@babylonjs/viewer 7.40.2 → 7.40.3-alpha

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (615) hide show
  1. package/assets/photoStudio.env +0 -0
  2. package/dist/babylon-viewer.esm.js +2 -0
  3. package/dist/babylon-viewer.esm.js.map +1 -0
  4. package/dist/babylon-viewer.esm.min.js +2 -0
  5. package/dist/babylon-viewer.esm.min.js.map +1 -0
  6. package/dist/chunks/EXT_lights_ies-CD6xLsCy.esm.js +84 -0
  7. package/dist/chunks/EXT_lights_ies-CD6xLsCy.esm.js.map +1 -0
  8. package/dist/chunks/EXT_lights_ies-DS9bIHFP.esm.min.js +2 -0
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  10. package/dist/chunks/EXT_lights_image_based-BGdZs5mF.esm.js +171 -0
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  14. package/dist/chunks/EXT_mesh_gpu_instancing-D70tpOB6.esm.js +86 -0
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  78. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-IoDqngfZ.esm.js +81 -0
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  82. package/dist/chunks/KHR_materials_sheen-BBwukNo5.esm.js +85 -0
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  98. package/dist/chunks/KHR_materials_variants-DANx-_Mx.esm.js +262 -0
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  102. package/dist/chunks/KHR_materials_volume-Dlquu8Y2.esm.js +87 -0
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  106. package/dist/chunks/KHR_mesh_quantization-C1w2vzgz.esm.js +26 -0
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  505. package/configuration/types/extended.d.ts +0 -6
  506. package/configuration/types/extended.js +0 -317
  507. package/configuration/types/extended.js.map +0 -1
  508. package/configuration/types/index.d.ts +0 -14
  509. package/configuration/types/index.js +0 -51
  510. package/configuration/types/index.js.map +0 -1
  511. package/configuration/types/minimal.d.ts +0 -6
  512. package/configuration/types/minimal.js +0 -43
  513. package/configuration/types/minimal.js.map +0 -1
  514. package/configuration/types/renderOnlyDefault.d.ts +0 -30
  515. package/configuration/types/renderOnlyDefault.js +0 -31
  516. package/configuration/types/renderOnlyDefault.js.map +0 -1
  517. package/configuration/types/shadowLight.d.ts +0 -9
  518. package/configuration/types/shadowLight.js +0 -64
  519. package/configuration/types/shadowLight.js.map +0 -1
  520. package/helper/index.d.ts +0 -29
  521. package/helper/index.js +0 -66
  522. package/helper/index.js.map +0 -1
  523. package/index.d.ts +0 -30
  524. package/index.js +0 -46
  525. package/index.js.map +0 -1
  526. package/initializer.d.ts +0 -11
  527. package/initializer.js +0 -35
  528. package/initializer.js.map +0 -1
  529. package/interfaces.d.ts +0 -5
  530. package/interfaces.js +0 -7
  531. package/interfaces.js.map +0 -1
  532. package/labs/environmentSerializer.d.ts +0 -126
  533. package/labs/environmentSerializer.js +0 -191
  534. package/labs/environmentSerializer.js.map +0 -1
  535. package/labs/texture.d.ts +0 -183
  536. package/labs/texture.js +0 -351
  537. package/labs/texture.js.map +0 -1
  538. package/labs/viewerLabs.d.ts +0 -51
  539. package/labs/viewerLabs.js +0 -134
  540. package/labs/viewerLabs.js.map +0 -1
  541. package/loader/modelLoader.d.ts +0 -56
  542. package/loader/modelLoader.js +0 -202
  543. package/loader/modelLoader.js.map +0 -1
  544. package/loader/plugins/applyMaterialConfig.d.ts +0 -12
  545. package/loader/plugins/applyMaterialConfig.js +0 -16
  546. package/loader/plugins/applyMaterialConfig.js.map +0 -1
  547. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +0 -9
  548. package/loader/plugins/extendedMaterialLoaderPlugin.js +0 -16
  549. package/loader/plugins/extendedMaterialLoaderPlugin.js.map +0 -1
  550. package/loader/plugins/index.d.ts +0 -19
  551. package/loader/plugins/index.js +0 -44
  552. package/loader/plugins/index.js.map +0 -1
