@babylonjs/viewer 7.40.3 → 7.40.4-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 (619) 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-B7tVMCka.esm.min.js +2 -0
  7. package/dist/chunks/EXT_lights_ies-B7tVMCka.esm.min.js.map +1 -0
  8. package/dist/chunks/EXT_lights_ies-T0Tkc0j0.esm.js +84 -0
  9. package/dist/chunks/EXT_lights_ies-T0Tkc0j0.esm.js.map +1 -0
  10. package/dist/chunks/EXT_lights_image_based-CyoPcoDC.esm.min.js +2 -0
  11. package/dist/chunks/EXT_lights_image_based-CyoPcoDC.esm.min.js.map +1 -0
  12. package/dist/chunks/EXT_lights_image_based-TRLY00MY.esm.js +171 -0
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  14. package/dist/chunks/EXT_mesh_gpu_instancing-CNSWr-2o.esm.js +86 -0
  15. package/dist/chunks/EXT_mesh_gpu_instancing-CNSWr-2o.esm.js.map +1 -0
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  18. package/dist/chunks/EXT_meshopt_compression-C5Jf55Kx.esm.min.js +2 -0
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  22. package/dist/chunks/EXT_texture_avif-Bv2Pa-Lr.esm.js +44 -0
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  26. package/dist/chunks/EXT_texture_webp-CBpWQrqC.esm.js +43 -0
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  34. package/dist/chunks/KHR_animation_pointer-Cvu5a-gj.esm.js +352 -0
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  46. package/dist/chunks/KHR_lights_punctual-B7yNiRZy.esm.min.js +2 -0
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  78. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-DYK5fci0.esm.js +81 -0
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  82. package/dist/chunks/KHR_materials_sheen-CvA19viC.esm.min.js +2 -0
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  86. package/dist/chunks/KHR_materials_specular-DPankAYO.esm.js +75 -0
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  90. package/dist/chunks/KHR_materials_transmission-CBvCfGeN.esm.js +307 -0
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  94. package/dist/chunks/KHR_materials_unlit-Dp-VzfY2.esm.min.js +2 -0
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  98. package/dist/chunks/KHR_materials_variants-DtTs7enl.esm.min.js +2 -0
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  102. package/dist/chunks/KHR_materials_volume-BO1lvsUq.esm.min.js +2 -0
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  106. package/dist/chunks/KHR_mesh_quantization-3ON-a5Bz.esm.js +26 -0
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  110. package/dist/chunks/KHR_node_hoverability-CZIi0X9e.esm.js +39 -0
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  497. package/configuration/mappers.d.ts +0 -43
  498. package/configuration/mappers.js +0 -193
  499. package/configuration/mappers.js.map +0 -1
  500. package/configuration/renderOnlyLoader.d.ts +0 -33
  501. package/configuration/renderOnlyLoader.js +0 -162
  502. package/configuration/renderOnlyLoader.js.map +0 -1
  503. package/configuration/types/default.d.ts +0 -6
  504. package/configuration/types/default.js +0 -121
  505. package/configuration/types/default.js.map +0 -1
  506. package/configuration/types/environmentMap.d.ts +0 -5
  507. package/configuration/types/environmentMap.js +0 -14
  508. package/configuration/types/environmentMap.js.map +0 -1
  509. package/configuration/types/extended.d.ts +0 -6
  510. package/configuration/types/extended.js +0 -317
  511. package/configuration/types/extended.js.map +0 -1
  512. package/configuration/types/index.d.ts +0 -14
  513. package/configuration/types/index.js +0 -51
  514. package/configuration/types/index.js.map +0 -1
  515. package/configuration/types/minimal.d.ts +0 -6
  516. package/configuration/types/minimal.js +0 -43
  517. package/configuration/types/minimal.js.map +0 -1
  518. package/configuration/types/renderOnlyDefault.d.ts +0 -30
  519. package/configuration/types/renderOnlyDefault.js +0 -31
  520. package/configuration/types/renderOnlyDefault.js.map +0 -1
  521. package/configuration/types/shadowLight.d.ts +0 -9
  522. package/configuration/types/shadowLight.js +0 -64
  523. package/configuration/types/shadowLight.js.map +0 -1
  524. package/helper/index.d.ts +0 -29
  525. package/helper/index.js +0 -66
  526. package/helper/index.js.map +0 -1
  527. package/index.d.ts +0 -30
  528. package/index.js +0 -46
  529. package/index.js.map +0 -1
  530. package/initializer.d.ts +0 -11
  531. package/initializer.js +0 -35
  532. package/initializer.js.map +0 -1
  533. package/interfaces.d.ts +0 -5
  534. package/interfaces.js +0 -7
  535. package/interfaces.js.map +0 -1
  536. package/labs/environmentSerializer.d.ts +0 -126
  537. package/labs/environmentSerializer.js +0 -191
  538. package/labs/environmentSerializer.js.map +0 -1
  539. package/labs/texture.d.ts +0 -183
  540. package/labs/texture.js +0 -351
  541. package/labs/texture.js.map +0 -1
  542. package/labs/viewerLabs.d.ts +0 -51
  543. package/labs/viewerLabs.js +0 -134
  544. package/labs/viewerLabs.js.map +0 -1
  545. package/loader/modelLoader.d.ts +0 -56
  546. package/loader/modelLoader.js +0 -202
  547. package/loader/modelLoader.js.map +0 -1
