@babylonjs/viewer 7.41.1 → 7.42.0-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-BHDD74jk.esm.min.js +2 -0
  7. package/dist/chunks/EXT_lights_ies-BHDD74jk.esm.min.js.map +1 -0
  8. package/dist/chunks/EXT_lights_ies-CJfRNbJm.esm.js +84 -0
  9. package/dist/chunks/EXT_lights_ies-CJfRNbJm.esm.js.map +1 -0
  10. package/dist/chunks/EXT_lights_image_based-B460Sv95.esm.min.js +2 -0
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  14. package/dist/chunks/EXT_mesh_gpu_instancing-D77OfiDS.esm.js +86 -0
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  18. package/dist/chunks/EXT_meshopt_compression-CniiOX0a.esm.js +134 -0
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  26. package/dist/chunks/EXT_texture_webp-Bm29ukIo.esm.js +43 -0
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  78. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-B-HlmeqI.esm.js +81 -0
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  82. package/dist/chunks/KHR_materials_sheen-D2QD8uSC.esm.js +85 -0
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  102. package/dist/chunks/KHR_materials_volume-BJVGGE1g.esm.min.js +2 -0
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  496. package/configuration/loader.js.map +0 -1
  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 +1,428 @@
1
+ import { i as ShaderStore } from './index-Dlf001gP.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
+ `;
9
+ // Sideeffect
10
+ ShaderStore.IncludesShadersStoreWGSL[name$g] = shader$g;
11
+
12
+ // 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>;
16
+ #if NUM_BONE_INFLUENCERS>4
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+ attribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;
18
+ #endif
19
+ #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
20
+ #ifdef BONETEXTURE
21
+ var boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;
22
+ #else
23
+ uniform mBones : array<mat4x4,BonesPerMesh>;
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+ #ifdef BONES_VELOCITY_ENABLED
25
+ uniform mPreviousBones : array<mat4x4,BonesPerMesh>;
26
+ #endif
27
+ #endif
28
+ #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;
31
+ 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
33
+ #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;
38
+
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+ // Do not edit.
40
+ 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;
44
+ #endif
45
+ #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;
50
+ #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)
69
+ varying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;
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+ #endif
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+ #endif
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+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name$c] = shader$c;
75
+
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+ // Do not edit.
77
+ 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,
83
+ #ifdef SPOTLIGHT{X}
84
+ vLightDirection: vec4f,
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+ vLightFalloff: vec4f,
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+ #elif defined(POINTLIGHT{X})
87
+ vLightFalloff: vec4f,
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+ #elif defined(HEMILIGHT{X})
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+ vLightGround: vec3f,
90
+ #endif
91
+ shadowsInfo: vec4f,
92
+ depthValues: vec2f} ;var<uniform> light{X} : Light{X};
93
+ #ifdef SHADOW{X}
94
+ #ifdef SHADOWCSM{X}
95
+ 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
98
+ varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
99
+ #endif
100
+ #endif
101
+ #endif
102
+ `;
103
+ // Sideeffect
104
+ 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>;
110
+ #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>
112
+ {
113
+ 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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+ #ifdef MORPHTARGETS_POSITION
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+ attribute position{X} : vec3<f32>;
126
+ #endif
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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;
141
+ #endif
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+ #endif
143
+ `;
144
+ // Sideeffect
145
+ ShaderStore.IncludesShadersStoreWGSL[name$9] = shader$9;
146
+
147
+ // Do not edit.
148
+ const name$8 = "morphTargetsVertexGlobal";
149
+ const shader$8 = `#ifdef MORPHTARGETS
150
+ #ifdef MORPHTARGETS_TEXTURE
151
+ var vertexID : f32;
152
+ #endif
153
+ #endif
154
+ `;
155
+ // Sideeffect
156
+ ShaderStore.IncludesShadersStoreWGSL[name$8] = shader$8;
157
+
158
+ // Do not edit.
