@babylonjs/viewer 7.39.1-alpha → 7.39.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/configuration/configuration.d.ts +107 -0
- package/configuration/configuration.js +16 -0
- package/configuration/configuration.js.map +1 -0
- package/configuration/configurationCompatibility.d.ts +8 -0
- package/configuration/configurationCompatibility.js +66 -0
- package/configuration/configurationCompatibility.js.map +1 -0
- package/configuration/configurationContainer.d.ts +10 -0
- package/configuration/configurationContainer.js +10 -0
- package/configuration/configurationContainer.js.map +1 -0
- package/configuration/globals.d.ts +6 -0
- package/configuration/globals.js +18 -0
- package/configuration/globals.js.map +1 -0
- package/configuration/index.d.ts +2 -0
- package/configuration/index.js +4 -0
- package/configuration/index.js.map +1 -0
- package/configuration/interfaces/cameraConfiguration.d.ts +31 -0
- package/configuration/interfaces/cameraConfiguration.js +2 -0
- package/configuration/interfaces/cameraConfiguration.js.map +1 -0
- package/configuration/interfaces/colorGradingConfiguration.d.ts +81 -0
- package/configuration/interfaces/colorGradingConfiguration.js +2 -0
- package/configuration/interfaces/colorGradingConfiguration.js.map +1 -0
- package/configuration/interfaces/defaultRenderingPipelineConfiguration.d.ts +20 -0
- package/configuration/interfaces/defaultRenderingPipelineConfiguration.js +2 -0
- package/configuration/interfaces/defaultRenderingPipelineConfiguration.js.map +1 -0
- package/configuration/interfaces/environmentMapConfiguration.d.ts +22 -0
- package/configuration/interfaces/environmentMapConfiguration.js +2 -0
- package/configuration/interfaces/environmentMapConfiguration.js.map +1 -0
- package/configuration/interfaces/groundConfiguration.d.ts +24 -0
- package/configuration/interfaces/groundConfiguration.js +2 -0
- package/configuration/interfaces/groundConfiguration.js.map +1 -0
- package/configuration/interfaces/imageProcessingConfiguration.d.ts +45 -0
- package/configuration/interfaces/imageProcessingConfiguration.js +2 -0
- package/configuration/interfaces/imageProcessingConfiguration.js.map +1 -0
- package/configuration/interfaces/index.d.ts +15 -0
- package/configuration/interfaces/index.js +16 -0
- package/configuration/interfaces/index.js.map +1 -0
- package/configuration/interfaces/lightConfiguration.d.ts +60 -0
- package/configuration/interfaces/lightConfiguration.js +2 -0
- package/configuration/interfaces/lightConfiguration.js.map +1 -0
- package/configuration/interfaces/modelAnimationConfiguration.d.ts +26 -0
- package/configuration/interfaces/modelAnimationConfiguration.js +2 -0
- package/configuration/interfaces/modelAnimationConfiguration.js.map +1 -0
- package/configuration/interfaces/modelConfiguration.d.ts +65 -0
- package/configuration/interfaces/modelConfiguration.js +2 -0
- package/configuration/interfaces/modelConfiguration.js.map +1 -0
- package/configuration/interfaces/observersConfiguration.d.ts +5 -0
- package/configuration/interfaces/observersConfiguration.js +2 -0
- package/configuration/interfaces/observersConfiguration.js.map +1 -0
- package/configuration/interfaces/sceneConfiguration.d.ts +48 -0
- package/configuration/interfaces/sceneConfiguration.js +2 -0
- package/configuration/interfaces/sceneConfiguration.js.map +1 -0
- package/configuration/interfaces/sceneOptimizerConfiguration.d.ts +23 -0
- package/configuration/interfaces/sceneOptimizerConfiguration.js +2 -0
- package/configuration/interfaces/sceneOptimizerConfiguration.js.map +1 -0
- package/configuration/interfaces/skyboxConfiguration.d.ts +21 -0
- package/configuration/interfaces/skyboxConfiguration.js +2 -0
- package/configuration/interfaces/skyboxConfiguration.js.map +1 -0