  548. package/loader/plugins/applyMaterialConfig.d.ts +0 -12
  549. package/loader/plugins/applyMaterialConfig.js +0 -16
  550. package/loader/plugins/applyMaterialConfig.js.map +0 -1
  551. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +0 -9
  552. package/loader/plugins/extendedMaterialLoaderPlugin.js +0 -16
  553. package/loader/plugins/extendedMaterialLoaderPlugin.js.map +0 -1
  554. package/loader/plugins/index.d.ts +0 -19
  555. package/loader/plugins/index.js +0 -44
  556. package/loader/plugins/index.js.map +0 -1
  557. package/loader/plugins/loaderPlugin.d.ts +0 -24
  558. package/loader/plugins/loaderPlugin.js +0 -2
  559. package/loader/plugins/loaderPlugin.js.map +0 -1
  560. package/loader/plugins/msftLodLoaderPlugin.d.ts +0 -12
  561. package/loader/plugins/msftLodLoaderPlugin.js +0 -21
  562. package/loader/plugins/msftLodLoaderPlugin.js.map +0 -1
  563. package/loader/plugins/telemetryLoaderPlugin.d.ts +0 -12
  564. package/loader/plugins/telemetryLoaderPlugin.js +0 -36
  565. package/loader/plugins/telemetryLoaderPlugin.js.map +0 -1
  566. package/managers/observablesManager.d.ts +0 -66
  567. package/managers/observablesManager.js +0 -35
  568. package/managers/observablesManager.js.map +0 -1
  569. package/managers/sceneManager.d.ts +0 -245
  570. package/managers/sceneManager.js +0 -1375
  571. package/managers/sceneManager.js.map +0 -1
  572. package/managers/telemetryManager.d.ts +0 -78
  573. package/managers/telemetryManager.js +0 -117
  574. package/managers/telemetryManager.js.map +0 -1
  575. package/model/modelAnimation.d.ts +0 -215
  576. package/model/modelAnimation.js +0 -237
  577. package/model/modelAnimation.js.map +0 -1
  578. package/model/viewerModel.d.ts +0 -233
  579. package/model/viewerModel.js +0 -673
  580. package/model/viewerModel.js.map +0 -1
  581. package/optimizer/custom/extended.d.ts +0 -13
  582. package/optimizer/custom/extended.js +0 -101
  583. package/optimizer/custom/extended.js.map +0 -1
  584. package/optimizer/custom/index.d.ts +0 -9
  585. package/optimizer/custom/index.js +0 -26
  586. package/optimizer/custom/index.js.map +0 -1
  587. package/renderOnlyIndex.d.ts +0 -11
  588. package/renderOnlyIndex.js +0 -18
  589. package/renderOnlyIndex.js.map +0 -1
  590. package/templating/eventManager.d.ts +0 -35
  591. package/templating/eventManager.js +0 -66
  592. package/templating/eventManager.js.map +0 -1
  593. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
  594. package/templating/plugins/hdButtonPlugin.js +0 -22
  595. package/templating/plugins/hdButtonPlugin.js.map +0 -1
  596. package/templating/plugins/printButton.d.ts +0 -9
  597. package/templating/plugins/printButton.js +0 -41
  598. package/templating/plugins/printButton.js.map +0 -1
  599. package/templating/templateManager.d.ts +0 -197
  600. package/templating/templateManager.js +0 -561
  601. package/templating/templateManager.js.map +0 -1
  602. package/templating/viewerTemplatePlugin.d.ts +0 -21
  603. package/templating/viewerTemplatePlugin.js +0 -69
  604. package/templating/viewerTemplatePlugin.js.map +0 -1
  605. package/viewer/defaultViewer.d.ts +0 -130
  606. package/viewer/defaultViewer.js +0 -672
  607. package/viewer/defaultViewer.js.map +0 -1
  608. package/viewer/renderOnlyViewer.d.ts +0 -9
  609. package/viewer/renderOnlyViewer.js +0 -46
  610. package/viewer/renderOnlyViewer.js.map +0 -1
  611. package/viewer/viewer.d.ts +0 -258
  612. package/viewer/viewer.js +0 -783
  613. package/viewer/viewer.js.map +0 -1
  614. package/viewer/viewerManager.d.ts +0 -58
  615. package/viewer/viewerManager.js +0 -91
  616. package/viewer/viewerManager.js.map +0 -1
  617. package/viewer/viewerWithTemplate.d.ts +0 -9
  618. package/viewer/viewerWithTemplate.js +0 -20
  619. package/viewer/viewerWithTemplate.js.map +0 -1
@@ -0,0 +1,421 @@
1
+ import { i as ShaderStore } from './index-5L5wXyrx.esm.js';
2
+
3
+ // Do not edit.
4
+ const name$g = "uvAttributeDeclaration";
5
+ const shader$g = `#ifdef UV{X}
6
+ attribute uv{X}: vec2f;
7
+ #endif
8
+ `;
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+ // Sideeffect
10
+ ShaderStore.IncludesShadersStoreWGSL[name$g] = shader$g;
11
+
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+ // Do not edit.
13
+ const name$f = "bonesDeclaration";
14
+ const shader$f = `#if NUM_BONE_INFLUENCERS>0
15
+ attribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;
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+ #if NUM_BONE_INFLUENCERS>4
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+ attribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;
18
+ #endif
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+ #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
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+ #ifdef BONETEXTURE
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+ var boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;
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+ #else
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+ uniform mBones : array<mat4x4,BonesPerMesh>;