  553. package/loader/plugins/loaderPlugin.d.ts +0 -24
  554. package/loader/plugins/loaderPlugin.js +0 -2
  555. package/loader/plugins/loaderPlugin.js.map +0 -1
  556. package/loader/plugins/msftLodLoaderPlugin.d.ts +0 -12
  557. package/loader/plugins/msftLodLoaderPlugin.js +0 -21
  558. package/loader/plugins/msftLodLoaderPlugin.js.map +0 -1
  559. package/loader/plugins/telemetryLoaderPlugin.d.ts +0 -12
  560. package/loader/plugins/telemetryLoaderPlugin.js +0 -36
  561. package/loader/plugins/telemetryLoaderPlugin.js.map +0 -1
  562. package/managers/observablesManager.d.ts +0 -66
  563. package/managers/observablesManager.js +0 -35
  564. package/managers/observablesManager.js.map +0 -1
  565. package/managers/sceneManager.d.ts +0 -245
  566. package/managers/sceneManager.js +0 -1375
  567. package/managers/sceneManager.js.map +0 -1
  568. package/managers/telemetryManager.d.ts +0 -78
  569. package/managers/telemetryManager.js +0 -117
  570. package/managers/telemetryManager.js.map +0 -1
  571. package/model/modelAnimation.d.ts +0 -215
  572. package/model/modelAnimation.js +0 -237
  573. package/model/modelAnimation.js.map +0 -1
  574. package/model/viewerModel.d.ts +0 -233
  575. package/model/viewerModel.js +0 -673
  576. package/model/viewerModel.js.map +0 -1
  577. package/optimizer/custom/extended.d.ts +0 -13
  578. package/optimizer/custom/extended.js +0 -101
  579. package/optimizer/custom/extended.js.map +0 -1
  580. package/optimizer/custom/index.d.ts +0 -9
  581. package/optimizer/custom/index.js +0 -26
  582. package/optimizer/custom/index.js.map +0 -1
  583. package/renderOnlyIndex.d.ts +0 -11
  584. package/renderOnlyIndex.js +0 -18
  585. package/renderOnlyIndex.js.map +0 -1
  586. package/templating/eventManager.d.ts +0 -35
  587. package/templating/eventManager.js +0 -66
  588. package/templating/eventManager.js.map +0 -1
  589. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
  590. package/templating/plugins/hdButtonPlugin.js +0 -22
  591. package/templating/plugins/hdButtonPlugin.js.map +0 -1
  592. package/templating/plugins/printButton.d.ts +0 -9
  593. package/templating/plugins/printButton.js +0 -41
  594. package/templating/plugins/printButton.js.map +0 -1
  595. package/templating/templateManager.d.ts +0 -197
  596. package/templating/templateManager.js +0 -561
  597. package/templating/templateManager.js.map +0 -1
  598. package/templating/viewerTemplatePlugin.d.ts +0 -21
  599. package/templating/viewerTemplatePlugin.js +0 -69
  600. package/templating/viewerTemplatePlugin.js.map +0 -1
  601. package/viewer/defaultViewer.d.ts +0 -130
  602. package/viewer/defaultViewer.js +0 -672
  603. package/viewer/defaultViewer.js.map +0 -1
  604. package/viewer/renderOnlyViewer.d.ts +0 -9
  605. package/viewer/renderOnlyViewer.js +0 -46
  606. package/viewer/renderOnlyViewer.js.map +0 -1
  607. package/viewer/viewer.d.ts +0 -258
  608. package/viewer/viewer.js +0 -783
  609. package/viewer/viewer.js.map +0 -1
  610. package/viewer/viewerManager.d.ts +0 -58
  611. package/viewer/viewerManager.js +0 -91
  612. package/viewer/viewerManager.js.map +0 -1
  613. package/viewer/viewerWithTemplate.d.ts +0 -9
  614. package/viewer/viewerWithTemplate.js +0 -20
  615. package/viewer/viewerWithTemplate.js.map +0 -1
@@ -0,0 +1,531 @@
1
+ import { i as ShaderStore } from './index-B6sqDOGz.esm.js';
2
+
3
+ // Do not edit.
4
+ const name$m = "decalVertexDeclaration";
5
+ const shader$m = `#ifdef DECAL
6
+ uniform vec4 vDecalInfos;uniform mat4 decalMatrix;
7
+ #endif
8
+ `;
9
+ // Sideeffect
10
+ ShaderStore.IncludesShadersStore[name$m] = shader$m;
11
+
12
+ // Do not edit.
13
+ const name$l = "uvAttributeDeclaration";
14
+ const shader$l = `#ifdef UV{X}
15
+ attribute vec2 uv{X};
16
+ #endif
17
+ `;
18
+ // Sideeffect
19
+ ShaderStore.IncludesShadersStore[name$l] = shader$l;
20
+
21
+ // Do not edit.
