dist/chunks/EXT_meshopt_compression-BzfAhd0k.esm.js.map +1 -0
  18. package/dist/chunks/EXT_texture_avif-DZwUnu-Q.esm.min.js +2 -0
  19. package/dist/chunks/EXT_texture_avif-DZwUnu-Q.esm.min.js.map +1 -0
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  30. package/dist/chunks/KHR_animation_pointer-CEl0j147.esm.js +343 -0
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  42. package/dist/chunks/KHR_lights_punctual-C-Z_EBCh.esm.min.js +2 -0
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  74. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-B2JD91j_.esm.min.js +2 -0
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  78. package/dist/chunks/KHR_materials_sheen-C6yyaBK_.esm.min.js +2 -0
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  82. package/dist/chunks/KHR_materials_specular-C39zFYoJ.esm.min.js +2 -0
  83. package/dist/chunks/KHR_materials_specular-C39zFYoJ.esm.min.js.map +1 -0
  84. package/dist/chunks/KHR_materials_specular-D8eHI5SD.esm.js +75 -0
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  86. package/dist/chunks/KHR_materials_transmission-BKBEK-Pr.esm.min.js +2 -0
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  90. package/dist/chunks/KHR_materials_unlit-BlH7nnlb.esm.js +74 -0
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  98. package/dist/chunks/KHR_materials_volume-DfgYbLDf.esm.min.js +2 -0
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  100. package/dist/chunks/KHR_materials_volume-Dha6NaMB.esm.js +87 -0
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  102. package/dist/chunks/KHR_mesh_quantization-CkgFZADd.esm.min.js +2 -0
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  106. package/dist/chunks/KHR_node_visibility-BVqrUzew.esm.js +46 -0
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  110. package/dist/chunks/KHR_texture_basisu-C6wS0ywQ.esm.js +43 -0
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  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 +1,214 @@
1
+ import { i as ShaderStore } from './index-ft-NqTCE.esm.js';
2
+ import './harmonicsFunctions-BryBP7jB.esm.js';
3
+ import './vertexColorMixing-B-uQHNRm.esm.js';
4
+ import './mainUVVaryingDeclaration-BP9Oh5Cu.esm.js';
5
+ import './helperFunctions-D3PjirGO.esm.js';
6
+ import './bakedVertexAnimation-CC0DpkaK.esm.js';
7
+ import './logDepthVertex-DiLmNz-k.esm.js';
8
+ import './logDepthDeclaration-uuaJZU_f.esm.js';
9
+ import './meshUboDeclaration-BWZH2NAD.esm.js';
10
+
11
+ // Do not edit.
12
+ const name = "pbrVertexShader";
13
+ const shader = `#include<pbrUboDeclaration>
14
+ #define CUSTOM_VERTEX_BEGIN
15
+ attribute position: vec3f;
16
+ #ifdef NORMAL
17
+ attribute normal: vec3f;
18
+ #endif
19
+ #ifdef TANGENT
20
+ attribute tangent: vec4f;
21
+ #endif
22
+ #ifdef UV1
23
+ attribute uv: vec2f;
24
+ #endif
25
+ #include<uvAttributeDeclaration>[2..7]
26
+ #include<mainUVVaryingDeclaration>[1..7]
27
+ #ifdef VERTEXCOLOR
28
+ attribute color: vec4f;
29
+ #endif
30
+ #include<helperFunctions>
31
+ #include<bonesDeclaration>
32
+ #include<bakedVertexAnimationDeclaration>
33
+ #include<instancesDeclaration>
34
+ #include<prePassVertexDeclaration>
35
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
36
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
37
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
38
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
39
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
40
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
41
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
42
+ #include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
43
+ #include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
44
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
45
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
46
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
47
+ #ifdef CLEARCOAT
48
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
49
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
50
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
51
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
52
+ #endif
53
+ #ifdef IRIDESCENCE
54
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
55
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
56
+ #endif
57
+ #ifdef SHEEN
58
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
59
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
60
+ #endif
61
+ #ifdef ANISOTROPIC
62
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
63
+ #endif
64
+ #ifdef SUBSURFACE
65
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
66
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
67
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
68
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)
69
+ #endif
70
+ varying vPositionW: vec3f;
71
+ #if DEBUGMODE>0
72
+ varying vClipSpacePosition: vec4f;
73
+ #endif
74
+ #ifdef NORMAL
75