- package/configuration/interfaces/templateConfiguration.d.ts +67 -0
- package/configuration/interfaces/templateConfiguration.js +2 -0
- package/configuration/interfaces/templateConfiguration.js.map +1 -0
- package/configuration/interfaces/vrConfiguration.d.ts +16 -0
- package/configuration/interfaces/vrConfiguration.js +2 -0
- package/configuration/interfaces/vrConfiguration.js.map +1 -0
- package/configuration/loader.d.ts +4 -0
- package/configuration/loader.js +17 -0
- package/configuration/loader.js.map +1 -0
- package/configuration/mappers.d.ts +43 -0
- package/configuration/mappers.js +193 -0
- package/configuration/mappers.js.map +1 -0
- package/configuration/renderOnlyLoader.d.ts +33 -0
- package/configuration/renderOnlyLoader.js +162 -0
- package/configuration/renderOnlyLoader.js.map +1 -0
- package/configuration/types/default.d.ts +6 -0
- package/configuration/types/default.js +121 -0
- package/configuration/types/default.js.map +1 -0
- package/configuration/types/environmentMap.d.ts +5 -0
- package/configuration/types/environmentMap.js +14 -0
- package/configuration/types/environmentMap.js.map +1 -0
- package/configuration/types/extended.d.ts +6 -0
- package/configuration/types/extended.js +317 -0
- package/configuration/types/extended.js.map +1 -0
- package/configuration/types/index.d.ts +14 -0
- package/configuration/types/index.js +51 -0
- package/configuration/types/index.js.map +1 -0
- package/configuration/types/minimal.d.ts +6 -0
- package/configuration/types/minimal.js +43 -0
- package/configuration/types/minimal.js.map +1 -0
- package/configuration/types/renderOnlyDefault.d.ts +30 -0
- package/configuration/types/renderOnlyDefault.js +31 -0
- package/configuration/types/renderOnlyDefault.js.map +1 -0
- package/configuration/types/shadowLight.d.ts +9 -0
- package/configuration/types/shadowLight.js +64 -0
- package/configuration/types/shadowLight.js.map +1 -0
- package/helper/index.d.ts +29 -0
- package/helper/index.js +66 -0
- package/helper/index.js.map +1 -0
- package/index.d.ts +30 -0
- package/index.js +46 -0
- package/index.js.map +1 -0
- package/initializer.d.ts +11 -0
- package/initializer.js +35 -0
- package/initializer.js.map +1 -0
- package/interfaces.d.ts +5 -0
- package/interfaces.js +7 -0
- package/interfaces.js.map +1 -0
- package/labs/environmentSerializer.d.ts +126 -0
- package/labs/environmentSerializer.js +191 -0
- package/labs/environmentSerializer.js.map +1 -0
- package/labs/texture.d.ts +183 -0
- package/labs/texture.js +351 -0
- package/labs/texture.js.map +1 -0
- package/labs/viewerLabs.d.ts +51 -0
- package/labs/viewerLabs.js +134 -0
- package/labs/viewerLabs.js.map +1 -0
- package/loader/modelLoader.d.ts +56 -0
- package/loader/modelLoader.js +202 -0
- package/loader/modelLoader.js.map +1 -0
- package/loader/plugins/applyMaterialConfig.d.ts +12 -0
- package/loader/plugins/applyMaterialConfig.js +16 -0
- package/loader/plugins/applyMaterialConfig.js.map +1 -0
- package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +9 -0
- package/loader/plugins/extendedMaterialLoaderPlugin.js +16 -0
- package/loader/plugins/extendedMaterialLoaderPlugin.js.map +1 -0
- package/loader/plugins/index.d.ts +19 -0
- package/loader/plugins/index.js +44 -0
- package/loader/plugins/index.js.map +1 -0
- package/loader/plugins/loaderPlugin.d.ts +24 -0
- package/loader/plugins/loaderPlugin.js +2 -0
- package/loader/plugins/loaderPlugin.js.map +1 -0
- package/loader/plugins/msftLodLoaderPlugin.d.ts +12 -0
- package/loader/plugins/msftLodLoaderPlugin.js +21 -0
- package/loader/plugins/msftLodLoaderPlugin.js.map +1 -0
- package/loader/plugins/telemetryLoaderPlugin.d.ts +12 -0
- package/loader/plugins/telemetryLoaderPlugin.js +36 -0
