@babylonjs/viewer 7.40.0 → 7.40.1-alpha
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/assets/photoStudio.env +0 -0
- package/dist/babylon-viewer.esm.js +2 -0
- package/dist/babylon-viewer.esm.js.map +1 -0
- package/dist/babylon-viewer.esm.min.js +2 -0
- package/dist/babylon-viewer.esm.min.js.map +1 -0
- package/dist/chunks/EXT_lights_ies-gxFyrTPG.esm.min.js +2 -0
- package/dist/chunks/EXT_lights_ies-gxFyrTPG.esm.min.js.map +1 -0
- package/dist/chunks/EXT_lights_ies-pE68tmBj.esm.js +84 -0
- package/dist/chunks/EXT_lights_ies-pE68tmBj.esm.js.map +1 -0
- package/dist/chunks/EXT_lights_image_based-B8Oal0Ur.esm.min.js +2 -0
- package/dist/chunks/EXT_lights_image_based-B8Oal0Ur.esm.min.js.map +1 -0
- package/dist/chunks/EXT_lights_image_based-CmP_ZGlF.esm.js +171 -0
- package/dist/chunks/EXT_lights_image_based-CmP_ZGlF.esm.js.map +1 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-DSFpOud_.esm.min.js +2 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-DSFpOud_.esm.min.js.map +1 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-DksAVeyV.esm.js +86 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-DksAVeyV.esm.js.map +1 -0
- package/dist/chunks/EXT_meshopt_compression-CNUItnkN.esm.min.js +2 -0
- package/dist/chunks/EXT_meshopt_compression-CNUItnkN.esm.min.js.map +1 -0
- package/dist/chunks/EXT_meshopt_compression-CeM-AELC.esm.js +134 -0
- package/dist/chunks/EXT_meshopt_compression-CeM-AELC.esm.js.map +1 -0
- package/dist/chunks/EXT_texture_avif-BWOJV_Yf.esm.js +44 -0
- package/dist/chunks/EXT_texture_avif-BWOJV_Yf.esm.js.map +1 -0
- package/dist/chunks/EXT_texture_avif-CSTfqZHT.esm.min.js +2 -0
- package/dist/chunks/EXT_texture_avif-CSTfqZHT.esm.min.js.map +1 -0
- package/dist/chunks/EXT_texture_webp-4Pxv5jC9.esm.min.js +2 -0
- package/dist/chunks/EXT_texture_webp-4Pxv5jC9.esm.min.js.map +1 -0
- package/dist/chunks/EXT_texture_webp-C9og1YZL.esm.js +43 -0
- package/dist/chunks/EXT_texture_webp-C9og1YZL.esm.js.map +1 -0
- package/dist/chunks/ExtrasAsMetadata-BmFy6ZgN.esm.js +64 -0
- package/dist/chunks/ExtrasAsMetadata-BmFy6ZgN.esm.js.map +1 -0
- package/dist/chunks/ExtrasAsMetadata-BwYwFtj7.esm.min.js +2 -0
- package/dist/chunks/ExtrasAsMetadata-BwYwFtj7.esm.min.js.map +1 -0
- package/dist/chunks/KHR_animation_pointer-BM2iOlKg.esm.js +352 -0
- package/dist/chunks/KHR_animation_pointer-BM2iOlKg.esm.js.map +1 -0
- package/dist/chunks/KHR_animation_pointer-C7FvhqL3.esm.min.js +2 -0
- package/dist/chunks/KHR_animation_pointer-C7FvhqL3.esm.min.js.map +1 -0
- package/dist/chunks/KHR_draco_mesh_compression-BocaEHGh.esm.js +617 -0
- package/dist/chunks/KHR_draco_mesh_compression-BocaEHGh.esm.js.map +1 -0
- package/dist/chunks/KHR_draco_mesh_compression-CjRCmIUz.esm.min.js +2 -0
- package/dist/chunks/KHR_draco_mesh_compression-CjRCmIUz.esm.min.js.map +1 -0
- package/dist/chunks/KHR_interactivity-C_ndoQHo.esm.min.js +2 -0
- package/dist/chunks/KHR_interactivity-C_ndoQHo.esm.min.js.map +1 -0
- package/dist/chunks/KHR_interactivity-ClHXW_8S.esm.js +4033 -0
- package/dist/chunks/KHR_interactivity-ClHXW_8S.esm.js.map +1 -0
- package/dist/chunks/KHR_lights_punctual-D0u7ZFj4.esm.js +581 -0
- package/dist/chunks/KHR_lights_punctual-D0u7ZFj4.esm.js.map +1 -0
- package/dist/chunks/KHR_lights_punctual-Z509RdIo.esm.min.js +2 -0
- package/dist/chunks/KHR_lights_punctual-Z509RdIo.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_anisotropy-Dz4vBqG3.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_anisotropy-Dz4vBqG3.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_anisotropy-VuLS4v3P.esm.js +65 -0
- package/dist/chunks/KHR_materials_anisotropy-VuLS4v3P.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_clearcoat-DM7vCrC3.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_clearcoat-DM7vCrC3.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_clearcoat-Dt0nQ5Ky.esm.js +96 -0
- package/dist/chunks/KHR_materials_clearcoat-Dt0nQ5Ky.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-1Pa4ScwD.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-1Pa4ScwD.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-DIUHVeOQ.esm.js +97 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-DIUHVeOQ.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_dispersion-CMpGZsUw.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_dispersion-CMpGZsUw.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_dispersion-CeSj8nUI.esm.js +62 -0
- package/dist/chunks/KHR_materials_dispersion-CeSj8nUI.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_emissive_strength-CQQX31qK.esm.js +55 -0
- package/dist/chunks/KHR_materials_emissive_strength-CQQX31qK.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_emissive_strength-DH4A4kIp.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_emissive_strength-DH4A4kIp.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_ior-BTU1gw-j.esm.js +64 -0
- package/dist/chunks/KHR_materials_ior-BTU1gw-j.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_ior-DyzPdK6b.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_ior-DyzPdK6b.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_iridescence-8ZgbULX5.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_iridescence-8ZgbULX5.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_iridescence-D2HCEadq.esm.js +72 -0
- package/dist/chunks/KHR_materials_iridescence-D2HCEadq.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-C4K79VpA.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-C4K79VpA.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-DtJVJ-gl.esm.js +81 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-DtJVJ-gl.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_sheen-CT4KjW_v.esm.js +85 -0
- package/dist/chunks/KHR_materials_sheen-CT4KjW_v.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_sheen-DQt5abo-.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_sheen-DQt5abo-.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_specular-CCvL1awH.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_specular-CCvL1awH.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_specular-CgLKBQCa.esm.js +75 -0
- package/dist/chunks/KHR_materials_specular-CgLKBQCa.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_transmission-B64oDwox.esm.js +307 -0
- package/dist/chunks/KHR_materials_transmission-B64oDwox.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_transmission-C6yPYKde.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_transmission-C6yPYKde.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_unlit-BGPDq328.esm.js +74 -0
- package/dist/chunks/KHR_materials_unlit-BGPDq328.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_unlit-Sz3qCEGr.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_unlit-Sz3qCEGr.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_variants-Cqw7xft3.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_variants-Cqw7xft3.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_variants-D7rYTNoB.esm.js +262 -0
- package/dist/chunks/KHR_materials_variants-D7rYTNoB.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_volume-BBsNt0LM.esm.js +87 -0
- package/dist/chunks/KHR_materials_volume-BBsNt0LM.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_volume-DfWO7kG_.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_volume-DfWO7kG_.esm.min.js.map +1 -0
- package/dist/chunks/KHR_mesh_quantization-BiDGkiGh.esm.min.js +2 -0
- package/dist/chunks/KHR_mesh_quantization-BiDGkiGh.esm.min.js.map +1 -0
- package/dist/chunks/KHR_mesh_quantization-fE1qitjF.esm.js +26 -0
- package/dist/chunks/KHR_mesh_quantization-fE1qitjF.esm.js.map +1 -0
- package/dist/chunks/KHR_node_hoverability-DaOK-Y48.esm.min.js +2 -0
- package/dist/chunks/KHR_node_hoverability-DaOK-Y48.esm.min.js.map +1 -0
- package/dist/chunks/KHR_node_hoverability-glogCdHq.esm.js +39 -0
- package/dist/chunks/KHR_node_hoverability-glogCdHq.esm.js.map +1 -0
- package/dist/chunks/KHR_node_visibility-BCVXn2la.esm.min.js +2 -0
- package/dist/chunks/KHR_node_visibility-BCVXn2la.esm.min.js.map +1 -0
- package/dist/chunks/KHR_node_visibility-CCfVtnan.esm.js +46 -0
- package/dist/chunks/KHR_node_visibility-CCfVtnan.esm.js.map +1 -0
- package/dist/chunks/KHR_texture_basisu-_cpZJuOo.esm.min.js +2 -0
- package/dist/chunks/KHR_texture_basisu-_cpZJuOo.esm.min.js.map +1 -0
- package/dist/chunks/KHR_texture_basisu-nhRrTq0b.esm.js +43 -0
- package/dist/chunks/KHR_texture_basisu-nhRrTq0b.esm.js.map +1 -0
- package/dist/chunks/KHR_texture_transform-AgI_J0Ru.esm.js +63 -0
- package/dist/chunks/KHR_texture_transform-AgI_J0Ru.esm.js.map +1 -0
- package/dist/chunks/KHR_texture_transform-CgcA7bhJ.esm.min.js +2 -0
- package/dist/chunks/KHR_texture_transform-CgcA7bhJ.esm.min.js.map +1 -0
- package/dist/chunks/KHR_xmp_json_ld-C37VZwlU.esm.min.js +2 -0
- package/dist/chunks/KHR_xmp_json_ld-C37VZwlU.esm.min.js.map +1 -0
- package/dist/chunks/KHR_xmp_json_ld-Cm4z6qFH.esm.js +51 -0
- package/dist/chunks/KHR_xmp_json_ld-Cm4z6qFH.esm.js.map +1 -0
- package/dist/chunks/MSFT_audio_emitter-4EFTMS8D.esm.js +2207 -0
- package/dist/chunks/MSFT_audio_emitter-4EFTMS8D.esm.js.map +1 -0
- package/dist/chunks/MSFT_audio_emitter-Czn1DAbD.esm.min.js +2 -0