+ varying vNormalW: vec3f;
76
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
77
+ varying vEnvironmentIrradiance: vec3f;
78
+ #include<harmonicsFunctions>
79
+ #endif
80
+ #endif
81
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
82
+ varying vColor: vec4f;
83
+ #endif
84
+ #include<bumpVertexDeclaration>
85
+ #include<clipPlaneVertexDeclaration>
86
+ #include<fogVertexDeclaration>
87
+ #include<lightVxUboDeclaration>[0..maxSimultaneousLights]
88
+ #include<morphTargetsVertexGlobalDeclaration>
89
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
90
+ #ifdef REFLECTIONMAP_SKYBOX
91
+ varying vPositionUVW: vec3f;
92
+ #endif
93
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
94
+ varying vDirectionW: vec3f;
95
+ #endif
96
+ #include<logDepthDeclaration>
97
+ #define CUSTOM_VERTEX_DEFINITIONS
98
+ @vertex
99
+ fn main(input : VertexInputs)->FragmentInputs {
100
+ #define CUSTOM_VERTEX_MAIN_BEGIN
101
+ var positionUpdated: vec3f=vertexInputs.position;
102
+ #ifdef NORMAL
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+ var normalUpdated: vec3f=vertexInputs.normal;
104
+ #endif
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+ #ifdef TANGENT
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+ var tangentUpdated: vec4f=vertexInputs.tangent;
107
+ #endif
108
+ #ifdef UV1
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+ var uvUpdated: vec2f=vertexInputs.uv;
110
+ #endif
111
+ #include<morphTargetsVertexGlobal>
112
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
113
+ #ifdef REFLECTIONMAP_SKYBOX
114
+ vertexOutputs.vPositionUVW=positionUpdated;
115
+ #endif
116
+ #define CUSTOM_VERTEX_UPDATE_POSITION
117
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
118
+ #include<instancesVertex>
119
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
120
+ vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
121
+ #endif
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+ #include<bonesVertex>
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+ #include<bakedVertexAnimation>
124
+ var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;
125
+ #ifdef PREPASS
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+ #include<prePassVertex>
127
+ #endif
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+ #ifdef NORMAL
129
+ var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
130
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
131
+ 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);
132
+ #else
133
+ #ifdef NONUNIFORMSCALING
134
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
135
+ #endif
136
+ vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
137
+ #endif
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+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
139
+ var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;
140
+ #ifdef REFLECTIONMAP_OPPOSITEZ
141
+ reflectionVector.z*=-1.0;
142
+ #endif
143
+ vertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
144
+ #endif
145
+ #endif
146
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
147
+ #ifdef MULTIVIEW
148
+ if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
149
+ #else
150
+ vertexOutputs.position=scene.viewProjection*worldPos;
151
+ #endif
152
+ #if DEBUGMODE>0
153
+ vertexOutputs.vClipSpacePosition=vertexOutputs.position;
154
+ #endif
155
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
156
+ vertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);
157
+ #endif
158
+ #ifndef UV1
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+ var uvUpdated: vec2f= vec2f(0.,0.);
160
+ #endif
161
+ #ifdef MAINUV1
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+ vertexOutputs.vMainUV1=uvUpdated;
163
+ #endif
164
+ #include<uvVariableDeclaration>[2..7]
165
+ #include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
166
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
167
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
168
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
169
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
170
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
171
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
172
+ #include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
173
+ #include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
174
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
175
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
176
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
177
+ #ifdef CLEARCOAT
178
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
179
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
180
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
181
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
182
+ #endif
183
+ #ifdef IRIDESCENCE
184
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
185
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
186