159
+ const name$7 = "morphTargetsVertex";
160
+ const shader$7 = `#ifdef MORPHTARGETS
161
+ #ifdef MORPHTARGETS_TEXTURE
162
+ #if {X}==0
163
+ for (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}
164
+ vertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;
165
+ #ifdef MORPHTARGETS_POSITION
166
+ positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
167
+ #endif
168
+ #ifdef MORPHTARGETS_NORMAL
169
+ normalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
170
+ #endif
171
+ #ifdef MORPHTARGETS_UV
172
+ uvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;
173
+ #endif
174
+ #ifdef MORPHTARGETS_TANGENT
175
+ tangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);vertexID=vertexID+1.0;
176
+ #endif
177
+ #ifdef MORPHTARGETS_UV2
178
+ uv2Updated=uv2Updated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv2)*uniforms.morphTargetInfluences[i];
179
+ #endif
180
+ }
181
+ #endif
182
+ #else
183
+ #ifdef MORPHTARGETS_POSITION
184
+ positionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];
185
+ #endif
186
+ #ifdef MORPHTARGETS_NORMAL
187
+ normalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];
188
+ #endif
189
+ #ifdef MORPHTARGETS_TANGENT
190
+ tangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);
191
+ #endif
192
+ #ifdef MORPHTARGETS_UV
193
+ uvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];
194
+ #endif
195
+ #ifdef MORPHTARGETS_UV2
196
+ uv2Updated=uv2Updated+(vertexInputs.uv2_{X}-vertexInputs.uv2)*uniforms.morphTargetInfluences[{X}];
197
+ #endif
198
+ #endif
199
+ #endif
200
+ `;
201
+ // Sideeffect
202
+ ShaderStore.IncludesShadersStoreWGSL[name$7] = shader$7;
203
+
204
+ // Do not edit.
205
+ const name$6 = "bonesVertex";
206
+ const shader$6 = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
207
+ #if NUM_BONE_INFLUENCERS>0
208
+ var influence : mat4x4<f32>;
209
+ #ifdef BONETEXTURE
210
+ influence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];
211
+ #if NUM_BONE_INFLUENCERS>1
212
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];
213
+ #endif
214
+ #if NUM_BONE_INFLUENCERS>2
215
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];
216
+ #endif
217
+ #if NUM_BONE_INFLUENCERS>3
218
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];
219
+ #endif
220
+ #if NUM_BONE_INFLUENCERS>4
221
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];
222
+ #endif
223
+ #if NUM_BONE_INFLUENCERS>5
224
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];
225
+ #endif
226
+ #if NUM_BONE_INFLUENCERS>6
227
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];
228
+ #endif
229
+ #if NUM_BONE_INFLUENCERS>7
230
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];
231
+ #endif
232
+ #else
233
+ influence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
234
+ #if NUM_BONE_INFLUENCERS>1
235
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
236
+ #endif
237
+ #if NUM_BONE_INFLUENCERS>2
238
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
239
+ #endif
240
+ #if NUM_BONE_INFLUENCERS>3
241
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
242
+ #endif
243
+ #if NUM_BONE_INFLUENCERS>4
244
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
245
+ #endif
246
+ #if NUM_BONE_INFLUENCERS>5
247
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
248
+ #endif
249
+ #if NUM_BONE_INFLUENCERS>6
250
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
251
+ #endif
252
+ #if NUM_BONE_INFLUENCERS>7
253
+ influence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
254
+ #endif
255
+ #endif
256
+ finalWorld=finalWorld*influence;
257
+ #endif
258
+ #endif
259
+ `;
260
+ // Sideeffect
261
+ ShaderStore.IncludesShadersStoreWGSL[name$6] = shader$6;
262
+
263
+ // Do not edit.
264
+ const name$5 = "prePassVertex";
265
+ const shader$5 = `#ifdef PREPASS_DEPTH
266
+ vertexOutputs.vViewPos=(scene.view*worldPos).rgb;
267
+ #endif
268
+ #ifdef PREPASS_LOCAL_POSITION
269
+ vertexOutputs.vPosition=positionUpdated.xyz;
270
+ #endif
271
+ #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
272
+ vertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;
273
+ #if NUM_BONE_INFLUENCERS>0
274
+ var previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];
275
+ #if NUM_BONE_INFLUENCERS>1
276
+ previousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];
277
+ #endif
278
+ #if NUM_BONE_INFLUENCERS>2
279
+ previousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];
280
+ #endif
281
+ #if NUM_BONE_INFLUENCERS>3
282
+ previousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];
283
+ #endif
284
+ #if NUM_BONE_INFLUENCERS>4
285
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
286
+ #endif
287
+ #if NUM_BONE_INFLUENCERS>5
288
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
289
+ #endif
290
+ #if NUM_BONE_INFLUENCERS>6
291
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
292
+ #endif
293
+ #if NUM_BONE_INFLUENCERS>7
294
+ previousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
295
+ #endif
296
+ vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);
297
+ #else
298
+ vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
299
+ #endif
300
+ #endif
301
+ `;
302
+ // Sideeffect
303
+ ShaderStore.IncludesShadersStoreWGSL[name$5] = shader$5;
304
+
305
+ // Do not edit.