22
+ const name$k = "bonesDeclaration";
23
+ const shader$k = `#if NUM_BONE_INFLUENCERS>0
24
+ attribute vec4 matricesIndices;attribute vec4 matricesWeights;
25
+ #if NUM_BONE_INFLUENCERS>4
26
+ attribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;
27
+ #endif
28
+ #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
29
+ #ifdef BONETEXTURE
30
+ uniform highp sampler2D boneSampler;uniform float boneTextureWidth;
31
+ #else
32
+ uniform mat4 mBones[BonesPerMesh];
33
+ #endif
34
+ #ifdef BONES_VELOCITY_ENABLED
35
+ uniform mat4 mPreviousBones[BonesPerMesh];
36
+ #endif
37
+ #ifdef BONETEXTURE
38
+ #define inline
39
+ mat4 readMatrixFromRawSampler(sampler2D smp,float index)
40
+ {float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}
41
+ #endif
42
+ #endif
43
+ #endif
44
+ `;
45
+ // Sideeffect
46
+ ShaderStore.IncludesShadersStore[name$k] = shader$k;
47
+
48
+ // Do not edit.
49
+ const name$j = "bakedVertexAnimationDeclaration";
50
+ const shader$j = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
51
+ uniform float bakedVertexAnimationTime;uniform vec2 bakedVertexAnimationTextureSizeInverted;uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;
52
+ #ifdef INSTANCES
53
+ attribute vec4 bakedVertexAnimationSettingsInstanced;
54
+ #endif
55
+ #define inline
56
+ mat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)
57
+ {float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);}
58
+ #endif
59
+ `;
60
+ // Sideeffect
61
+ ShaderStore.IncludesShadersStore[name$j] = shader$j;
62
+
63
+ // Do not edit.
64
+ const name$i = "instancesDeclaration";
65
+ const shader$i = `#ifdef INSTANCES
66
+ attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;
67
+ #ifdef INSTANCESCOLOR
68
+ attribute vec4 instanceColor;
69
+ #endif
70
+ #if defined(THIN_INSTANCES) && !defined(WORLD_UBO)
71
+ uniform mat4 world;
72
+ #endif
73
+ #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
74
+ attribute vec4 previousWorld0;attribute vec4 previousWorld1;attribute vec4 previousWorld2;attribute vec4 previousWorld3;
75
+ #ifdef THIN_INSTANCES
76
+ uniform mat4 previousWorld;
77
+ #endif
78
+ #endif
79
+ #else
80
+ #if !defined(WORLD_UBO)
81
+ uniform mat4 world;
82
+ #endif
83
+ #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
84
+ uniform mat4 previousWorld;
85
+ #endif
86
+ #endif
87
+ `;
88
+ // Sideeffect
89
+ ShaderStore.IncludesShadersStore[name$i] = shader$i;
90
+
91
+ // Do not edit.
92
+ const name$h = "prePassVertexDeclaration";
93
+ const shader$h = `#ifdef PREPASS
94
+ #ifdef PREPASS_LOCAL_POSITION
95
+ varying vec3 vPosition;
96
+ #endif
97
+ #ifdef PREPASS_DEPTH
98
+ varying vec3 vViewPos;
99
+ #endif
100
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
101
+ uniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;
102
+ #endif
103
+ #endif
104
+ `;
105
+ // Sideeffect
106
+ ShaderStore.IncludesShadersStore[name$h] = shader$h;
107
+
108
+ // Do not edit.
109
+ const name$g = "samplerVertexDeclaration";
110
+ const shader$g = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
111
+ varying vec2 v_VARYINGNAME_UV;
112
+ #endif
113
+ `;
114
+ // Sideeffect
115
+ ShaderStore.IncludesShadersStore[name$g] = shader$g;
116
+
117
+ // Do not edit.
118
+ const name$f = "bumpVertexDeclaration";
119
+ const shader$f = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
120
+ #if defined(TANGENT) && defined(NORMAL)
121
+ varying mat3 vTBN;
122
+ #endif
123
+ #endif
124
+ `;
125
+ // Sideeffect
126
+ ShaderStore.IncludesShadersStore[name$f] = shader$f;
127
+
128
+ // Do not edit.