- package/loader/plugins/telemetryLoaderPlugin.js.map +1 -0
- package/managers/observablesManager.d.ts +66 -0
- package/managers/observablesManager.js +35 -0
- package/managers/observablesManager.js.map +1 -0
- package/managers/sceneManager.d.ts +245 -0
- package/managers/sceneManager.js +1375 -0
- package/managers/sceneManager.js.map +1 -0
- package/managers/telemetryManager.d.ts +78 -0
- package/managers/telemetryManager.js +117 -0
- package/managers/telemetryManager.js.map +1 -0
- package/model/modelAnimation.d.ts +215 -0
- package/model/modelAnimation.js +237 -0
- package/model/modelAnimation.js.map +1 -0
- package/model/viewerModel.d.ts +233 -0
- package/model/viewerModel.js +673 -0
- package/model/viewerModel.js.map +1 -0
- package/optimizer/custom/extended.d.ts +13 -0
- package/optimizer/custom/extended.js +101 -0
- package/optimizer/custom/extended.js.map +1 -0
- package/optimizer/custom/index.d.ts +9 -0
- package/optimizer/custom/index.js +26 -0
- package/optimizer/custom/index.js.map +1 -0
- package/package.json +27 -18
- package/readme.md +21 -145
- package/renderOnlyIndex.d.ts +11 -0
- package/renderOnlyIndex.js +18 -0
- package/renderOnlyIndex.js.map +1 -0
- package/templating/eventManager.d.ts +35 -0
- package/templating/eventManager.js +66 -0
- package/templating/eventManager.js.map +1 -0
- package/templating/plugins/hdButtonPlugin.d.ts +9 -0
- package/templating/plugins/hdButtonPlugin.js +22 -0
- package/templating/plugins/hdButtonPlugin.js.map +1 -0
- package/templating/plugins/printButton.d.ts +9 -0
- package/templating/plugins/printButton.js +41 -0
- package/templating/plugins/printButton.js.map +1 -0
- package/templating/templateManager.d.ts +197 -0
- package/templating/templateManager.js +561 -0
- package/templating/templateManager.js.map +1 -0
- package/templating/viewerTemplatePlugin.d.ts +21 -0
- package/templating/viewerTemplatePlugin.js +69 -0
- package/templating/viewerTemplatePlugin.js.map +1 -0
- package/viewer/defaultViewer.d.ts +130 -0
- package/viewer/defaultViewer.js +672 -0
- package/viewer/defaultViewer.js.map +1 -0
- package/viewer/renderOnlyViewer.d.ts +9 -0
- package/viewer/renderOnlyViewer.js +46 -0
- package/viewer/renderOnlyViewer.js.map +1 -0
- package/viewer/viewer.d.ts +258 -0
- package/viewer/viewer.js +783 -0
- package/viewer/viewer.js.map +1 -0
- package/viewer/viewerManager.d.ts +58 -0
- package/viewer/viewerManager.js +91 -0
- package/viewer/viewerManager.js.map +1 -0
- package/viewer/viewerWithTemplate.d.ts +9 -0
- package/viewer/viewerWithTemplate.js +20 -0
- package/viewer/viewerWithTemplate.js.map +1 -0
- package/assets/photoStudio.env +0 -0
- package/dist/babylon-viewer.esm.js +0 -2
- package/dist/babylon-viewer.esm.js.map +0 -1
- package/dist/babylon-viewer.esm.min.js +0 -2
- package/dist/babylon-viewer.esm.min.js.map +0 -1
- package/dist/chunks/EXT_lights_image_based-CeeoVXhZ.esm.min.js +0 -2
- package/dist/chunks/EXT_lights_image_based-CeeoVXhZ.esm.min.js.map +0 -1
- package/dist/chunks/EXT_lights_image_based-CnNyQl-V.esm.js +0 -171
- package/dist/chunks/EXT_lights_image_based-CnNyQl-V.esm.js.map +0 -1
- package/dist/chunks/EXT_mesh_gpu_instancing-CWDveXqm.esm.js +0 -86
- package/dist/chunks/EXT_mesh_gpu_instancing-CWDveXqm.esm.js.map +0 -1
- package/dist/chunks/EXT_mesh_gpu_instancing-D-C8Uube.esm.min.js +0 -2
- package/dist/chunks/EXT_mesh_gpu_instancing-D-C8Uube.esm.min.js.map +0 -1
- package/dist/chunks/EXT_meshopt_compression-COgxQv2l.esm.min.js +0 -2
- package/dist/chunks/EXT_meshopt_compression-COgxQv2l.esm.min.js.map +0 -1
- package/dist/chunks/EXT_meshopt_compression-DswhT_LU.esm.js +0 -134
- package/dist/chunks/EXT_meshopt_compression-DswhT_LU.esm.js.map +0 -1
- package/dist/chunks/EXT_texture_avif-B2FtDXn6.esm.min.js +0 -2