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- package/managers/observablesManager.js.map +0 -1
- package/managers/sceneManager.d.ts +0 -245
- package/managers/sceneManager.js +0 -1375
- package/managers/sceneManager.js.map +0 -1
- package/managers/telemetryManager.d.ts +0 -78
- package/managers/telemetryManager.js +0 -117
- package/managers/telemetryManager.js.map +0 -1
- package/model/modelAnimation.d.ts +0 -215
- package/model/modelAnimation.js +0 -237
- package/model/modelAnimation.js.map +0 -1
- package/model/viewerModel.d.ts +0 -233
- package/model/viewerModel.js +0 -673
- package/model/viewerModel.js.map +0 -1
- package/optimizer/custom/extended.d.ts +0 -13
- package/optimizer/custom/extended.js +0 -101
- package/optimizer/custom/extended.js.map +0 -1
- package/optimizer/custom/index.d.ts +0 -9
- package/optimizer/custom/index.js +0 -26
- package/optimizer/custom/index.js.map +0 -1
- package/renderOnlyIndex.d.ts +0 -11
- package/renderOnlyIndex.js +0 -18
- package/renderOnlyIndex.js.map +0 -1
- package/templating/eventManager.d.ts +0 -35
- package/templating/eventManager.js +0 -66
- package/templating/eventManager.js.map +0 -1
- package/templating/plugins/hdButtonPlugin.d.ts +0 -9
- package/templating/plugins/hdButtonPlugin.js +0 -22
- package/templating/plugins/hdButtonPlugin.js.map +0 -1
- package/templating/plugins/printButton.d.ts +0 -9
- package/templating/plugins/printButton.js +0 -41
- package/templating/plugins/printButton.js.map +0 -1
- package/templating/templateManager.d.ts +0 -197
- package/templating/templateManager.js +0 -561
- package/templating/templateManager.js.map +0 -1
- package/templating/viewerTemplatePlugin.d.ts +0 -21
- package/templating/viewerTemplatePlugin.js +0 -69
- package/templating/viewerTemplatePlugin.js.map +0 -1
- package/viewer/defaultViewer.d.ts +0 -130
- package/viewer/defaultViewer.js +0 -672
- package/viewer/defaultViewer.js.map +0 -1
- package/viewer/renderOnlyViewer.d.ts +0 -9
- package/viewer/renderOnlyViewer.js +0 -46
- package/viewer/renderOnlyViewer.js.map +0 -1
- package/viewer/viewer.d.ts +0 -258
- package/viewer/viewer.js +0 -783
- package/viewer/viewer.js.map +0 -1
- package/viewer/viewerManager.d.ts +0 -58
- package/viewer/viewerManager.js +0 -91
- package/viewer/viewerManager.js.map +0 -1
- package/viewer/viewerWithTemplate.d.ts +0 -9
- package/viewer/viewerWithTemplate.js +0 -20
- package/viewer/viewerWithTemplate.js.map +0 -1
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import { i as ShaderStore } from './index-CtkZLm9J.esm.js';
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import './harmonicsFunctions-B5QCEZvF.esm.js';
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import './vertexColorMixing-DeZKI8QK.esm.js';
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import './mainUVVaryingDeclaration-OSD7irdC.esm.js';
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import './helperFunctions-vbA-oTJx.esm.js';
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import './bakedVertexAnimation-ByPKjjzz.esm.js';
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import './logDepthVertex-CxT8FVOf.esm.js';
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import './logDepthDeclaration-Bq2fzMbS.esm.js';
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import './meshUboDeclaration-DIi9ZPDc.esm.js';
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// Do not edit.
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const name = "pbrVertexShader";
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const shader = `#include<pbrUboDeclaration>
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#define CUSTOM_VERTEX_BEGIN
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attribute position: vec3f;
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#ifdef NORMAL
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attribute normal: vec3f;
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#endif
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#ifdef TANGENT
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attribute tangent: vec4f;
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#endif
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#ifdef UV1
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attribute uv: vec2f;
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#endif
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#include<uvAttributeDeclaration>[2..7]
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#include<mainUVVaryingDeclaration>[1..7]
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#ifdef VERTEXCOLOR
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attribute color: vec4f;
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#endif
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#include<helperFunctions>
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#include<bonesDeclaration>
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#include<bakedVertexAnimationDeclaration>
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#include<instancesDeclaration>
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#include<prePassVertexDeclaration>
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#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
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#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
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#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
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#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
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#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
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#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
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#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
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#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
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#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
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#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
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#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
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#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
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#ifdef CLEARCOAT
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#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
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#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
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#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
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#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
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#endif
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#ifdef IRIDESCENCE
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#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
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#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
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#endif
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#ifdef SHEEN
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#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
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#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
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#endif
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#ifdef ANISOTROPIC
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#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
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#endif
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#ifdef SUBSURFACE
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#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
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#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
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#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
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#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)
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#endif
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varying vPositionW: vec3f;
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#if DEBUGMODE>0
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varying vClipSpacePosition: vec4f;
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#endif
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#ifdef NORMAL
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varying vNormalW: vec3f;
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#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
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varying vEnvironmentIrradiance: vec3f;