129
+ const name$e = "lightVxFragmentDeclaration";
130
+ const shader$e = `#ifdef LIGHT{X}
131
+ uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
132
+ #ifdef SPECULARTERM
133
+ uniform vec4 vLightSpecular{X};
134
+ #else
135
+ vec4 vLightSpecular{X}=vec4(0.);
136
+ #endif
137
+ #ifdef SHADOW{X}
138
+ #ifdef SHADOWCSM{X}
139
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
140
+ #elif defined(SHADOWCUBE{X})
141
+ #else
142
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
143
+ #endif
144
+ uniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};
145
+ #endif
146
+ #ifdef SPOTLIGHT{X}
147
+ uniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};
148
+ #elif defined(POINTLIGHT{X})
149
+ uniform vec4 vLightFalloff{X};
150
+ #elif defined(HEMILIGHT{X})
151
+ uniform vec3 vLightGround{X};
152
+ #endif
153
+ #endif
154
+ `;
155
+ // Sideeffect
156
+ ShaderStore.IncludesShadersStore[name$e] = shader$e;
157
+
158
+ // Do not edit.
159
+ const name$d = "lightVxUboDeclaration";
160
+ const shader$d = `#ifdef LIGHT{X}
161
+ uniform Light{X}
162
+ {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
163
+ #ifdef SPOTLIGHT{X}
164
+ vec4 vLightDirection;vec4 vLightFalloff;
165
+ #elif defined(POINTLIGHT{X})
166
+ vec4 vLightFalloff;
167
+ #elif defined(HEMILIGHT{X})
168
+ vec3 vLightGround;
169
+ #endif
170
+ vec4 shadowsInfo;vec2 depthValues;} light{X};
171
+ #ifdef SHADOW{X}
172
+ #ifdef SHADOWCSM{X}
173
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
174
+ #elif defined(SHADOWCUBE{X})
175
+ #else
176
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
177
+ #endif
178
+ #endif
179
+ #endif
180
+ `;
181
+ // Sideeffect
182
+ ShaderStore.IncludesShadersStore[name$d] = shader$d;
183
+
184
+ // Do not edit.
185
+ const name$c = "morphTargetsVertexGlobalDeclaration";
186
+ const shader$c = `#ifdef MORPHTARGETS
187
+ uniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];
188
+ #ifdef MORPHTARGETS_TEXTURE
189
+ uniform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];uniform vec3 morphTargetTextureInfo;uniform highp sampler2DArray morphTargets;vec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)
190
+ {
191
+ float y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV).xyz;}
192
+ #endif
193
+ #endif
194
+ `;
195
+ // Sideeffect
196
+ ShaderStore.IncludesShadersStore[name$c] = shader$c;
197
+
198
+ // Do not edit.
199
+ const name$b = "morphTargetsVertexDeclaration";
200
+ const shader$b = `#ifdef MORPHTARGETS
201
+ #ifndef MORPHTARGETS_TEXTURE
202
+ attribute vec3 position{X};
203
+ #ifdef MORPHTARGETS_NORMAL
204
+ attribute vec3 normal{X};
205
+ #endif
206
+ #ifdef MORPHTARGETS_TANGENT
207
+ attribute vec3 tangent{X};
208
+ #endif
209
+ #ifdef MORPHTARGETS_UV
210
+ attribute vec2 uv_{X};
211
+ #endif
212
+ #ifdef MORPHTARGETS_UV2
213
+ attribute vec2 uv2_{X};
214
+ #endif
215
+ #elif {X}==0
216
+ uniform int morphTargetCount;
217
+ #endif
218
+ #endif
219
+ `;
220
+ // Sideeffect
221
+ ShaderStore.IncludesShadersStore[name$b] = shader$b;
222
+
223
+ // Do not edit.
224
+ const name$a = "morphTargetsVertexGlobal";
225
+ const shader$a = `#ifdef MORPHTARGETS
226
+ #ifdef MORPHTARGETS_TEXTURE
227
+ float vertexID;
228
+ #endif
229
+ #endif
230
+ `;
231
+ // Sideeffect
232
+ ShaderStore.IncludesShadersStore[name$a] = shader$a;
233
+
234
+ // Do not edit.