- package/dist/chunks/EXT_texture_avif-B2FtDXn6.esm.min.js.map +0 -1
- package/dist/chunks/EXT_texture_avif-v_Ygn4Cd.esm.js +0 -44
- package/dist/chunks/EXT_texture_avif-v_Ygn4Cd.esm.js.map +0 -1
- package/dist/chunks/EXT_texture_webp-CllsyDtl.esm.js +0 -43
- package/dist/chunks/EXT_texture_webp-CllsyDtl.esm.js.map +0 -1
- package/dist/chunks/EXT_texture_webp-DXyui4Ux.esm.min.js +0 -2
- package/dist/chunks/EXT_texture_webp-DXyui4Ux.esm.min.js.map +0 -1
- package/dist/chunks/ExtrasAsMetadata-C0cGgjti.esm.js +0 -64
- package/dist/chunks/ExtrasAsMetadata-C0cGgjti.esm.js.map +0 -1
- package/dist/chunks/ExtrasAsMetadata-CK00KSmC.esm.min.js +0 -2
- package/dist/chunks/ExtrasAsMetadata-CK00KSmC.esm.min.js.map +0 -1
- package/dist/chunks/KHR_animation_pointer-BOUYGCEt.esm.min.js +0 -2
- package/dist/chunks/KHR_animation_pointer-BOUYGCEt.esm.min.js.map +0 -1
- package/dist/chunks/KHR_animation_pointer-CSHzwOkg.esm.js +0 -343
- package/dist/chunks/KHR_animation_pointer-CSHzwOkg.esm.js.map +0 -1
- package/dist/chunks/KHR_draco_mesh_compression-BoKWdtM6.esm.js +0 -617
- package/dist/chunks/KHR_draco_mesh_compression-BoKWdtM6.esm.js.map +0 -1
- package/dist/chunks/KHR_draco_mesh_compression-By9VLx6I.esm.min.js +0 -2
- package/dist/chunks/KHR_draco_mesh_compression-By9VLx6I.esm.min.js.map +0 -1
- package/dist/chunks/KHR_interactivity-D0TMLZUs.esm.min.js +0 -2
- package/dist/chunks/KHR_interactivity-D0TMLZUs.esm.min.js.map +0 -1
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- package/dist/chunks/KHR_interactivity-e1LkmRDg.esm.js.map +0 -1
- package/dist/chunks/KHR_lights_punctual-BfqvpYTu.esm.min.js +0 -2
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- package/dist/chunks/KHR_materials_anisotropy-519vs1Qa.esm.js +0 -65
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- package/dist/chunks/KHR_materials_clearcoat-CykZXKvo.esm.js +0 -96
- package/dist/chunks/KHR_materials_clearcoat-CykZXKvo.esm.js.map +0 -1
- package/dist/chunks/KHR_materials_clearcoat-DpezRHed.esm.min.js +0 -2
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- package/dist/chunks/KHR_materials_diffuse_transmission-qPnq5RUM.esm.js +0 -97
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- package/dist/chunks/thinInstanceMesh-BOVe3w2D.esm.js.map +0 -1
- package/dist/chunks/thinInstanceMesh-CnAo79e3.esm.min.js +0 -2
- package/dist/chunks/thinInstanceMesh-CnAo79e3.esm.min.js.map +0 -1
- package/dist/chunks/vertexColorMixing-CWoef9l8.esm.min.js +0 -2
- package/dist/chunks/vertexColorMixing-CWoef9l8.esm.min.js.map +0 -1
- package/dist/chunks/vertexColorMixing-CZil91Ob.esm.js +0 -412
- package/dist/chunks/vertexColorMixing-CZil91Ob.esm.js.map +0 -1
- package/dist/chunks/vertexColorMixing-DvzWt4lH.esm.min.js +0 -2
- package/dist/chunks/vertexColorMixing-DvzWt4lH.esm.min.js.map +0 -1
- package/dist/chunks/vertexColorMixing-c1qEw-yW.esm.js +0 -522
- package/dist/chunks/vertexColorMixing-c1qEw-yW.esm.js.map +0 -1
- package/dist/chunks/webgpuEngine-Bl72TV_c.esm.min.js +0 -2
- package/dist/chunks/webgpuEngine-Bl72TV_c.esm.min.js.map +0 -1
- package/dist/chunks/webgpuEngine-DM-fTtzW.esm.js +0 -11533
- package/dist/chunks/webgpuEngine-DM-fTtzW.esm.js.map +0 -1
- package/dist/chunks/workerPool-BUOov2K1.esm.js +0 -122
- package/dist/chunks/workerPool-BUOov2K1.esm.js.map +0 -1
- package/dist/chunks/workerPool-BWHiDmEZ.esm.min.js +0 -2
- package/dist/chunks/workerPool-BWHiDmEZ.esm.min.js.map +0 -1
- package/docs/ViewerDefault.jpg +0 -0
- package/docs/ViewerParts.jpg +0 -0
- package/docs/ViewerSlots.jpg +0 -0
- package/docs/ViewerStyled.jpg +0 -0
- package/lib/index.d.ts +0 -568
- package/lib/index.js +0 -2067
- package/lib/index.js.map +0 -1
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import { i as ShaderStore } from './index-Ds9CkOUn.esm.js';