+ #endif
187
+ #ifdef SHEEN
188
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
189
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)
190
+ #endif
191
+ #ifdef ANISOTROPIC
192
+ #include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
193
+ #endif
194
+ #ifdef SUBSURFACE
195
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
196
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
197
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
198
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)
199
+ #endif
200
+ #include<bumpVertex>
201
+ #include<clipPlaneVertex>
202
+ #include<fogVertex>
203
+ #include<shadowsVertex>[0..maxSimultaneousLights]
204
+ #include<vertexColorMixing>
205
+ #include<logDepthVertex>
206
+ #define CUSTOM_VERTEX_MAIN_END
207
+ }`;
208
+ // Sideeffect
209
+ ShaderStore.ShadersStoreWGSL[name] = shader;
210
+ /** @internal */
211
+ const pbrVertexShaderWGSL = { name, shader };
212
+
213
+ export { pbrVertexShaderWGSL };
214
+ //# sourceMappingURL=pbr.vertex-CxEuPOXA.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbr.vertex-CxEuPOXA.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//# 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@@ -0,0 +1,2 @@
1
+ import{i as e}from"./index-BJLUfgJX.esm.min.js";import"./harmonicsFunctions-CKGE8BeQ.esm.min.js";import"./vertexColorMixing-CQAc7_ro.esm.min.js";import"./mainUVVaryingDeclaration-z3TYsjH4.esm.min.js";import"./helperFunctions-BCdxmjWw.esm.min.js";import"./bakedVertexAnimation-CFdpJmq_.esm.min.js";import"./logDepthVertex-Dpw-9K14.esm.min.js";import"./logDepthDeclaration-BMa31LAb.esm.min.js";import"./meshUboDeclaration-GE0scsI9.esm.min.js";const n="pbrVertexShader",E="#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}";e.ShadersStoreWGSL[n]=E;const i={name:n,shader:E};export{i as pbrVertexShaderWGSL};
2
+ //# sourceMappingURL=pbr.vertex-DkGFY3yL.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbr.vertex-DkGFY3yL.esm.min.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":["name","shader","ShaderStore","ShadersStoreWGSL","pbrVertexShaderWGSL"],"mappings":"ybAiCA,MAAMA,EAAO,kBACPC,EAAS,0nVAoMfC,EAAYC,iBAAiBH,GAAQC,EAEzB,MAACG,EAAsB,CAAEJ,OAAMC"}
@@ -0,0 +1,338 @@
1
+ import { i as ShaderStore } from './index-ft-NqTCE.esm.js';
2
+ import './vertexColorMixing-BOFnmWz0.esm.js';
3
+ import './harmonicsFunctions-BFgQNOzG.esm.js';
4
+ import './mainUVVaryingDeclaration-CEXOi0id.esm.js';
5
+ import './helperFunctions-DVaaLHM8.esm.js';
6
+ import './logDepthVertex-C-tEJ4YD.esm.js';
7
+ import './logDepthDeclaration-BkgrzFr-.esm.js';
8
+
9
+ // Do not edit.
10
+ const name$1 = "pbrVertexDeclaration";
11
+ const shader$1 = `uniform mat4 view;uniform mat4 viewProjection;
12
+ #ifdef MULTIVIEW
13
+ mat4 viewProjectionR;
14
+ #endif
15
+ #ifdef ALBEDO
16
+ uniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;
17
+ #endif
18
+ #ifdef AMBIENT
19
+ uniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;
20
+ #endif
21
+ #ifdef OPACITY
22
+ uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
23
+ #endif
24
+ #ifdef EMISSIVE
25
+ uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
26
+ #endif
27
+ #ifdef LIGHTMAP
28
+ uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
29
+ #endif
30
+ #ifdef REFLECTIVITY
31
+ uniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;
32
+ #endif
33
+ #ifdef METALLIC_REFLECTANCE
34
+ uniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;
35
+ #endif
36
+ #ifdef REFLECTANCE
37
+ uniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;
38
+ #endif
39
+ #ifdef MICROSURFACEMAP
40
+ uniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;
41
+ #endif
42
+ #ifdef BUMP
43
+ uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
44
+ #endif
45
+ #ifdef POINTSIZE
46
+ uniform float pointSize;
47
+ #endif
48
+ #ifdef REFLECTION
49
+ uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;
50
+ #endif
51
+ #ifdef CLEARCOAT
52
+ #if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)
53
+ uniform vec4 vClearCoatInfos;
54
+ #endif
55
+ #ifdef CLEARCOAT_TEXTURE
56
+ uniform mat4 clearCoatMatrix;
57
+ #endif
58
+ #ifdef CLEARCOAT_TEXTURE_ROUGHNESS
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+ uniform mat4 clearCoatRoughnessMatrix;
60
+ #endif
61
+ #ifdef CLEARCOAT_BUMP
62
+ uniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;
63
+ #endif
64
+ #ifdef CLEARCOAT_TINT_TEXTURE
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+ uniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;
66
+ #endif
67
+ #endif
68
+ #ifdef IRIDESCENCE
69
+ #if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)
70
+ uniform vec4 vIridescenceInfos;
71
+ #endif
72
+ #ifdef IRIDESCENCE_TEXTURE
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+ uniform mat4 iridescenceMatrix;
74
+ #endif
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+ #ifdef IRIDESCENCE_THICKNESS_TEXTURE