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+ #ifdef BONES_VELOCITY_ENABLED
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+ uniform mPreviousBones : array<mat4x4,BonesPerMesh>;
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+ #endif
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+ #endif
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+ #ifdef BONETEXTURE
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+ fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>
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+ {let offset=i32(index) *4;
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+ let m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}
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+ #endif
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+ #endif
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+ #endif
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+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$f] = shader$f;
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+
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+ // Do not edit.
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+ const name$e = "prePassVertexDeclaration";
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+ const shader$e = `#ifdef PREPASS
42
+ #ifdef PREPASS_LOCAL_POSITION
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+ varying vPosition : vec3f;
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+ #endif
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+ #ifdef PREPASS_DEPTH
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+ varying vViewPos: vec3f;
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+ #endif
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+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
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+ uniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
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+ #endif
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+ #endif
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+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$e] = shader$e;
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+
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+ // Do not edit.
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+ const name$d = "samplerVertexDeclaration";
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+ const shader$d = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
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+ varying v_VARYINGNAME_UV: vec2f;
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+ #endif
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+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$d] = shader$d;
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+
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+ // Do not edit.
66
+ const name$c = "bumpVertexDeclaration";
67
+ const shader$c = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
68
+ #if defined(TANGENT) && defined(NORMAL)
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+ varying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;
70
+ #endif
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+ #endif
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+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$c] = shader$c;
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+
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+ // Do not edit.
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+ const name$b = "lightVxUboDeclaration";
78
+ const shader$b = `#ifdef LIGHT{X}
79
+ struct Light{X}
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+ {vLightData: vec4f,
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+ vLightDiffuse: vec4f,
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+ vLightSpecular: vec4f,
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+ #ifdef SPOTLIGHT{X}
84
+ vLightDirection: vec4f,
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+ vLightFalloff: vec4f,
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+ #elif defined(POINTLIGHT{X})
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+ vLightFalloff: vec4f,
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+ #elif defined(HEMILIGHT{X})
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+ vLightGround: vec3f,
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+ #endif
91
+ shadowsInfo: vec4f,
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+ depthValues: vec2f} ;var<uniform> light{X} : Light{X};
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+ #ifdef SHADOW{X}
94
+ #ifdef SHADOWCSM{X}
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+ uniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;
96
+ #elif defined(SHADOWCUBE{X})
97
+ #else
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+ varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
99
+ #endif
100
+ #endif
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+ #endif
102
+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$b] = shader$b;
105
+
106
+ // Do not edit.
