@combeenation/3d-viewer 0.0.1-types
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +13 -0
- package/README.md +111 -0
- package/dist/types/declaration.tsconfig.tsbuildinfo +1 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/abstractActionManager.d.ts +32 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/action.d.ts +100 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/actionEvent.d.ts +54 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/actionManager.d.ts +109 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/condition.d.ts +141 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/directActions.d.ts +212 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/directAudioActions.d.ts +35 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/interpolateValueAction.d.ts +40 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animatable.d.ts +147 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animatable.interface.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animation.d.ts +419 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationEvent.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationGroup.d.ts +248 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationKey.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationPropertiesOverride.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationRange.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/easing.d.ts +217 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/index.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/pathCursor.d.ts +64 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/runtimeAnimation.d.ts +161 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngine.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngineOptions.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/ISoundOptions.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/analyser.d.ts +93 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/audioEngine.d.ts +105 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/audioSceneComponent.d.ts +98 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/sound.d.ts +304 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/soundTrack.d.ts +65 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/weightedsound.d.ts +64 -0
- package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +73 -0
- package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.d.ts +93 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.d.ts +192 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/attachToBoxBehavior.d.ts +59 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +116 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior.d.ts +41 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/followBehavior.d.ts +131 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.d.ts +95 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/index.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +32 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/pointerDragBehavior.d.ts +164 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/sixDofDragBehavior.d.ts +58 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +84 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/behavior.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/bone.d.ts +391 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/boneIKController.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/boneLookController.d.ts +119 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/skeleton.d.ts +242 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/buffer.d.ts +265 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/dataBuffer.d.ts +23 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/storageBuffer.d.ts +43 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +83 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.d.ts +107 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +48 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +59 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +107 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +46 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraKeyboardInput.d.ts +63 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraMouseInput.d.ts +72 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +125 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraMouseWheelInput.d.ts +49 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraPointersInput.d.ts +76 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +58 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraGamepadInput.d.ts +60 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +74 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.d.ts +68 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +142 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.d.ts +58 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +42 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/index.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/vrRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/webVRRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/index.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +22 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +35 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/index.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrCameraMetrics.d.ts +44 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +18 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrExperienceHelper.d.ts +428 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/webVRCamera.d.ts +162 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCamera.d.ts +347 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.d.ts +28 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/camera.d.ts +487 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/cameraInputsManager.d.ts +83 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/deviceOrientationCamera.d.ts +36 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/flyCamera.d.ts +161 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/flyCameraInputsManager.d.ts +23 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/followCamera.d.ts +113 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/followCameraInputsManager.d.ts +33 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/freeCamera.d.ts +123 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.d.ts +54 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/gamepadCamera.d.ts +18 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/index.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/targetCamera.d.ts +142 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/touchCamera.d.ts +30 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/universalCamera.d.ts +29 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/virtualJoysticksCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/collider.d.ts +67 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/collisionCoordinator.d.ts +13 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/index.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/intersectionInfo.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/meshCollisionData.d.ts +14 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/pickingInfo.d.ts +69 -0