235
+ const name$9 = "morphTargetsVertex";
236
+ const shader$9 = `#ifdef MORPHTARGETS
237
+ #ifdef MORPHTARGETS_TEXTURE
238
+ #if {X}==0
239
+ for (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (i>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];vertexID+=1.0;
240
+ #ifdef MORPHTARGETS_NORMAL
241
+ normalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];vertexID+=1.0;
242
+ #endif
243
+ #ifdef MORPHTARGETS_UV
244
+ uvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];vertexID+=1.0;
245
+ #endif
246
+ #ifdef MORPHTARGETS_TANGENT
247
+ tangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];vertexID+=1.0;
248
+ #endif
249
+ #ifdef MORPHTARGETS_UV2
250
+ uv2Updated+=(readVector3FromRawSampler(i,vertexID).xy-uv2)*morphTargetInfluences[i];
251
+ #endif
252
+ }
253
+ #endif
254
+ #else
255
+ positionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];
256
+ #ifdef MORPHTARGETS_NORMAL
257
+ normalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];
258
+ #endif
259
+ #ifdef MORPHTARGETS_TANGENT
260
+ tangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];
261
+ #endif
262
+ #ifdef MORPHTARGETS_UV
263
+ uvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];
264
+ #endif
265
+ #ifdef MORPHTARGETS_UV2
266
+ uv2Updated+=(uv2_{X}-uv2)*morphTargetInfluences[{X}];
267
+ #endif
268
+ #endif
269
+ #endif
270
+ `;
271
+ // Sideeffect
272
+ ShaderStore.IncludesShadersStore[name$9] = shader$9;
273
+
274
+ // Do not edit.
275
+ const name$8 = "instancesVertex";
276
+ const shader$8 = `#ifdef INSTANCES
277
+ mat4 finalWorld=mat4(world0,world1,world2,world3);
278
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
279
+ mat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,
280
+ previousWorld2,previousWorld3);
281
+ #endif
282
+ #ifdef THIN_INSTANCES
283
+ finalWorld=world*finalWorld;
284
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
285
+ finalPreviousWorld=previousWorld*finalPreviousWorld;
286
+ #endif
287
+ #endif
288
+ #else
289
+ mat4 finalWorld=world;
290
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
291
+ mat4 finalPreviousWorld=previousWorld;
292
+ #endif
293
+ #endif
294
+ `;
295
+ // Sideeffect
296
+ ShaderStore.IncludesShadersStore[name$8] = shader$8;
297
+
298
+ // Do not edit.
299
+ const name$7 = "bonesVertex";
300
+ const shader$7 = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
301
+ #if NUM_BONE_INFLUENCERS>0
302
+ mat4 influence;
303
+ #ifdef BONETEXTURE
304
+ influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];
305
+ #if NUM_BONE_INFLUENCERS>1
306
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];
307
+ #endif
308
+ #if NUM_BONE_INFLUENCERS>2
309
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];
310
+ #endif
311
+ #if NUM_BONE_INFLUENCERS>3
312
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];
313
+ #endif
314
+ #if NUM_BONE_INFLUENCERS>4
315
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];
316
+ #endif
317
+ #if NUM_BONE_INFLUENCERS>5
318
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];
319
+ #endif
320
+ #if NUM_BONE_INFLUENCERS>6
321
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];
322
+ #endif
323
+ #if NUM_BONE_INFLUENCERS>7
324
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];
325
+ #endif
326
+ #else
327
+ influence=mBones[int(matricesIndices[0])]*matricesWeights[0];
328
+ #if NUM_BONE_INFLUENCERS>1
329
+ influence+=mBones[int(matricesIndices[1])]*matricesWeights[1];
330
+ #endif
331
+ #if NUM_BONE_INFLUENCERS>2
332
+ influence+=mBones[int(matricesIndices[2])]*matricesWeights[2];
333
+ #endif
334
+ #if NUM_BONE_INFLUENCERS>3
335
+ influence+=mBones[int(matricesIndices[3])]*matricesWeights[3];
336
+ #endif
337
+ #if NUM_BONE_INFLUENCERS>4
338
+ influence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
339
+ #endif
340
+ #if NUM_BONE_INFLUENCERS>5
341
+ influence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
342
+ #endif
343
+ #if NUM_BONE_INFLUENCERS>6
344
+ influence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
345
+ #endif
346
+ #if NUM_BONE_INFLUENCERS>7
347
+ influence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
348
+ #endif
349
+ #endif
350
+ finalWorld=finalWorld*influence;
351
+ #endif
352
+ #endif
353
+ `;
354
+ // Sideeffect
355
+ ShaderStore.IncludesShadersStore[name$7] = shader$7;
356
+
357
+ // Do not edit.