107
+ const name$a = "morphTargetsVertexGlobalDeclaration";
108
+ const shader$a = `#ifdef MORPHTARGETS
109
+ uniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;
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+ #ifdef MORPHTARGETS_TEXTURE
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+ uniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>
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+ {
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+ let y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}
114
+ #endif
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+ #endif
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+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$a] = shader$a;
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+
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+ // Do not edit.
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+ const name$9 = "morphTargetsVertexDeclaration";
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+ const shader$9 = `#ifdef MORPHTARGETS
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+ #ifndef MORPHTARGETS_TEXTURE
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+ attribute position{X} : vec3<f32>;
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+ #ifdef MORPHTARGETS_NORMAL
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+ attribute normal{X} : vec3<f32>;
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+ #endif
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+ #ifdef MORPHTARGETS_TANGENT
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+ attribute tangent{X} : vec3<f32>;
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+ #endif
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+ #ifdef MORPHTARGETS_UV
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+ attribute uv_{X} : vec2<f32>;
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+ #endif
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+ #ifdef MORPHTARGETS_UV2
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+ attribute uv2_{X} : vec2<f32>;
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+ #endif
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+ #elif {X}==0
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+ uniform morphTargetCount: i32;
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+ #endif
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+ #endif
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+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$9] = shader$9;
144
+
145
+ // Do not edit.
146
+ const name$8 = "morphTargetsVertexGlobal";
147
+ const shader$8 = `#ifdef MORPHTARGETS
148
+ #ifdef MORPHTARGETS_TEXTURE
149
+ var vertexID : f32;
150
+ #endif
151
+ #endif
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+ `;
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+ // Sideeffect
154
+ ShaderStore.IncludesShadersStoreWGSL[name$8] = shader$8;
155
+
156
+ // Do not edit.
157
+ const name$7 = "morphTargetsVertex";
158
+ const shader$7 = `#ifdef MORPHTARGETS
159
+ #ifdef MORPHTARGETS_TEXTURE
160
+ #if {X}==0
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+ for (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}
162
+ vertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
163
+ #ifdef MORPHTARGETS_NORMAL
164
+ normalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
165
+ #endif
166
+ #ifdef MORPHTARGETS_UV
167
+ uvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
168
+ #endif
169
+ #ifdef MORPHTARGETS_TANGENT
170
+ tangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);vertexID=vertexID+1.0;
171
+ #endif
172
+ #ifdef MORPHTARGETS_UV2
173
+ uv2Updated=uv2Updated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv2)*uniforms.morphTargetInfluences[i];
174
+ #endif
175
+ }
176
+ #endif
177
+ #else
178
+ positionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];
179
+ #ifdef MORPHTARGETS_NORMAL
180
+ normalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];
181
+ #endif
182
+ #ifdef MORPHTARGETS_TANGENT
183
+ tangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);
184
+ #endif
185
+ #ifdef MORPHTARGETS_UV
186
+ uvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];
187
+ #endif
188
+ #ifdef MORPHTARGETS_UV2
189
+ uv2Updated=uv2Updated+(vertexInputs.uv2_{X}-vertexInputs.uv2)*uniforms.morphTargetInfluences[{X}];
190
+ #endif
191
+ #endif
192
+ #endif
193
+ `;
194
+ // Sideeffect
195
+ ShaderStore.IncludesShadersStoreWGSL[name$7] = shader$7;
196
+
197
+ // Do not edit.