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const name$g = "uvAttributeDeclaration";
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const shader$g = `#ifdef UV{X}
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attribute uv{X}: vec2f;
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name$g] = shader$g;
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// Do not edit.
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const name$f = "bonesDeclaration";
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const shader$f = `#if NUM_BONE_INFLUENCERS>0
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attribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;
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#if NUM_BONE_INFLUENCERS>4
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attribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;
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#endif
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#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
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#ifdef BONETEXTURE
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var boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;
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#else
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uniform mBones : array<mat4x4,BonesPerMesh>;
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#ifdef BONES_VELOCITY_ENABLED
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uniform mPreviousBones : array<mat4x4,BonesPerMesh>;
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#endif
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#endif
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#ifdef BONETEXTURE
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fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>
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{let offset=i32(index) *4;
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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);}
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#endif
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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$f] = shader$f;
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const name$e = "prePassVertexDeclaration";
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const shader$e = `#ifdef PREPASS
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#ifdef PREPASS_LOCAL_POSITION
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varying vPosition : vec3f;
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#endif
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#ifdef PREPASS_DEPTH
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varying vViewPos: vec3f;
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#endif
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#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
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uniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
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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$e] = shader$e;
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// Do not edit.
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const name$d = "samplerVertexDeclaration";
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const shader$d = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
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varying v_VARYINGNAME_UV: vec2f;
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name$d] = shader$d;
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// Do not edit.