358
+ const name$6 = "bakedVertexAnimation";
359
+ const shader$6 = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
360
+ {
361
+ #ifdef INSTANCES
362
+ #define BVASNAME bakedVertexAnimationSettingsInstanced
363
+ #else
364
+ #define BVASNAME bakedVertexAnimationSettings
365
+ #endif
366
+ float VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];
367
+ #if NUM_BONE_INFLUENCERS>1
368
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];
369
+ #endif
370
+ #if NUM_BONE_INFLUENCERS>2
371
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];
372
+ #endif
373
+ #if NUM_BONE_INFLUENCERS>3
374
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];
375
+ #endif
376
+ #if NUM_BONE_INFLUENCERS>4
377
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];
378
+ #endif
379
+ #if NUM_BONE_INFLUENCERS>5
380
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];
381
+ #endif
382
+ #if NUM_BONE_INFLUENCERS>6
383
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];
384
+ #endif
385
+ #if NUM_BONE_INFLUENCERS>7
386
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];
387
+ #endif
388
+ finalWorld=finalWorld*VATInfluence;}
389
+ #endif
390
+ `;
391
+ // Sideeffect
392
+ ShaderStore.IncludesShadersStore[name$6] = shader$6;
393
+
394
+ // Do not edit.
395
+ const name$5 = "prePassVertex";
396
+ const shader$5 = `#ifdef PREPASS_DEPTH
397
+ vViewPos=(view*worldPos).rgb;
398
+ #endif
399
+ #ifdef PREPASS_LOCAL_POSITION
400
+ vPosition=positionUpdated.xyz;
401
+ #endif
402
+ #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
403
+ vCurrentPosition=viewProjection*worldPos;
404
+ #if NUM_BONE_INFLUENCERS>0
405
+ mat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];
406
+ #if NUM_BONE_INFLUENCERS>1
407
+ previousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];
408
+ #endif
409
+ #if NUM_BONE_INFLUENCERS>2
410
+ previousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];
411
+ #endif
412
+ #if NUM_BONE_INFLUENCERS>3
413
+ previousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];
414
+ #endif
415
+ #if NUM_BONE_INFLUENCERS>4
416
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
417
+ #endif
418
+ #if NUM_BONE_INFLUENCERS>5
419
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
420
+ #endif
421
+ #if NUM_BONE_INFLUENCERS>6
422
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
423
+ #endif
424
+ #if NUM_BONE_INFLUENCERS>7
425
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
426
+ #endif
427
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);
428
+ #else
429
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
430
+ #endif
431
+ #endif
432
+ `;
433
+ // Sideeffect
434
+ ShaderStore.IncludesShadersStore[name$5] = shader$5;
435
+
436
+ // Do not edit.
437
+ const name$4 = "uvVariableDeclaration";
438
+ const shader$4 = `#if !defined(UV{X}) && defined(MAINUV{X})
439
+ vec2 uv{X}=vec2(0.,0.);
440
+ #endif
441
+ #ifdef MAINUV{X}
442
+ vMainUV{X}=uv{X};
443
+ #endif
444
+ `;
445
+ // Sideeffect
446
+ ShaderStore.IncludesShadersStore[name$4] = shader$4;
447
+
448
+ // Do not edit.
449
+ const name$3 = "samplerVertexImplementation";
450
+ const shader$3 = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
451
+ if (v_INFONAME_==0.)
452
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}
453
+ #ifdef UV2
454
+ else if (v_INFONAME_==1.)
455
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2Updated,1.0,0.0));}
456
+ #endif
457
+ #ifdef UV3
458
+ else if (v_INFONAME_==2.)
459
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}
460
+ #endif
461
+ #ifdef UV4
462
+ else if (v_INFONAME_==3.)
463
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}
464
+ #endif
465
+ #ifdef UV5
466
+ else if (v_INFONAME_==4.)
467
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}
468
+ #endif
469
+ #ifdef UV6
470
+ else if (v_INFONAME_==5.)
471
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}
472
+ #endif
473
+ #endif
474
+ `;
475
+ // Sideeffect
476
+ ShaderStore.IncludesShadersStore[name$3] = shader$3;
477
+
478
+ // Do not edit.
479
+ const name$2 = "bumpVertex";
480
+ const shader$2 = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
481
+ #if defined(TANGENT) && defined(NORMAL)
482
+ vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
483
+ #endif
484
+ #endif
485
+ `;
486
+ // Sideeffect
487
+ ShaderStore.IncludesShadersStore[name$2] = shader$2;
488
+
489
+ // Do not edit.