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#include<harmonicsFunctions>
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#endif
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#endif
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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varying vColor: vec4f;
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#endif
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#include<bumpVertexDeclaration>
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#include<clipPlaneVertexDeclaration>
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#include<fogVertexDeclaration>
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#include<lightVxUboDeclaration>[0..maxSimultaneousLights]
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#include<morphTargetsVertexGlobalDeclaration>
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#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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#ifdef REFLECTIONMAP_SKYBOX
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varying vPositionUVW: vec3f;
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#endif
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#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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varying vDirectionW: vec3f;
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#endif
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#include<logDepthDeclaration>
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#define CUSTOM_VERTEX_DEFINITIONS
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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var positionUpdated: vec3f=vertexInputs.position;
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#ifdef NORMAL
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var normalUpdated: vec3f=vertexInputs.normal;
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#endif
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#ifdef TANGENT
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var tangentUpdated: vec4f=vertexInputs.tangent;
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#endif
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#ifdef UV1
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var uvUpdated: vec2f=vertexInputs.uv;
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#endif
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#include<morphTargetsVertexGlobal>
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#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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#ifdef REFLECTIONMAP_SKYBOX
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vertexOutputs.vPositionUVW=positionUpdated;
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#endif
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#define CUSTOM_VERTEX_UPDATE_POSITION
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#define CUSTOM_VERTEX_UPDATE_NORMAL
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#include<instancesVertex>
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#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
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vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
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#endif
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#include<bonesVertex>
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#include<bakedVertexAnimation>
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var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;
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#ifdef PREPASS
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#include<prePassVertex>
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#endif
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#ifdef NORMAL
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var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
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#if defined(INSTANCES) && defined(THIN_INSTANCES)
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vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
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#else
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#ifdef NONUNIFORMSCALING
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normalWorld=transposeMat3(inverseMat3(normalWorld));
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#endif
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vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
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#endif
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#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
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var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;
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#ifdef REFLECTIONMAP_OPPOSITEZ
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reflectionVector.z*=-1.0;
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#endif
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vertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
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#endif
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#endif
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#define CUSTOM_VERTEX_UPDATE_WORLDPOS
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#ifdef MULTIVIEW
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if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
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#else
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vertexOutputs.position=scene.viewProjection*worldPos;
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#endif
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#if DEBUGMODE>0
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vertexOutputs.vClipSpacePosition=vertexOutputs.position;
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#endif
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#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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vertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);
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#endif
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#ifndef UV1
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var uvUpdated: vec2f= vec2f(0.,0.);
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#endif
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#ifdef MAINUV1
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vertexOutputs.vMainUV1=uvUpdated;
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#endif
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#include<uvVariableDeclaration>[2..7]
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#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
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#ifdef CLEARCOAT
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#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
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#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
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#endif
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#ifdef IRIDESCENCE
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#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
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#endif
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#ifdef SHEEN
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#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)
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#endif
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#ifdef ANISOTROPIC
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#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
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#endif
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#ifdef SUBSURFACE
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#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)
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#endif
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#include<bumpVertex>
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#include<clipPlaneVertex>
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#include<fogVertex>
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#include<shadowsVertex>[0..maxSimultaneousLights]
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#include<vertexColorMixing>
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#include<logDepthVertex>
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#define CUSTOM_VERTEX_MAIN_END
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}`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name] = shader;
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/** @internal */
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const pbrVertexShaderWGSL = { name, shader };