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const name$c = "bumpVertexDeclaration";
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const shader$c = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
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#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;
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const name$b = "lightVxUboDeclaration";
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const shader$b = `#ifdef LIGHT{X}
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struct Light{X}
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{vLightData: vec4f,
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vLightDiffuse: vec4f,
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vLightSpecular: vec4f,
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#ifdef SPOTLIGHT{X}
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vLightDirection: vec4f,
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vLightFalloff: vec4f,
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#elif defined(POINTLIGHT{X})
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vLightFalloff: vec4f,
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#elif defined(HEMILIGHT{X})
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vLightGround: vec3f,
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#endif
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shadowsInfo: vec4f,
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depthValues: vec2f} ;var<uniform> light{X} : Light{X};
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#ifdef SHADOW{X}
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#ifdef SHADOWCSM{X}
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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;
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#elif defined(SHADOWCUBE{X})
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#else
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varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
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#endif
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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$b] = shader$b;
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const name$a = "morphTargetsVertexGlobalDeclaration";
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const shader$a = `#ifdef MORPHTARGETS
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uniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;
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#ifdef MORPHTARGETS_TEXTURE
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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>
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{
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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;}
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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$a] = shader$a;
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const name$9 = "morphTargetsVertexDeclaration";
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const shader$9 = `#ifdef MORPHTARGETS
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#ifndef MORPHTARGETS_TEXTURE
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attribute position{X} : vec3<f32>;
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#ifdef MORPHTARGETS_NORMAL
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attribute normal{X} : vec3<f32>;
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#endif
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#ifdef MORPHTARGETS_TANGENT
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attribute tangent{X} : vec3<f32>;
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#endif
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#ifdef MORPHTARGETS_UV
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attribute uv_{X} : vec2<f32>;
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#endif
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#elif {X}==0
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uniform morphTargetCount: i32;
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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$9] = shader$9;
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const name$8 = "morphTargetsVertexGlobal";
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const shader$8 = `#ifdef MORPHTARGETS
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#ifdef MORPHTARGETS_TEXTURE
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var vertexID : f32;
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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$8] = shader$8;
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// Do not edit.
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const name$7 = "morphTargetsVertex";
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const shader$7 = `#ifdef MORPHTARGETS
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#ifdef MORPHTARGETS_TEXTURE
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#if {X}==0
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for (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}
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vertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
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#ifdef MORPHTARGETS_NORMAL
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normalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
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#endif
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#ifdef MORPHTARGETS_UV
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uvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
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#endif
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#ifdef MORPHTARGETS_TANGENT
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tangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);
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#endif
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}
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#endif
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#else
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positionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];
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#ifdef MORPHTARGETS_NORMAL
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normalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];
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#endif
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#ifdef MORPHTARGETS_TANGENT
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tangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);
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#endif
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#ifdef MORPHTARGETS_UV
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uvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];
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#endif
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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$7] = shader$7;
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// Do not edit.
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const name$6 = "bonesVertex";
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const shader$6 = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
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#if NUM_BONE_INFLUENCERS>0
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var influence : mat4x4<f32>;
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#ifdef BONETEXTURE
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influence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];
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#if NUM_BONE_INFLUENCERS>1
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influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];
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#endif
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#if NUM_BONE_INFLUENCERS>2
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influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];
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#endif
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#if NUM_BONE_INFLUENCERS>3
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influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];
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#endif
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#if NUM_BONE_INFLUENCERS>4
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influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];
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#endif
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#if NUM_BONE_INFLUENCERS>5
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influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];
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#endif
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#if NUM_BONE_INFLUENCERS>6
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influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];
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#endif
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#if NUM_BONE_INFLUENCERS>7
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influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];
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#endif
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#else
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influence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
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#if NUM_BONE_INFLUENCERS>1
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influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
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#endif
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#if NUM_BONE_INFLUENCERS>2
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influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
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#endif
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#if NUM_BONE_INFLUENCERS>3
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influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
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#endif
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#if NUM_BONE_INFLUENCERS>4
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influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
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#endif
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#if NUM_BONE_INFLUENCERS>5
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influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
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#endif
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#if NUM_BONE_INFLUENCERS>6
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influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
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#endif
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#if NUM_BONE_INFLUENCERS>7
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influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
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#endif
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#endif
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finalWorld=finalWorld*influence;
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#endif
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242
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#endif
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243
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`;
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// Sideeffect
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245
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-
ShaderStore.IncludesShadersStoreWGSL[name$6] = shader$6;
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// Do not edit.