306
+ const name$4 = "uvVariableDeclaration";
307
+ const shader$4 = `#ifdef MAINUV{X}
308
+ #if !defined(UV{X})
309
+ var uv{X}: vec2f=vec2f(0.,0.);
310
+ #else
311
+ var uv{X}: vec2f=vertexInputs.uv{X};
312
+ #endif
313
+ vertexOutputs.vMainUV{X}=uv{X};
314
+ #endif
315
+ `;
316
+ // Sideeffect
317
+ ShaderStore.IncludesShadersStoreWGSL[name$4] = shader$4;
318
+
319
+ // Do not edit.
320
+ const name$3 = "samplerVertexImplementation";
321
+ const shader$3 = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
322
+ if (uniforms.v_INFONAME_==0.)
323
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}
324
+ #ifdef UV2
325
+ else if (uniforms.v_INFONAME_==1.)
326
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uv2Updated,1.0,0.0)).xy;}
327
+ #endif
328
+ #ifdef UV3
329
+ else if (uniforms.v_INFONAME_==2.)
330
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}
331
+ #endif
332
+ #ifdef UV4
333
+ else if (uniforms.v_INFONAME_==3.)
334
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}
335
+ #endif
336
+ #ifdef UV5
337
+ else if (uniforms.v_INFONAME_==4.)
338
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}
339
+ #endif
340
+ #ifdef UV6
341
+ else if (uniforms.v_INFONAME_==5.)
342
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}
343
+ #endif
344
+ #endif
345
+ `;
346
+ // Sideeffect
347
+ ShaderStore.IncludesShadersStoreWGSL[name$3] = shader$3;
348
+
349
+ // Do not edit.
350
+ const name$2 = "bumpVertex";
351
+ const shader$2 = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
352
+ #if defined(TANGENT) && defined(NORMAL)
353
+ 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];
354
+ #endif
355
+ #endif
356
+ `;
357
+ // Sideeffect
358
+ ShaderStore.IncludesShadersStoreWGSL[name$2] = shader$2;
359
+
360
+ // Do not edit.
361
+ const name$1 = "shadowsVertex";
362
+ const shader$1 = `#ifdef SHADOWS
363
+ #if defined(SHADOWCSM{X})
364
+ vertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;
365
+ #if SHADOWCSMNUM_CASCADES{X}>0
366
+ vertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;
367
+ #ifdef USE_REVERSE_DEPTHBUFFER
368
+ vertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
369
+ #else
370
+ vertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
371
+ #endif
372
+ #endif
373
+ #if SHADOWCSMNUM_CASCADES{X}>1
374
+ vertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;
375
+ #ifdef USE_REVERSE_DEPTHBUFFER
376
+ vertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
377
+ #else
378
+ vertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
379
+ #endif
380
+ #endif
381
+ #if SHADOWCSMNUM_CASCADES{X}>2
382
+ vertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;
383
+ #ifdef USE_REVERSE_DEPTHBUFFER
384
+ vertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
385
+ #else
386
+ vertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
387
+ #endif
388
+ #endif
389
+ #if SHADOWCSMNUM_CASCADES{X}>3
390
+ vertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;
391
+ #ifdef USE_REVERSE_DEPTHBUFFER
392
+ vertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
393
+ #else
394
+ vertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
395
+ #endif
396
+ #endif
397
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
398
+ vertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;
399
+ #ifdef USE_REVERSE_DEPTHBUFFER
400
+ vertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
401
+ #else
402
+ vertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
403
+ #endif
404
+ #endif
405
+ #endif
406
+ `;
407
+ // Sideeffect
408
+ ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
409
+
410
+ // Do not edit.
411
+ const name = "vertexColorMixing";
412
+ const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
413
+ vertexOutputs.vColor=vec4f(1.0);
414
+ #ifdef VERTEXCOLOR
415
+ #ifdef VERTEXALPHA
416
+ vertexOutputs.vColor*=vertexInputs.color;
417
+ #else
418
+ vertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);
419
+ #endif
420
+ #endif
421
+ #ifdef INSTANCESCOLOR
422
+ vertexOutputs.vColor*=vertexInputs.instanceColor;
423
+ #endif
424
+ #endif
425
+ `;
426
+ // Sideeffect
427
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
428
+ //# sourceMappingURL=vertexColorMixing-0VXbzCuF.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vertexColorMixing-0VXbzCuF.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\n#ifdef MORPHTARGETS_POSITION\nattribute position{X} : vec3<f32>;\n#endif\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;\n#ifdef MORPHTARGETS_POSITION\npositionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\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\n#ifdef MORPHTARGETS_POSITION\npositionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];\n#endif\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)) && 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