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export { pbrVertexShaderWGSL };
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//# sourceMappingURL=pbr.vertex-DopP5mYu.esm.js.map
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{"version":3,"file":"pbr.vertex-DopP5mYu.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/pbr.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\nconst name = \"pbrVertexShader\";\nconst shader = `#include<pbrUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=pbr.vertex.js.map"],"names":[],"mappings":";;;;;;;;;;AAAA;AAiCA,MAAM,IAAI,GAAG,iBAAiB;AAC9B,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,CAAC;AACF;AACA,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM;AAC3C;AACY,MAAC,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM;;;;"}
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import{i as e}from"./index-BHIM4QBr.esm.min.js";const n="postprocessVertexShader",t="attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n";e.ShadersStoreWGSL[n]=t;const s={name:n,shader:t};export{s as postprocessVertexShaderWGSL};
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//# sourceMappingURL=postprocess.vertex-Bt30-Flh.esm.min.js.map
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{"version":3,"file":"postprocess.vertex-Bt30-Flh.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/postprocess.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nconst name = \"postprocessVertexShader\";\nconst shader = `attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const postprocessVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=postprocess.vertex.js.map"],"names":["name","shader","ShaderStore","ShadersStoreWGSL","postprocessVertexShaderWGSL"],"mappings":"gDAEA,MAAMA,EAAO,0BACPC,EAAS,8YAUfC,EAAYC,iBAAiBH,GAAQC,EAEzB,MAACG,EAA8B,CAAEJ,OAAMC"}
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import { i as ShaderStore } from './index-CtkZLm9J.esm.js';
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// Do not edit.
|
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const name = "postprocessVertexShader";
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const shader = `attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);
|
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#define CUSTOM_VERTEX_DEFINITIONS
|
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|
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@vertex
|
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|
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fn main(input : VertexInputs)->FragmentInputs {
|
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|
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#define CUSTOM_VERTEX_MAIN_BEGIN
|
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vertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);
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#define CUSTOM_VERTEX_MAIN_END
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}
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`;
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// Sideeffect
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ShaderStore.ShadersStoreWGSL[name] = shader;
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/** @internal */
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const postprocessVertexShaderWGSL = { name, shader };
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export { postprocessVertexShaderWGSL };
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//# sourceMappingURL=postprocess.vertex-pLUOpXIY.esm.js.map
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{"version":3,"file":"postprocess.vertex-pLUOpXIY.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/postprocess.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nconst name = \"postprocessVertexShader\";\nconst shader = `attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const postprocessVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=postprocess.vertex.js.map"],"names":[],"mappings":";;AAAA;AAEA,MAAM,IAAI,GAAG,yBAAyB;AACtC,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACA,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM;AAC3C;AACY,MAAC,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM;;;;"}
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import { t as Texture, C as Constants } from './index-CtkZLm9J.esm.js';
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/**
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* Raw texture can help creating a texture directly from an array of data.
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* This can be super useful if you either get the data from an uncompressed source or
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* if you wish to create your texture pixel by pixel.
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*/
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class RawTexture extends Texture {
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/**
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* Instantiates a new RawTexture.
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* Raw texture can help creating a texture directly from an array of data.
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* This can be super useful if you either get the data from an uncompressed source or
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* if you wish to create your texture pixel by pixel.
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* @param data define the array of data to use to create the texture (null to create an empty texture)
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* @param width define the width of the texture
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* @param height define the height of the texture
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* @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
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* @param sceneOrEngine defines the scene or engine the texture will belong to
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* @param generateMipMaps define whether mip maps should be generated or not
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* @param invertY define if the data should be flipped on Y when uploaded to the GPU
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* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
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* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
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* @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
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* @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
|
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*/
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constructor(data, width, height,
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/**
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* Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
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*/
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format, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, creationFlags, useSRGBBuffer) {
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31
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super(null, sceneOrEngine, !generateMipMaps, invertY, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, creationFlags);
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this.format = format;
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if (!this._engine) {
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return;
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35
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}
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36
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if (!this._engine._caps.textureFloatLinearFiltering && type === Constants.TEXTURETYPE_FLOAT) {
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samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
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}
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if (!this._engine._caps.textureHalfFloatLinearFiltering && type === Constants.TEXTURETYPE_HALF_FLOAT) {
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samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
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}
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this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type, creationFlags ?? 0, useSRGBBuffer ?? false);
|
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43
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this.wrapU = Texture.CLAMP_ADDRESSMODE;
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this.wrapV = Texture.CLAMP_ADDRESSMODE;
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}
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/**
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* Updates the texture underlying data.