198
+ const name$6 = "bonesVertex";
199
+ const shader$6 = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
200
+ #if NUM_BONE_INFLUENCERS>0
201
+ var influence : mat4x4<f32>;
202
+ #ifdef BONETEXTURE
203
+ influence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];
204
+ #if NUM_BONE_INFLUENCERS>1
205
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];
206
+ #endif
207
+ #if NUM_BONE_INFLUENCERS>2
208
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];
209
+ #endif
210
+ #if NUM_BONE_INFLUENCERS>3
211
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];
212
+ #endif
213
+ #if NUM_BONE_INFLUENCERS>4
214
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];
215
+ #endif
216
+ #if NUM_BONE_INFLUENCERS>5
217
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];
218
+ #endif
219
+ #if NUM_BONE_INFLUENCERS>6
220
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];
221
+ #endif
222
+ #if NUM_BONE_INFLUENCERS>7
223
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];
224
+ #endif
225
+ #else
226
+ influence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
227
+ #if NUM_BONE_INFLUENCERS>1
228
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
229
+ #endif
230
+ #if NUM_BONE_INFLUENCERS>2
231
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
232
+ #endif
233
+ #if NUM_BONE_INFLUENCERS>3
234
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
235
+ #endif
236
+ #if NUM_BONE_INFLUENCERS>4
237
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
238
+ #endif
239
+ #if NUM_BONE_INFLUENCERS>5
240
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
241
+ #endif
242
+ #if NUM_BONE_INFLUENCERS>6
243
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
244
+ #endif
245
+ #if NUM_BONE_INFLUENCERS>7
246
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
247
+ #endif
248
+ #endif
249
+ finalWorld=finalWorld*influence;
250
+ #endif
251
+ #endif
252
+ `;
253
+ // Sideeffect
254
+ ShaderStore.IncludesShadersStoreWGSL[name$6] = shader$6;
255
+
256
+ // Do not edit.
257
+ const name$5 = "prePassVertex";
258
+ const shader$5 = `#ifdef PREPASS_DEPTH
259
+ vertexOutputs.vViewPos=(scene.view*worldPos).rgb;
260
+ #endif
261
+ #ifdef PREPASS_LOCAL_POSITION
262
+ vertexOutputs.vPosition=positionUpdated.xyz;
263
+ #endif
264
+ #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
265
+ vertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;
266
+ #if NUM_BONE_INFLUENCERS>0
267
+ var previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];
268
+ #if NUM_BONE_INFLUENCERS>1
269
+ previousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];
270
+ #endif
271
+ #if NUM_BONE_INFLUENCERS>2
272
+ previousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];
273
+ #endif
274
+ #if NUM_BONE_INFLUENCERS>3
275
+ previousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];
276
+ #endif
277
+ #if NUM_BONE_INFLUENCERS>4
278
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
279
+ #endif
280
+ #if NUM_BONE_INFLUENCERS>5
281
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
282
+ #endif
283
+ #if NUM_BONE_INFLUENCERS>6
284
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
285
+ #endif
286
+ #if NUM_BONE_INFLUENCERS>7
287
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
288
+ #endif
289
+ vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);
290
+ #else
291
+ vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
292
+ #endif
293
+ #endif
294
+ `;
295
+ // Sideeffect
296
+ ShaderStore.IncludesShadersStoreWGSL[name$5] = shader$5;
297
+
298
+ // Do not edit.
299
+ const name$4 = "uvVariableDeclaration";
300
+ const shader$4 = `#ifdef MAINUV{X}
301
+ #if !defined(UV{X})
302
+ var uv{X}: vec2f=vec2f(0.,0.);
303
+ #else
304
+ var uv{X}: vec2f=vertexInputs.uv{X};
305
+ #endif
306
+ vertexOutputs.vMainUV{X}=uv{X};
307
+ #endif
308
+ `;
309
+ // Sideeffect
310
+ ShaderStore.IncludesShadersStoreWGSL[name$4] = shader$4;
311
+
312
+ // Do not edit.
313
+ const name$3 = "samplerVertexImplementation";
314
+ const shader$3 = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
315
+ if (uniforms.v_INFONAME_==0.)
316
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}
317
+ #ifdef UV2
318
+ else if (uniforms.v_INFONAME_==1.)
319
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uv2Updated,1.0,0.0)).xy;}
320
+ #endif
321
+ #ifdef UV3
322
+ else if (uniforms.v_INFONAME_==2.)
323
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}
324
+ #endif
325
+ #ifdef UV4
326
+ else if (uniforms.v_INFONAME_==3.)
327
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}
328
+ #endif
329
+ #ifdef UV5
330
+ else if (uniforms.v_INFONAME_==4.)