- package/dist/types/node_modules/@babylonjs/core/Compat/compatibilityOptions.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Compat/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/IComputeContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/IComputePipelineContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/computeEffect.d.ts +135 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/computeShader.d.ts +122 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octree.d.ts +75 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeBlock.d.ts +83 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeSceneComponent.d.ts +60 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/boundingBox.d.ts +152 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/boundingInfo.d.ts +108 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/boundingSphere.d.ts +90 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/index.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/ray.d.ts +163 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/ISkeletonViewer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/axesViewer.d.ts +52 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/boneAxesViewer.d.ts +30 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/debugLayer.d.ts +67 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/directionalLightFrustumViewer.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/physicsViewer.d.ts +52 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/rayHelper.d.ts +61 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/skeletonViewer.d.ts +131 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.d.ts +53 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceTypes.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/eventFactory.d.ts +90 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/inputInterfaces.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.d.ts +13 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.d.ts +32 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.d.ts +124 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.computeShader.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.debugging.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.externalTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiview.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.query.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.storageBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSampler.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSelector.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.transformFeedback.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.videoTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.views.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.webVR.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/index.d.ts +22 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/ICanvas.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/IDrawContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/IMaterialContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/IPipelineContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/nativeDataStream.d.ts +22 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/nativeInterfaces.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/validatedNativeDataStream.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.d.ts +15 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/iShaderProcessor.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/index.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeInliner.d.ts +30 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderProcessingOptions.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.d.ts +38 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.d.ts +12 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.d.ts +88 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.d.ts +34 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.alpha.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.debugging.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.dynamicBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.multiRender.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.query.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.readTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +1 -0
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- package/dist/types/node_modules/@babylonjs/materials/shadowOnly/shadowOnly.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/shadowOnly/shadowOnly.vertex.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/shadowOnly/shadowOnlyMaterial.d.ts +16 -0
- package/dist/types/node_modules/@babylonjs/materials/simple/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/materials/simple/simple.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/simple/simple.vertex.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/simple/simpleMaterial.d.ts +16 -0
- package/dist/types/node_modules/@babylonjs/materials/sky/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/materials/sky/sky.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/sky/sky.vertex.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/sky/skyMaterial.d.ts +112 -0
- package/dist/types/node_modules/@babylonjs/materials/terrain/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/materials/terrain/terrain.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/terrain/terrain.vertex.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/terrain/terrainMaterial.d.ts +18 -0
- package/dist/types/node_modules/@babylonjs/materials/triPlanar/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/materials/triPlanar/triPlanarMaterial.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/materials/triPlanar/triplanar.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/triPlanar/triplanar.vertex.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/water/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/materials/water/water.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/water/water.vertex.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/water/waterMaterial.d.ts +113 -0