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* @param data Define the new data of the texture
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*/
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update(data) {
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this._getEngine().updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type, this._texture._useSRGBBuffer);
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}
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/**
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* Clones the texture.
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* @returns the cloned texture
|
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*/
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clone() {
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if (!this._texture) {
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return super.clone();
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}
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const rawTexture = new RawTexture(null, this.getSize().width, this.getSize().height, this.format, this.getScene(), this._texture.generateMipMaps, this._invertY, this.samplingMode, this._texture.type, this._texture._creationFlags, this._useSRGBBuffer);
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rawTexture._texture = this._texture;
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63
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this._texture.incrementReferences();
|
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64
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return rawTexture;
|
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65
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}
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+
/**
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* Creates a luminance texture from some data.
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* @param data Define the texture data
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* @param width Define the width of the texture
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* @param height Define the height of the texture
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* @param sceneOrEngine defines the scene or engine the texture will belong to
|
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* @param generateMipMaps Define whether or not to create mip maps for the texture
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* @param invertY define if the data should be flipped on Y when uploaded to the GPU
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* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
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* @returns the luminance texture
|
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*/
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static CreateLuminanceTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {
|
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78
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+
return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, sceneOrEngine, generateMipMaps, invertY, samplingMode);
|
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79
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+
}
|
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80
|
+
/**
|
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81
|
+
* Creates a luminance alpha texture from some data.
|
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+
* @param data Define the texture data
|
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|
+
* @param width Define the width of the texture
|
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+
* @param height Define the height of the texture
|
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|
+
* @param sceneOrEngine defines the scene or engine the texture will belong to
|
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|
+
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
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87
|
+
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
88
|
+
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
89
|
+
* @returns the luminance alpha texture
|
|
90
|
+
*/
|
|
91
|
+
static CreateLuminanceAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {
|
|
92
|
+
return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);
|
|
93
|
+
}
|
|
94
|
+
/**
|
|
95
|
+
* Creates an alpha texture from some data.
|
|
96
|
+
* @param data Define the texture data
|
|
97
|
+
* @param width Define the width of the texture
|
|
98
|
+
* @param height Define the height of the texture
|
|
99
|
+
* @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
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|
+
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
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|
+
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
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|
+
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
103
|
+
* @returns the alpha texture
|
|
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|
+
*/
|
|
105
|
+
static CreateAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {
|
|
106
|
+
return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);
|
|
107
|
+
}
|
|
108
|
+
/**
|
|
109
|
+
* Creates a RGB texture from some data.
|
|
110
|
+
* @param data Define the texture data
|
|
111
|
+
* @param width Define the width of the texture
|
|
112
|
+
* @param height Define the height of the texture
|
|
113
|
+
* @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
114
|
+
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
115
|
+
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
116
|
+
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
117
|
+
* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
|
|
118
|
+
* @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
|
|
119
|
+
* @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
|
|
120
|
+
* @returns the RGB alpha texture
|
|
121
|
+
*/
|
|
122
|
+
static CreateRGBTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, creationFlags = 0, useSRGBBuffer = false) {
|
|
123
|
+
return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);
|
|
124
|
+
}
|
|
125
|
+
/**
|
|
126
|
+
* Creates a RGBA texture from some data.
|
|
127
|
+
* @param data Define the texture data
|
|
128
|
+
* @param width Define the width of the texture
|
|
129
|
+
* @param height Define the height of the texture
|
|
130
|
+
* @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
131
|
+
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
132
|
+
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
133
|
+
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
134
|
+
* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
|
|
135
|
+
* @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
|
|
136
|
+
* @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
|
|
137
|
+
* @returns the RGBA texture
|
|
138
|
+
*/
|
|
139
|
+
static CreateRGBATexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, creationFlags = 0, useSRGBBuffer = false) {
|
|
140
|
+
return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);
|
|
141
|
+
}
|
|
142
|
+
/**
|
|
143
|
+
* Creates a RGBA storage texture from some data.
|
|
144
|
+
* @param data Define the texture data
|
|
145
|
+
* @param width Define the width of the texture
|
|
146
|
+
* @param height Define the height of the texture
|
|
147
|
+
* @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
148
|
+
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
149
|
+
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
150
|
+
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
151
|
+
* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
|
|
152
|
+
* @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
|
|
153
|
+
* @returns the RGBA texture
|
|
154
|
+
*/
|
|
155
|
+
static CreateRGBAStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, useSRGBBuffer = false) {
|
|
156
|
+
return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE, useSRGBBuffer);
|
|
157
|
+
}
|
|
158
|
+
/**
|
|
159
|
+
* Creates a R texture from some data.
|
|
160
|
+
* @param data Define the texture data
|
|
161
|
+
* @param width Define the width of the texture
|
|
162
|
+
* @param height Define the height of the texture
|
|
163
|
+
* @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
164
|
+
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
165
|
+
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
166
|
+
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
167
|
+
* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
|
|
168
|
+
* @returns the R texture
|
|
169
|
+
*/
|
|
170
|
+
static CreateRTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {
|
|
171
|
+
return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type);
|
|
172
|
+
}
|
|
173
|
+
/**
|
|
174
|
+
* Creates a R storage texture from some data.