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+ uniform mat4 iridescenceThicknessMatrix;
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+ #endif
78
+ #endif
79
+ #ifdef ANISOTROPIC
80
+ #ifdef ANISOTROPIC_TEXTURE
81
+ uniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;
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+ #endif
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+ #endif
84
+ #ifdef SHEEN
85
+ #if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)
86
+ uniform vec4 vSheenInfos;
87
+ #endif
88
+ #ifdef SHEEN_TEXTURE
89
+ uniform mat4 sheenMatrix;
90
+ #endif
91
+ #ifdef SHEEN_TEXTURE_ROUGHNESS
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+ uniform mat4 sheenRoughnessMatrix;
93
+ #endif
94
+ #endif
95
+ #ifdef SUBSURFACE
96
+ #ifdef SS_REFRACTION
97
+ uniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;
98
+ #endif
99
+ #ifdef SS_THICKNESSANDMASK_TEXTURE
100
+ uniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;
101
+ #endif
102
+ #ifdef SS_REFRACTIONINTENSITY_TEXTURE
103
+ uniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;
104
+ #endif
105
+ #ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE
106
+ uniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;
107
+ #endif
108
+ #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE
109
+ uniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;
110
+ #endif
111
+ #endif
112
+ #ifdef NORMAL
113
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
114
+ #ifdef USESPHERICALFROMREFLECTIONMAP
115
+ #ifdef SPHERICAL_HARMONICS
116
+ uniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;
117
+ #else
118
+ uniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;
119
+ #endif
120
+ #endif
121
+ #endif
122
+ #endif
123
+ #ifdef DETAIL
124
+ uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
125
+ #endif
126
+ #include<decalVertexDeclaration>
127
+ #define ADDITIONAL_VERTEX_DECLARATION
128
+ `;
129
+ // Sideeffect
130
+ ShaderStore.IncludesShadersStore[name$1] = shader$1;
131
+
132
+ // Do not edit.
133
+ const name = "pbrVertexShader";
134
+ const shader = `precision highp float;
135
+ #include<__decl__pbrVertex>
136
+ #define CUSTOM_VERTEX_BEGIN
137
+ attribute vec3 position;
138
+ #ifdef NORMAL
139
+ attribute vec3 normal;
140
+ #endif
141
+ #ifdef TANGENT
142
+ attribute vec4 tangent;
143
+ #endif
144
+ #ifdef UV1
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+ attribute vec2 uv;
146
+ #endif
147
+ #include<uvAttributeDeclaration>[2..7]
148
+ #include<mainUVVaryingDeclaration>[1..7]
149
+ #ifdef VERTEXCOLOR
150
+ attribute vec4 color;
151
+ #endif
152
+ #include<helperFunctions>
153
+ #include<bonesDeclaration>
154
+ #include<bakedVertexAnimationDeclaration>
155
+ #include<instancesDeclaration>
156
+ #include<prePassVertexDeclaration>
157
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
158
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
159
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
160
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
161
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
162
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
163
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
164
+ #include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
165
+ #include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
166
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
167
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
168
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
169
+ #ifdef CLEARCOAT
170
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
171
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
172
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
173
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
174
+ #endif
175
+ #ifdef IRIDESCENCE
176
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
177
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
178
+ #endif
179
+ #ifdef SHEEN
180
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
181
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
182
+ #endif
183
+ #ifdef ANISOTROPIC
184
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
185
+ #endif
186
+ #ifdef SUBSURFACE
187
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
188
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
189
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
190
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)
191
+ #endif
192
+ varying vec3 vPositionW;
193
+ #if DEBUGMODE>0
194
+ varying vec4 vClipSpacePosition;
195
+ #endif
196
+ #ifdef NORMAL
197
+ varying vec3 vNormalW;
198
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
199
+ varying vec3 vEnvironmentIrradiance;
200
+ #include<harmonicsFunctions>
201
+ #endif
202
+ #endif
203
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
204
+ varying vec4 vColor;
205
+ #endif
206
+ #include<bumpVertexDeclaration>
207