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248
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const name$5 = "prePassVertex";
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249
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const shader$5 = `#ifdef PREPASS_DEPTH
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250
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vertexOutputs.vViewPos=(scene.view*worldPos).rgb;
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#endif
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#ifdef PREPASS_LOCAL_POSITION
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vertexOutputs.vPosition=positionUpdated.xyz;
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#endif
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#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
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256
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vertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;
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257
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#if NUM_BONE_INFLUENCERS>0
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258
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var previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];
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259
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#if NUM_BONE_INFLUENCERS>1
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260
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previousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];
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#endif
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262
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#if NUM_BONE_INFLUENCERS>2
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previousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];
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264
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#endif
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265
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#if NUM_BONE_INFLUENCERS>3
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266
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previousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];
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267
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#endif
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268
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#if NUM_BONE_INFLUENCERS>4
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269
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previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
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270
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#endif
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271
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#if NUM_BONE_INFLUENCERS>5
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272
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previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
|
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273
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#endif
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274
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#if NUM_BONE_INFLUENCERS>6
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275
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previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
|
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276
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-
#endif
|
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277
|
-
#if NUM_BONE_INFLUENCERS>7
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previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
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279
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#endif
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280
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vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);
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281
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#else
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282
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vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
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283
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-
#endif
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284
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-
#endif
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285
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-
`;
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286
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// Sideeffect
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287
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-
ShaderStore.IncludesShadersStoreWGSL[name$5] = shader$5;
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288
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-
|
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289
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// Do not edit.
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290
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-
const name$4 = "uvVariableDeclaration";
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291
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const shader$4 = `#ifdef MAINUV{X}
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292
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#if !defined(UV{X})
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var uv{X}: vec2f=vec2f(0.,0.);
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#else
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var uv{X}: vec2f=vertexInputs.uv{X};
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-
#endif
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297
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-
vertexOutputs.vMainUV{X}=uv{X};
|
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298
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-
#endif
|
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299
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-
`;
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300
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-
// Sideeffect
|
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301
|
-
ShaderStore.IncludesShadersStoreWGSL[name$4] = shader$4;
|
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302
|
-
|
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303
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-
// Do not edit.
|
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304
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-
const name$3 = "samplerVertexImplementation";
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305
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-
const shader$3 = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
|
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306
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-
if (uniforms.v_INFONAME_==0.)
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307
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-
{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}
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308
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-
#ifdef UV2
|
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309
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-
else if (uniforms.v_INFONAME_==1.)
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310
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-
{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}
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311
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-
#endif
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312
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-
#ifdef UV3
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313
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-
else if (uniforms.v_INFONAME_==2.)
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314
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-
{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}
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315
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-
#endif
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316
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-
#ifdef UV4
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317
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-
else if (uniforms.v_INFONAME_==3.)
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318
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-
{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}
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319
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-
#endif
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320
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-
#ifdef UV5
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321
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-
else if (uniforms.v_INFONAME_==4.)
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322
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-
{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}
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323
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-
#endif
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324
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-
#ifdef UV6
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325
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-
else if (uniforms.v_INFONAME_==5.)
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326
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-
{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}
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327
|
-
#endif
|
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328
|
-
#endif
|
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329
|
-
`;
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330
|
-
// Sideeffect
|
|
331
|
-
ShaderStore.IncludesShadersStoreWGSL[name$3] = shader$3;
|
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332
|
-
|
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333
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-
// Do not edit.
|
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334
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-
const name$2 = "bumpVertex";
|
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335
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-
const shader$2 = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
|
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336
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-
#if defined(TANGENT) && defined(NORMAL)
|
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337
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-
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];
|
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338
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-
#endif
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339
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-
#endif
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340
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-
`;
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341
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-
// Sideeffect
|
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342
|
-
ShaderStore.IncludesShadersStoreWGSL[name$2] = shader$2;
|
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343
|
-
|
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344
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-
// Do not edit.