- package/dist/types/node_modules/@babylonjs/post-processes/asciiArt/asciiArtPostProcess.d.ts +80 -0
- package/dist/types/node_modules/@babylonjs/post-processes/asciiArt/asciiart.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/post-processes/asciiArt/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/post-processes/digitalRain/digitalRainPostProcess.d.ts +84 -0
- package/dist/types/node_modules/@babylonjs/post-processes/digitalRain/digitalrain.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/post-processes/digitalRain/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/post-processes/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/post-processes/legacy/legacy-asciiArt.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/post-processes/legacy/legacy-digitalRain.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/post-processes/legacy/legacy.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/brick/brickProceduralTexture.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/brick/brickProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/brick/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/cloud/cloudProceduralTexture.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/cloud/cloudProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/cloud/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/fire/fireProceduralTexture.d.ts +35 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/fire/fireProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/fire/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/grass/grassProceduralTexture.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/grass/grassProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/grass/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/index.d.ts +10 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-brick.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-cloud.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-fire.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-grass.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-marble.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-normalMap.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-perlinNoise.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-road.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-starfield.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-wood.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/marble/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/marble/marbleProceduralTexture.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/marble/marbleProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/normalMap/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/normalMap/normalMapProceduralTexture.d.ts +18 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/normalMap/normalMapProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/perlinNoise/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/perlinNoise/perlinNoiseProceduralTexture.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/perlinNoise/perlinNoiseProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/road/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/road/roadProceduralTexture.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/road/roadProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/starfield/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/starfield/starfieldProceduralTexture.d.ts +46 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/starfield/starfieldProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/wood/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/wood/woodProceduralTexture.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/wood/woodProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/serializers/OBJ/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/serializers/OBJ/objSerializer.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +34 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_ior.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_iridescence.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_specular.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +16 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_volume.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_texture_transform.d.ts +25 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/index.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFAnimation.d.ts +171 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFData.d.ts +10 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFExporter.d.ts +372 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFExporterExtension.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFMaterialExporter.d.ts +231 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFSerializer.d.ts +24 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFUtilities.d.ts +104 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/shaders/textureTransform.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/glTFFileExporter.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/serializers/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/serializers/legacy/legacy-glTF2Serializer.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/serializers/legacy/legacy-objSerializer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/serializers/legacy/legacy-stlSerializer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/serializers/legacy/legacy.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/serializers/stl/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/serializers/stl/stlSerializer.d.ts +16 -0
- package/dist/types/src/api/classes/animationInterface.d.ts +8 -0
- package/dist/types/src/api/classes/dottedPath.d.ts +79 -0
- package/dist/types/src/api/classes/element.d.ts +153 -0
- package/dist/types/src/api/classes/event.d.ts +396 -0
- package/dist/types/src/api/classes/eventBroadcaster.d.ts +26 -0
- package/dist/types/src/api/classes/fuzzyMap.d.ts +7 -0
- package/dist/types/src/api/classes/parameter.d.ts +351 -0
- package/dist/types/src/api/classes/parameterObservable.d.ts +36 -0
- package/dist/types/src/api/classes/parameterizable.d.ts +15 -0
- package/dist/types/src/api/classes/placementAnimation.d.ts +45 -0
- package/dist/types/src/api/classes/variant.d.ts +253 -0
- package/dist/types/src/api/classes/variantInstance.d.ts +53 -0
- package/dist/types/src/api/classes/variantParameterizable.d.ts +17 -0
- package/dist/types/src/api/classes/viewer.d.ts +200 -0
- package/dist/types/src/api/classes/viewerLight.d.ts +66 -0
- package/dist/types/src/api/internal/lensRendering.d.ts +8 -0