+ #include<clipPlaneVertexDeclaration>
208
+ #include<fogVertexDeclaration>
209
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
210
+ #include<morphTargetsVertexGlobalDeclaration>
211
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
212
+ #ifdef REFLECTIONMAP_SKYBOX
213
+ varying vec3 vPositionUVW;
214
+ #endif
215
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
216
+ varying vec3 vDirectionW;
217
+ #endif
218
+ #include<logDepthDeclaration>
219
+ #define CUSTOM_VERTEX_DEFINITIONS
220
+ void main(void) {
221
+ #define CUSTOM_VERTEX_MAIN_BEGIN
222
+ vec3 positionUpdated=position;
223
+ #ifdef NORMAL
224
+ vec3 normalUpdated=normal;
225
+ #endif
226
+ #ifdef TANGENT
227
+ vec4 tangentUpdated=tangent;
228
+ #endif
229
+ #ifdef UV1
230
+ vec2 uvUpdated=uv;
231
+ #endif
232
+ #include<morphTargetsVertexGlobal>
233
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
234
+ #ifdef REFLECTIONMAP_SKYBOX
235
+ vPositionUVW=positionUpdated;
236
+ #endif
237
+ #define CUSTOM_VERTEX_UPDATE_POSITION
238
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
239
+ #include<instancesVertex>
240
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
241
+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
242
+ #endif
243
+ #include<bonesVertex>
244
+ #include<bakedVertexAnimation>
245
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);
246
+ #ifdef PREPASS
247
+ #include<prePassVertex>
248
+ #endif
249
+ #ifdef NORMAL
250
+ mat3 normalWorld=mat3(finalWorld);
251
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
252
+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
253
+ #else
254
+ #ifdef NONUNIFORMSCALING
255
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
256
+ #endif
257
+ vNormalW=normalize(normalWorld*normalUpdated);
258
+ #endif
259
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
260
+ vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
261
+ #ifdef REFLECTIONMAP_OPPOSITEZ
262
+ reflectionVector.z*=-1.0;
263
+ #endif
264
+ vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
265
+ #endif
266
+ #endif
267
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
268
+ #ifdef MULTIVIEW
269
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
270
+ #else
271
+ gl_Position=viewProjection*worldPos;
272
+ #endif
273
+ #if DEBUGMODE>0
274
+ vClipSpacePosition=gl_Position;
275
+ #endif
276
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
277
+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
278
+ #endif
279
+ #ifndef UV1
280
+ vec2 uvUpdated=vec2(0.,0.);
281
+ #endif
282
+ #ifdef MAINUV1
283
+ vMainUV1=uvUpdated;
284
+ #endif
285
+ #include<uvVariableDeclaration>[2..7]
286
+ #include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
287
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
288
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
289
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
290
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
291
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
292
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
293
+ #include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
294
+ #include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
295
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
296
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
297
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
298
+ #ifdef CLEARCOAT
299
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
300
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
301
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
302
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
303
+ #endif
304
+ #ifdef IRIDESCENCE
305
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
306
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
307
+ #endif
308
+ #ifdef SHEEN
309
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
310
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)
311
+ #endif
312
+ #ifdef ANISOTROPIC
313
+ #include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
314
+ #endif
315
+ #ifdef SUBSURFACE
316
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
317
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
318
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
319
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)
320
+ #endif
321
+ #include<bumpVertex>
322
+ #include<clipPlaneVertex>
323
+ #include<fogVertex>
324
+ #include<shadowsVertex>[0..maxSimultaneousLights]
325
+ #include<vertexColorMixing>
326
+ #if defined(POINTSIZE) && !defined(WEBGPU)
327
+ gl_PointSize=pointSize;
328
+ #endif
329
+ #include<logDepthVertex>
330
+ #define CUSTOM_VERTEX_MAIN_END
331
+ }`;
332
+ // Sideeffect
333
+ ShaderStore.ShadersStore[name] = shader;
334
+ /** @internal */
335
+ const pbrVertexShader = { name, shader };
336
+
337
+ export { pbrVertexShader };
338
+ //# sourceMappingURL=pbr.vertex-OluCj4rQ.esm.js.map