|
|
175
|
+
* @param data Define the texture data
|
|
176
|
+
* @param width Define the width of the texture
|
|
177
|
+
* @param height Define the height of the texture
|
|
178
|
+
* @param sceneOrEngine defines the scene or engine the texture will belong to
|
|
179
|
+
* @param generateMipMaps Define whether or not to create mip maps for the texture
|
|
180
|
+
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
|
|
181
|
+
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
|
|
182
|
+
* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
|
|
183
|
+
* @returns the R texture
|
|
184
|
+
*/
|
|
185
|
+
static CreateRStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {
|
|
186
|
+
return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE);
|
|
187
|
+
}
|
|
188
|
+
}
|
|
189
|
+
|
|
190
|
+
export { RawTexture as R };
|
|
191
|
+
//# sourceMappingURL=rawTexture-78KJgWfq.esm.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"rawTexture-78KJgWfq.esm.js","sources":["../../../../../dev/core/dist/Materials/Textures/rawTexture.js"],"sourcesContent":["import { Texture } from \"./texture\";\nimport { Constants } from \"../../Engines/constants\";\n/**\n * Raw texture can help creating a texture directly from an array of data.\n * This can be super useful if you either get the data from an uncompressed source or\n * if you wish to create your texture pixel by pixel.\n */\nexport class RawTexture extends Texture {\n /**\n * Instantiates a new RawTexture.\n * Raw texture can help creating a texture directly from an array of data.\n * This can be super useful if you either get the data from an uncompressed source or\n * if you wish to create your texture pixel by pixel.\n * @param data define the array of data to use to create the texture (null to create an empty texture)\n * @param width define the width of the texture\n * @param height define the height of the texture\n * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps define whether mip maps should be generated or not\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n */\n constructor(data, width, height, \n /**\n * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\n */\n format, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, creationFlags, useSRGBBuffer) {\n super(null, sceneOrEngine, !generateMipMaps, invertY, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, creationFlags);\n this.format = format;\n if (!this._engine) {\n return;\n }\n if (!this._engine._caps.textureFloatLinearFiltering && type === Constants.TEXTURETYPE_FLOAT) {\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\n }\n if (!this._engine._caps.textureHalfFloatLinearFiltering && type === Constants.TEXTURETYPE_HALF_FLOAT) {\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\n }\n this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type, creationFlags ?? 0, useSRGBBuffer ?? false);\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\n }\n /**\n * Updates the texture underlying data.\n * @param data Define the new data of the texture\n */\n update(data) {\n this._getEngine().updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type, this._texture._useSRGBBuffer);\n }\n /**\n * Clones the texture.\n * @returns the cloned texture\n */\n clone() {\n if (!this._texture) {\n return super.clone();\n }\n const rawTexture = new RawTexture(null, this.getSize().width, this.getSize().height, this.format, this.getScene(), this._texture.generateMipMaps, this._invertY, this.samplingMode, this._texture.type, this._texture._creationFlags, this._useSRGBBuffer);\n rawTexture._texture = this._texture;\n this._texture.incrementReferences();\n return rawTexture;\n }\n /**\n * Creates a luminance texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the luminance texture\n */\n static CreateLuminanceTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates a luminance alpha texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the luminance alpha texture\n */\n static CreateLuminanceAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates an alpha texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the alpha texture\n */\n static CreateAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates a RGB texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGB alpha texture\n */\n static CreateRGBTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, creationFlags = 0, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\n }\n /**\n * Creates a RGBA texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGBA texture\n */\n static CreateRGBATexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, creationFlags = 0, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\n }\n /**\n * Creates a RGBA storage texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGBA texture\n */\n static CreateRGBAStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE, useSRGBBuffer);\n }\n /**\n * Creates a R texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @returns the R texture\n */\n static CreateRTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type);\n }\n /**\n * Creates a R storage texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @returns the R texture\n */\n static CreateRStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE);\n }\n}\n//# 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import{t as e,C as t}from"./index-BHIM4QBr.esm.min.js";class E extends e{constructor(E,T,r,R,_,i=!0,n=!1,A=t.TEXTURE_TRILINEAR_SAMPLINGMODE,s=t.TEXTURETYPE_UNSIGNED_BYTE,u,a){super(null,_,!i,n,void 0,void 0,void 0,void 0,void 0,void 0,void 0,void 0,u),this.format=R,this._engine&&(this._engine._caps.textureFloatLinearFiltering||s!