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345
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-
const name$1 = "shadowsVertex";
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346
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-
const shader$1 = `#ifdef SHADOWS
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347
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#if defined(SHADOWCSM{X})
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348
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-
vertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;
|
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349
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-
#if SHADOWCSMNUM_CASCADES{X}>0
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350
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-
vertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;
|
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351
|
-
#ifdef USE_REVERSE_DEPTHBUFFER
|
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352
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-
vertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
|
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353
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-
#else
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354
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-
vertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
|
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355
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-
#endif
|
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356
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-
#endif
|
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357
|
-
#if SHADOWCSMNUM_CASCADES{X}>1
|
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358
|
-
vertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;
|
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359
|
-
#ifdef USE_REVERSE_DEPTHBUFFER
|
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360
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-
vertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
|
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361
|
-
#else
|
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362
|
-
vertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
|
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363
|
-
#endif
|
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364
|
-
#endif
|
|
365
|
-
#if SHADOWCSMNUM_CASCADES{X}>2
|
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366
|
-
vertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;
|
|
367
|
-
#ifdef USE_REVERSE_DEPTHBUFFER
|
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368
|
-
vertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
|
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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
|
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374
|
-
vertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;
|
|
375
|
-
#ifdef USE_REVERSE_DEPTHBUFFER
|
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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-CZil91Ob.esm.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"vertexColorMixing-CZil91Ob.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) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar 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];\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bumpVertexWGSL = { name, shader };\n//# sourceMappingURL=bumpVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if 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 USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowsVertexWGSL = { name, shader };\n//# sourceMappingURL=shadowsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const vertexColorMixingWGSL = { name, shader };\n//# 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import{i as e}from"./index-CZUVyg5N.esm.min.js";e.IncludesShadersStoreWGSL.uvAttributeDeclaration="#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n";e.IncludesShadersStoreWGSL.bonesDeclaration="#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";e.IncludesShadersStoreWGSL.prePassVertexDeclaration="#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";e.IncludesShadersStoreWGSL.samplerVertexDeclaration="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n";e.IncludesShadersStoreWGSL.bumpVertexDeclaration="#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";e.IncludesShadersStoreWGSL.lightVxUboDeclaration="#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";e.IncludesShadersStoreWGSL.morphTargetsVertexGlobalDeclaration="#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";e.IncludesShadersStoreWGSL.morphTargetsVertexDeclaration="#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";e.IncludesShadersStoreWGSL.morphTargetsVertexGlobal="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertex="#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";e.IncludesShadersStoreWGSL.bonesVertex="#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";e.IncludesShadersStoreWGSL.prePassVertex="#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";e.IncludesShadersStoreWGSL.uvVariableDeclaration="#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";e.IncludesShadersStoreWGSL.samplerVertexImplementation="#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";e.IncludesShadersStoreWGSL.bumpVertex="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar 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];\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.shadowsVertex="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if 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 USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.vertexColorMixing="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n";
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{"version":3,"file":"vertexColorMixing-DvzWt4lH.esm.min.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) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar 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];\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bumpVertexWGSL = { name, shader };\n//# sourceMappingURL=bumpVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if 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 USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowsVertexWGSL = { name, shader };\n//# sourceMappingURL=shadowsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const vertexColorMixingWGSL = { name, shader };\n//# sourceMappingURL=vertexColorMixing.js.map"],"names":["ShaderStore","IncludesShadersStoreWGSL"],"mappings":"gDAQAA,EAAYC,yBAA6B,uBAL1B,kDCuBfD,EAAYC,yBAA6B,iBAvB1B,23BCafD,EAAYC,yBAA6B,yBAb1B,4UCKfD,EAAYC,yBAA6B,yBAL1B,mGCOfD,EAAYC,yBAA6B,sBAP1B,yNC0BfD,EAAYC,yBAA6B,sBA1B1B,m7BCUfD,EAAYC,yBAA6B,oCAV1B,0vBCkBfD,EAAYC,yBAA6B,8BAlB1B,qWCOfD,EAAYC,yBAA6B,yBAP1B,0FC+BfD,EAAYC,yBAA6B,mBA/B1B,y/CCuDfD,EAAYC,yBAA6B,YAvD1B,6jFCsCfD,EAAYC,yBAA6B,cAtC1B,skDCUfD,EAAYC,yBAA6B,sBAV1B,wKC0BfD,EAAYC,yBAA6B,4BA1B1B,q9BCOfD,EAAYC,yBAA6B,WAP1B,qhBC8CfD,EAAYC,yBAA6B,cA9C1B,wnECefD,EAAYC,yBAA6B,kBAf1B"}
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