490
+ const name$1 = "shadowsVertex";
491
+ const shader$1 = `#ifdef SHADOWS
492
+ #if defined(SHADOWCSM{X})
493
+ vPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;
494
+ #ifdef USE_REVERSE_DEPTHBUFFER
495
+ vDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
496
+ #else
497
+ vDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
498
+ #endif
499
+ }
500
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
501
+ vPositionFromLight{X}=lightMatrix{X}*worldPos;
502
+ #ifdef USE_REVERSE_DEPTHBUFFER
503
+ vDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
504
+ #else
505
+ vDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
506
+ #endif
507
+ #endif
508
+ #endif
509
+ `;
510
+ // Sideeffect
511
+ ShaderStore.IncludesShadersStore[name$1] = shader$1;
512
+
513
+ // Do not edit.
514
+ const name = "vertexColorMixing";
515
+ const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
516
+ vColor=vec4(1.0);
517
+ #ifdef VERTEXCOLOR
518
+ #ifdef VERTEXALPHA
519
+ vColor*=color;
520
+ #else
521
+ vColor.rgb*=color.rgb;
522
+ #endif
523
+ #endif
524
+ #ifdef INSTANCESCOLOR
525
+ vColor*=instanceColor;
526
+ #endif
527
+ #endif
528
+ `;
529
+ // Sideeffect
530
+ ShaderStore.IncludesShadersStore[name] = shader;
531
+ //# sourceMappingURL=vertexColorMixing-BKr2fbgc.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vertexColorMixing-BKr2fbgc.esm.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/decalVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/uvAttributeDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bonesDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/instancesDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/prePassVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/samplerVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bumpVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/lightVxFragmentDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/lightVxUboDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertexGlobal.js","../../../../../dev/core/dist/Shaders/ShadersInclude/morphTargetsVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/instancesVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bonesVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bakedVertexAnimation.js","../../../../../dev/core/dist/Shaders/ShadersInclude/prePassVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/uvVariableDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/samplerVertexImplementation.js","../../../../../dev/core/dist/Shaders/ShadersInclude/bumpVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/shadowsVertex.js","../../../../../dev/core/dist/Shaders/ShadersInclude/vertexColorMixing.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"decalVertexDeclaration\";\nconst shader = `#ifdef DECAL\nuniform vec4 vDecalInfos;uniform mat4 decalMatrix;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const decalVertexDeclaration = { name, shader };\n//# sourceMappingURL=decalVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute vec2 uv{X};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const uvAttributeDeclaration = { name, shader };\n//# sourceMappingURL=uvAttributeDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;attribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform highp sampler2D boneSampler;uniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n//# sourceMappingURL=bonesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bakedVertexAnimationDeclaration\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform float bakedVertexAnimationTime;uniform vec2 bakedVertexAnimationTextureSizeInverted;uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;\n#ifdef INSTANCES\nattribute vec4 bakedVertexAnimationSettingsInstanced;\n#endif\n#define inline\nmat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)\n{float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimationDeclaration = { name, shader };\n//# sourceMappingURL=bakedVertexAnimationDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"instancesDeclaration\";\nconst shader = `#ifdef INSTANCES\nattribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;\n#ifdef INSTANCESCOLOR\nattribute vec4 instanceColor;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform mat4 world;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nattribute vec4 previousWorld0;attribute vec4 previousWorld1;attribute vec4 previousWorld2;attribute vec4 previousWorld3;\n#ifdef THIN_INSTANCES\nuniform mat4 previousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform mat4 world;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nuniform mat4 previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const instancesDeclaration = { name, shader };\n//# sourceMappingURL=instancesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertexDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const prePassVertexDeclaration = { name, shader };\n//# sourceMappingURL=prePassVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexDeclaration\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerVertexDeclaration = { name, shader };\n//# sourceMappingURL=samplerVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertexDeclaration = { name, shader };\n//# sourceMappingURL=bumpVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightVxFragmentDeclaration = { name, shader };\n//# sourceMappingURL=lightVxFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightVxUboDeclaration = { name, shader };\n//# sourceMappingURL=lightVxUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#ifdef MORPHTARGETS_TEXTURE \nuniform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];uniform vec3 morphTargetTextureInfo;uniform highp sampler2DArray morphTargets;vec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)\n{ \nfloat y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV).xyz;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalDeclaration = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#ifdef MORPHTARGETS_UV\nattribute vec2 uv_{X};\n#endif\n#ifdef MORPHTARGETS_UV2\nattribute vec2 uv2_{X};\n#endif\n#elif {X}==0\nuniform int morphTargetCount;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexDeclaration = { name, shader };\n//# sourceMappingURL=morphTargetsVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nfloat vertexID;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobal = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobal.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (i>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];vertexID+=1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];vertexID+=1.0;\n#endif\n#ifdef MORPHTARGETS_UV2\nuv2Updated+=(readVector3FromRawSampler(i,vertexID).xy-uv2)*morphTargetInfluences[i];\n#endif\n}\n#endif\n#else\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV2\nuv2Updated+=(uv2_{X}-uv2)*morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const morphTargetsVertex = { name, shader };\n//# sourceMappingURL=morphTargetsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"instancesVertex\";\nconst shader = `#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nmat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,\npreviousWorld2,previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\nfinalWorld=world*finalWorld;\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nfinalPreviousWorld=previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\nmat4 finalWorld=world;\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\nmat4 finalPreviousWorld=previousWorld;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const instancesVertex = { name, shader };\n//# sourceMappingURL=instancesVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesVertex = { name, shader };\n//# sourceMappingURL=bonesVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bakedVertexAnimation\";\nconst shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\n#define BVASNAME bakedVertexAnimationSettingsInstanced\n#else\n#define BVASNAME bakedVertexAnimationSettings\n#endif\nfloat VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bakedVertexAnimation = { name, shader };\n//# sourceMappingURL=bakedVertexAnimation.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertex\";\nconst shader = `#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const prePassVertex = { name, shader };\n//# sourceMappingURL=prePassVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvVariableDeclaration\";\nconst shader = `#if !defined(UV{X}) && defined(MAINUV{X})\nvec2 uv{X}=vec2(0.,0.);\n#endif\n#ifdef MAINUV{X}\nvMainUV{X}=uv{X};\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const uvVariableDeclaration = { name, shader };\n//# sourceMappingURL=uvVariableDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexImplementation\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (v_INFONAME_==0.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}\n#ifdef UV2\nelse if (v_INFONAME_==1.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2Updated,1.0,0.0));}\n#endif\n#ifdef UV3\nelse if (v_INFONAME_==2.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}\n#endif\n#ifdef UV4\nelse if (v_INFONAME_==3.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}\n#endif\n#ifdef UV5\nelse if (v_INFONAME_==4.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}\n#endif\n#ifdef UV6\nelse if (v_INFONAME_==5.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const samplerVertexImplementation = { name, shader };\n//# sourceMappingURL=samplerVertexImplementation.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertex\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpVertex = { name, shader };\n//# sourceMappingURL=bumpVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n}\n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowsVertex = { name, shader };\n//# sourceMappingURL=shadowsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvColor=vec4(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\n#else\nvColor.rgb*=color.rgb;\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const vertexColorMixing = { name, shader };\n//# 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1
+ import{i as e}from"./index-D3BVnHHq.esm.min.js";e.IncludesShadersStoreWGSL.uvAttributeDeclaration="#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n";e.IncludesShadersStoreWGSL.bonesDeclaration="#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.prePassVertexDeclaration="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.samplerVertexDeclaration="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n";e.IncludesShadersStoreWGSL.bumpVertexDeclaration="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.lightVxUboDeclaration="#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertexGlobalDeclaration="#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertexDeclaration="#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#ifdef MORPHTARGETS_UV2\nattribute uv2_{X} : vec2<f32>;\n#endif\n#elif {X}==0\nuniform morphTargetCount: i32;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertexGlobal="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.morphTargetsVertex="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}\nvertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV2\nuv2Updated=uv2Updated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv2)*uniforms.morphTargetInfluences[i];\n#endif\n}\n#endif\n#else\npositionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV2\nuv2Updated=uv2Updated+(vertexInputs.uv2_{X}-vertexInputs.uv2)*uniforms.morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.bonesVertex="#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.prePassVertex="#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.uvVariableDeclaration="#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n";e.IncludesShadersStoreWGSL.samplerVertexImplementation="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (uniforms.v_INFONAME_==0.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}\n#ifdef UV2\nelse if (uniforms.v_INFONAME_==1.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uv2Updated,1.0,0.0)).xy;}\n#endif\n#ifdef UV3\nelse if (uniforms.v_INFONAME_==2.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}\n#endif\n#ifdef UV4\nelse if (uniforms.v_INFONAME_==3.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}\n#endif\n#ifdef UV5\nelse if (uniforms.v_INFONAME_==4.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}\n#endif\n#ifdef UV6\nelse if (uniforms.v_INFONAME_==5.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.bumpVertex="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.shadowsVertex="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";e.IncludesShadersStoreWGSL.vertexColorMixing="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n";
2
+ //# sourceMappingURL=vertexColorMixing-BygjAnHj.esm.min.js.map