==t.TEXTURETYPE_FLOAT||(A=t.TEXTURE_NEAREST_SAMPLINGMODE),this._engine._caps.textureHalfFloatLinearFiltering||s!==t.TEXTURETYPE_HALF_FLOAT||(A=t.TEXTURE_NEAREST_SAMPLINGMODE),this._texture=this._engine.createRawTexture(E,T,r,R,i,n,A,null,s,u??0,a??!1),this.wrapU=e.CLAMP_ADDRESSMODE,this.wrapV=e.CLAMP_ADDRESSMODE)}update(e){this._getEngine().updateRawTexture(this._texture,e,this._texture.format,this._texture.invertY,null,this._texture.type,this._texture._useSRGBBuffer)}clone(){if(!this._texture)return super.clone();const e=new E(null,this.getSize().width,this.getSize().height,this.format,this.getScene(),this._texture.generateMipMaps,this._invertY,this.samplingMode,this._texture.type,this._texture._creationFlags,this._useSRGBBuffer);return e._texture=this._texture,this._texture.incrementReferences(),e}static CreateLuminanceTexture(e,T,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE){return new E(e,T,r,t.TEXTUREFORMAT_LUMINANCE,R,_,i,n)}static CreateLuminanceAlphaTexture(e,T,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE){return new E(e,T,r,t.TEXTUREFORMAT_LUMINANCE_ALPHA,R,_,i,n)}static CreateAlphaTexture(e,T,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE){return new E(e,T,r,t.TEXTUREFORMAT_ALPHA,R,_,i,n)}static CreateRGBTexture(e,T,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE,A=t.TEXTURETYPE_UNSIGNED_BYTE,s=0,u=!1){return new E(e,T,r,t.TEXTUREFORMAT_RGB,R,_,i,n,A,s,u)}static CreateRGBATexture(e,T,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE,A=t.TEXTURETYPE_UNSIGNED_BYTE,s=0,u=!1){return new E(e,T,r,t.TEXTUREFORMAT_RGBA,R,_,i,n,A,s,u)}static CreateRGBAStorageTexture(e,T,r,R,_=!0,i=!1,n=t.TEXTURE_TRILINEAR_SAMPLINGMODE,A=t.TEXTURETYPE_UNSIGNED_BYTE,s=!1){return new E(e,T,r,t.TEXTUREFORMAT_RGBA,R,_,i,n,A,t.TEXTURE_CREATIONFLAG_STORAGE,s)}static CreateRTexture(T,r,R,_,i=!0,n=!1,A=e.TRILINEAR_SAMPLINGMODE,s=t.TEXTURETYPE_FLOAT){return new E(T,r,R,t.TEXTUREFORMAT_R,_,i,n,A,s)}static CreateRStorageTexture(T,r,R,_,i=!0,n=!1,A=e.TRILINEAR_SAMPLINGMODE,s=t.TEXTURETYPE_FLOAT){return new E(T,r,R,t.TEXTUREFORMAT_R,_,i,n,A,s,t.TEXTURE_CREATIONFLAG_STORAGE)}}export{E as R};
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{"version":3,"file":"rawTexture-CCCnj14W.esm.min.js","sources":["../../../../../dev/core/dist/Materials/Textures/rawTexture.js"],"sourcesContent":["import { Texture } from \"./texture\";\nimport { Constants } from \"../../Engines/constants\";\n/**\n * Raw texture can help creating a texture directly from an array of data.\n * This can be super useful if you either get the data from an uncompressed source or\n * if you wish to create your texture pixel by pixel.\n */\nexport class RawTexture extends Texture {\n /**\n * Instantiates a new RawTexture.\n * Raw texture can help creating a texture directly from an array of data.\n * This can be super useful if you either get the data from an uncompressed source or\n * if you wish to create your texture pixel by pixel.\n * @param data define the array of data to use to create the texture (null to create an empty texture)\n * @param width define the width of the texture\n * @param height define the height of the texture\n * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps define whether mip maps should be generated or not\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n */\n constructor(data, width, height, \n /**\n * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\n */\n format, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, creationFlags, useSRGBBuffer) {\n super(null, sceneOrEngine, !generateMipMaps, invertY, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, creationFlags);\n this.format = format;\n if (!this._engine) {\n return;\n }\n if (!this._engine._caps.textureFloatLinearFiltering && type === Constants.TEXTURETYPE_FLOAT) {\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\n }\n if (!this._engine._caps.textureHalfFloatLinearFiltering && type === Constants.TEXTURETYPE_HALF_FLOAT) {\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\n }\n this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type, creationFlags ?? 0, useSRGBBuffer ?? false);\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\n }\n /**\n * Updates the texture underlying data.\n * @param data Define the new data of the texture\n */\n update(data) {\n this._getEngine().updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type, this._texture._useSRGBBuffer);\n }\n /**\n * Clones the texture.\n * @returns the cloned texture\n */\n clone() {\n if (!this._texture) {\n return super.clone();\n }\n const rawTexture = new RawTexture(null, this.getSize().width, this.getSize().height, this.format, this.getScene(), this._texture.generateMipMaps, this._invertY, this.samplingMode, this._texture.type, this._texture._creationFlags, this._useSRGBBuffer);\n rawTexture._texture = this._texture;\n this._texture.incrementReferences();\n return rawTexture;\n }\n /**\n * Creates a luminance texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the luminance texture\n */\n static CreateLuminanceTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates a luminance alpha texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the luminance alpha texture\n */\n static CreateLuminanceAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates an alpha texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @returns the alpha texture\n */\n static CreateAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\n }\n /**\n * Creates a RGB texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGB alpha texture\n */\n static CreateRGBTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, creationFlags = 0, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\n }\n /**\n * Creates a RGBA texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGBA texture\n */\n static CreateRGBATexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, creationFlags = 0, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\n }\n /**\n * Creates a RGBA storage texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n * @returns the RGBA texture\n */\n static CreateRGBAStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_UNSIGNED_BYTE, useSRGBBuffer = false) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE, useSRGBBuffer);\n }\n /**\n * Creates a R texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @returns the R texture\n */\n static CreateRTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type);\n }\n /**\n * Creates a R storage texture from some data.\n * @param data Define the texture data\n * @param width Define the width of the texture\n * @param height Define the height of the texture\n * @param sceneOrEngine defines the scene or engine the texture will belong to\n * @param generateMipMaps Define whether or not to create mip maps for the texture\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n * @returns the R texture\n */\n static CreateRStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = Constants.TEXTURETYPE_FLOAT) {\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE);\n }\n}\n//# sourceMappingURL=rawTexture.js.map"],"names":["RawTexture","Texture","constructor","data","width","height","format","sceneOrEngine","generateMipMaps","invertY","samplingMode","Constants","TEXTURE_TRILINEAR_SAMPLINGMODE","type","TEXTURETYPE_UNSIGNED_BYTE","creationFlags","useSRGBBuffer","super","undefined","this","_engine","_caps","textureFloatLinearFiltering","TEXTURETYPE_FLOAT","TEXTURE_NEAREST_SAMPLINGMODE","textureHalfFloatLinearFiltering","TEXTURETYPE_HALF_FLOAT","_texture","createRawTexture","wrapU","CLAMP_ADDRESSMODE","wrapV","update","_getEngine","updateRawTexture","_useSRGBBuffer","clone","rawTexture","getSize","getScene","_invertY","_creationFlags","incrementReferences","CreateLuminanceTexture","TEXTUREFORMAT_LUMINANCE","CreateLuminanceAlphaTexture","TEXTUREFORMAT_LUMINANCE_ALPHA","CreateAlphaTexture","TEXTUREFORMAT_ALPHA","CreateRGBTexture","TEXTUREFORMAT_RGB","CreateRGBATexture","TEXTUREFORMAT_RGBA","CreateRGBAStorageTexture","TEXTURE_CREATIONFLAG_STORAGE","CreateRTexture","TRILINEAR_SAMPLINGMODE","TEXTUREFORMAT_R","CreateRStorageTexture"],"mappings":"uDAOO,MAAMA,UAAmBC,EAkB5B,WAAAC,CAAYC,EAAMC,EAAOC,EAIzBC,EAAQC,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,+BAAgCC,EAAOF,EAAUG,0BAA2BC,EAAeC,GAChLC,MAAM,KAAMV,GAAgBC,EAAiBC,OAASS,OAAWA,OAAWA,OAAWA,OAAWA,OAAWA,OAAWA,OAAWA,EAAWH,GAC9II,KAAKb,OAASA,EACTa,KAAKC,UAGLD,KAAKC,QAAQC,MAAMC,6BAA+BT,IAASF,EAAUY,oBACtEb,EAAeC,EAAUa,8BAExBL,KAAKC,QAAQC,MAAMI,iCAAmCZ,IAASF,EAAUe,yBAC1EhB,EAAeC,EAAUa,8BAE7BL,KAAKQ,SAAWR,KAAKC,QAAQQ,iBAAiBzB,EAAMC,EAAOC,EAAQC,EAAQE,EAAiBC,EAASC,EAAc,KAAMG,EAAME,GAAiB,EAAGC,IAAiB,GACpKG,KAAKU,MAAQ5B,EAAQ6B,kBACrBX,KAAKY,MAAQ9B,EAAQ6B,kBAC7B,CAKI,MAAAE,CAAO7B,GACHgB,KAAKc,aAAaC,iBAAiBf,KAAKQ,SAAUxB,EAAMgB,KAAKQ,SAASrB,OAAQa,KAAKQ,SAASlB,QAAS,KAAMU,KAAKQ,SAASd,KAAMM,KAAKQ,SAASQ,eACrJ,CAKI,KAAAC,GACI,IAAKjB,KAAKQ,SACN,OAAOV,MAAMmB,QAEjB,MAAMC,EAAa,IAAIrC,EAAW,KAAMmB,KAAKmB,UAAUlC,MAAOe,KAAKmB,UAAUjC,OAAQc,KAAKb,OAAQa,KAAKoB,WAAYpB,KAAKQ,SAASnB,gBAAiBW,KAAKqB,SAAUrB,KAAKT,aAAcS,KAAKQ,SAASd,KAAMM,KAAKQ,SAASc,eAAgBtB,KAAKgB,gBAG3O,OAFAE,EAAWV,SAAWR,KAAKQ,SAC3BR,KAAKQ,SAASe,sBACPL,CACf,CAYI,6BAAOM,CAAuBxC,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,gCAChI,OAAO,IAAIZ,EAAWG,EAAMC,EAAOC,EAAQM,EAAUiC,wBAAyBrC,EAAeC,EAAiBC,EAASC,EAC/H,CAYI,kCAAOmC,CAA4B1C,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,gCACrI,OAAO,IAAIZ,EAAWG,EAAMC,EAAOC,EAAQM,EAAUmC,8BAA+BvC,EAAeC,EAAiBC,EAASC,EACrI,CAYI,yBAAOqC,CAAmB5C,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,gCAC5H,OAAO,IAAIZ,EAAWG,EAAMC,EAAOC,EAAQM,EAAUqC,oBAAqBzC,EAAeC,EAAiBC,EAASC,EAC3H,CAeI,uBAAOuC,CAAiB9C,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,+BAAgCC,EAAOF,EAAUG,0BAA2BC,EAAgB,EAAGC,GAAgB,GACzO,OAAO,IAAIhB,EAAWG,EAAMC,EAAOC,EAAQM,EAAUuC,kBAAmB3C,EAAeC,EAAiBC,EAASC,EAAcG,EAAME,EAAeC,EAC5J,CAeI,wBAAOmC,CAAkBhD,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,+BAAgCC,EAAOF,EAAUG,0BAA2BC,EAAgB,EAAGC,GAAgB,GAC1O,OAAO,IAAIhB,EAAWG,EAAMC,EAAOC,EAAQM,EAAUyC,mBAAoB7C,EAAeC,EAAiBC,EAASC,EAAcG,EAAME,EAAeC,EAC7J,CAcI,+BAAOqC,CAAyBlD,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeC,EAAUC,+BAAgCC,EAAOF,EAAUG,0BAA2BE,GAAgB,GAC9N,OAAO,IAAIhB,EAAWG,EAAMC,EAAOC,EAAQM,EAAUyC,mBAAoB7C,EAAeC,EAAiBC,EAASC,EAAcG,EAAMF,EAAU2C,6BAA8BtC,EACtL,CAaI,qBAAOuC,CAAepD,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeT,EAAQuD,uBAAwB3C,EAAOF,EAAUY,mBAC/J,OAAO,IAAIvB,EAAWG,EAAMC,EAAOC,EAAQM,EAAU8C,gBAAiBlD,EAAeC,EAAiBC,EAASC,EAAcG,EACrI,CAaI,4BAAO6C,CAAsBvD,EAAMC,EAAOC,EAAQE,EAAeC,GAAkB,EAAMC,GAAU,EAAOC,EAAeT,EAAQuD,uBAAwB3C,EAAOF,EAAUY,mBACtK,OAAO,IAAIvB,EAAWG,EAAMC,EAAOC,EAAQM,EAAU8C,gBAAiBlD,EAAeC,EAAiBC,EAASC,EAAcG,EAAMF,EAAU2C,6BACrJ"}
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