331
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}
332
+ #endif
333
+ #ifdef UV6
334
+ else if (uniforms.v_INFONAME_==5.)
335
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}
336
+ #endif
337
+ #endif
338
+ `;
339
+ // Sideeffect
340
+ ShaderStore.IncludesShadersStoreWGSL[name$3] = shader$3;
341
+
342
+ // Do not edit.
343
+ const name$2 = "bumpVertex";
344
+ const shader$2 = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
345
+ #if defined(TANGENT) && defined(NORMAL)
346
+ var tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];
347
+ #endif
348
+ #endif
349
+ `;
350
+ // Sideeffect
351
+ ShaderStore.IncludesShadersStoreWGSL[name$2] = shader$2;
352
+
353
+ // Do not edit.
354
+ const name$1 = "shadowsVertex";
355
+ const shader$1 = `#ifdef SHADOWS
356
+ #if defined(SHADOWCSM{X})
357
+ vertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;
358
+ #if SHADOWCSMNUM_CASCADES{X}>0
359
+ vertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;
360
+ #ifdef USE_REVERSE_DEPTHBUFFER
361
+ vertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
362
+ #else
363
+ vertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
364
+ #endif
365
+ #endif
366
+ #if SHADOWCSMNUM_CASCADES{X}>1
367
+ vertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;
368
+ #ifdef USE_REVERSE_DEPTHBUFFER
369
+ vertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
370
+ #else
371
+ vertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
372
+ #endif
373
+ #endif
374
+ #if SHADOWCSMNUM_CASCADES{X}>2
375
+ vertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;
376
+ #ifdef USE_REVERSE_DEPTHBUFFER
377
+ vertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
378
+ #else
379
+ vertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
380
+ #endif
381
+ #endif
382
+ #if SHADOWCSMNUM_CASCADES{X}>3
383
+ vertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;
384
+ #ifdef USE_REVERSE_DEPTHBUFFER
385
+ vertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
386
+ #else
387
+ vertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
388
+ #endif
389
+ #endif
390
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
391
+ vertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;
392
+ #ifdef USE_REVERSE_DEPTHBUFFER
393
+ vertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
394
+ #else
395
+ vertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
396
+ #endif
397
+ #endif
398
+ #endif
399
+ `;
400
+ // Sideeffect
401
+ ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
402
+
403
+ // Do not edit.
404
+ const name = "vertexColorMixing";
405
+ const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
406
+ vertexOutputs.vColor=vec4f(1.0);
407
+ #ifdef VERTEXCOLOR
408
+ #ifdef VERTEXALPHA
409
+ vertexOutputs.vColor*=vertexInputs.color;
410
+ #else
411
+ vertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);
412
+ #endif
413
+ #endif
414
+ #ifdef INSTANCESCOLOR
415
+ vertexOutputs.vColor*=vertexInputs.instanceColor;
416
+ #endif
417
+ #endif
418
+ `;
419
+ // Sideeffect
420
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
421
+ //# sourceMappingURL=vertexColorMixing-CBpXxGvM.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vertexColorMixing-CBpXxGvM.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bonesDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/morphTargetsVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bonesVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/prePassVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/bumpVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/shadowsVertex.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/vertexColorMixing.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"uvAttributeDeclaration\";\nconst shader = `#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const uvAttributeDeclarationWGSL = { name, shader };\n//# sourceMappingURL=uvAttributeDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesDeclarationWGSL = { name, shader };\n//# sourceMappingURL=bonesDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertexDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const prePassVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=prePassVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerVertexDeclaration\";\nconst shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const samplerVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=samplerVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bumpVertexDeclaration\";\nconst shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bumpVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=bumpVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightVxUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobalDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalDeclarationWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexDeclaration\";\nconst shader = `#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#ifdef MORPHTARGETS_UV2\nattribute uv2_{X} : vec2<f32>;\n#endif\n#elif {X}==0\nuniform morphTargetCount: i32;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexDeclarationWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertexGlobal\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexGlobalWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertexGlobal.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"morphTargetsVertex\";\nconst shader = `#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}\nvertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);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`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const morphTargetsVertexWGSL = { name, shader };\n//# sourceMappingURL=morphTargetsVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"bonesVertex\";\nconst shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bonesVertexWGSL = { name, shader };\n//# sourceMappingURL=bonesVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassVertex\";\nconst shader = `#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];\n#if 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