- package/dist/types/src/api/internal/sceneSetup.d.ts +13 -0
- package/dist/types/src/api/manager/animationManager.d.ts +30 -0
- package/dist/types/src/api/manager/gltfExportManager.d.ts +78 -0
- package/dist/types/src/api/manager/sceneManager.d.ts +33 -0
- package/dist/types/src/api/manager/tagManager.d.ts +108 -0
- package/dist/types/src/api/manager/textureLoadManager.d.ts +22 -0
- package/dist/types/src/api/manager/variantInstanceManager.d.ts +103 -0
- package/dist/types/src/api/store/specStorage.d.ts +32 -0
- package/dist/types/src/api/util/babylonHelper.d.ts +235 -0
- package/dist/types/src/api/util/globalTypes.d.ts +436 -0
- package/dist/types/src/api/util/resourceHelper.d.ts +58 -0
- package/dist/types/src/api/util/sceneLoaderHelper.d.ts +44 -0
- package/dist/types/src/api/util/stringHelper.d.ts +13 -0
- package/dist/types/src/api/util/structureHelper.d.ts +9 -0
- package/dist/types/src/index.d.ts +27 -0
- package/package.json +86 -0
- package/src/api/classes/animationInterface.ts +10 -0
- package/src/api/classes/dottedPath.ts +181 -0
- package/src/api/classes/element.ts +731 -0
- package/src/api/classes/event.ts +452 -0
- package/src/api/classes/eventBroadcaster.ts +52 -0
- package/src/api/classes/fuzzyMap.ts +21 -0
- package/src/api/classes/parameter.ts +554 -0
- package/src/api/classes/parameterObservable.ts +73 -0
- package/src/api/classes/parameterizable.ts +87 -0
- package/src/api/classes/placementAnimation.ts +162 -0
- package/src/api/classes/variant.ts +933 -0
- package/src/api/classes/variantInstance.ts +123 -0
- package/src/api/classes/variantParameterizable.ts +85 -0
- package/src/api/classes/viewer.ts +742 -0
- package/src/api/classes/viewerLight.ts +339 -0
- package/src/api/internal/debugViewer.ts +90 -0
- package/src/api/internal/lensRendering.ts +9 -0
- package/src/api/internal/sceneSetup.ts +205 -0
- package/src/api/manager/animationManager.ts +143 -0
- package/src/api/manager/gltfExportManager.ts +236 -0
- package/src/api/manager/sceneManager.ts +136 -0
- package/src/api/manager/tagManager.ts +451 -0
- package/src/api/manager/textureLoadManager.ts +95 -0
- package/src/api/manager/variantInstanceManager.ts +298 -0
- package/src/api/store/specStorage.ts +68 -0
- package/src/api/util/babylonHelper.ts +822 -0
- package/src/api/util/globalTypes.ts +503 -0
- package/src/api/util/resourceHelper.ts +191 -0
- package/src/api/util/sceneLoaderHelper.ts +170 -0
- package/src/api/util/stringHelper.ts +30 -0
- package/src/api/util/structureHelper.ts +49 -0
- package/src/buildinfo.json +3 -0
- package/src/dev.ts +62 -0
- package/src/index.ts +79 -0
- package/src/types.d.ts +36 -0
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export namespace pbrBlockFinalColorComposition {
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export { name };
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export { shader };
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}
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declare const name: "pbrBlockFinalColorComposition";
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declare const shader: "vec4 finalColor=vec4(\nfinalAmbient +\nfinalDiffuse +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance +\n#endif\n#ifdef SPECULARTERM\nfinalSpecularScaled +\n#endif\n#ifdef SHEEN\nfinalSheenScaled +\n#endif\n#ifdef CLEARCOAT\nfinalClearCoatScaled +\n#endif\n#ifdef REFLECTION\nfinalRadianceScaled +\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\nsheenOut.finalSheenRadianceScaled +\n#endif\n#ifdef CLEARCOAT\nclearcoatOut.finalClearCoatRadianceScaled +\n#endif\n#endif\n#ifdef SS_REFRACTION\nsubSurfaceOut.finalRefraction +\n#endif\n#endif\nfinalEmissive,\nalpha);\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor.rgb;\n#else\nfinalColor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,0.0);\n";
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export {};
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export namespace pbrBlockFinalLitComponents {
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export { name };
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export { shader };
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}
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declare const name: "pbrBlockFinalLitComponents";
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declare const shader: "#if defined(ENVIRONMENTBRDF)\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 energyConservationFactor=getEnergyConservationFactor(clearcoatOut.specularEnvironmentR0,environmentBrdf);\n#endif\n#endif\n#ifndef METALLICWORKFLOW\n#ifdef SPECULAR_GLOSSINESS_ENERGY_CONSERVATION\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n#endif\n#endif\n#if defined(SHEEN) && defined(SHEEN_ALBEDOSCALING) && defined(ENVIRONMENTBRDF)\nsurfaceAlbedo.rgb=sheenOut.sheenAlbedoScaling*surfaceAlbedo.rgb;\n#endif\n#ifdef REFLECTION\nvec3 finalIrradiance=reflectionOut.environmentIrradiance;\n#if defined(CLEARCOAT)\nfinalIrradiance*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nfinalIrradiance*=clearcoatOut.absorption;\n#endif\n#endif\n#if defined(SS_REFRACTION)\nfinalIrradiance*=subSurfaceOut.refractionFactorForIrradiance;\n#endif\n#if defined(SS_TRANSLUCENCY)\nfinalIrradiance*=(1.0-subSurfaceOut.translucencyIntensity);\nfinalIrradiance+=subSurfaceOut.refractionIrradiance;\n#endif\nfinalIrradiance*=surfaceAlbedo.rgb;\nfinalIrradiance*=vLightingIntensity.z;\nfinalIrradiance*=aoOut.ambientOcclusionColor;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nfinalSpecularScaled*=energyConservationFactor;\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfinalSpecularScaled*=sheenOut.sheenAlbedoScaling;\n#endif\n#endif\n#ifdef REFLECTION\nvec3 finalRadiance=reflectionOut.environmentRadiance.rgb;\nfinalRadiance*=subSurfaceOut.specularEnvironmentReflectance;\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nfinalRadianceScaled*=energyConservationFactor;\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfinalRadianceScaled*=sheenOut.sheenAlbedoScaling;\n#endif\n#endif\n#ifdef SHEEN\nvec3 finalSheen=sheenBase*sheenOut.sheenColor;\nfinalSheen=max(finalSheen,0.0);\nvec3 finalSheenScaled=finalSheen*vLightingIntensity.x*vLightingIntensity.w;\n#if defined(CLEARCOAT) && defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nsheenOut.finalSheenRadianceScaled*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nsheenOut.finalSheenRadianceScaled*=clearcoatOut.absorption;\n#endif\n#endif\n#endif\n#ifdef CLEARCOAT\nvec3 finalClearCoat=clearCoatBase;\nfinalClearCoat=max(finalClearCoat,0.0);\nvec3 finalClearCoatScaled=finalClearCoat*vLightingIntensity.x*vLightingIntensity.w;\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nfinalClearCoatScaled*=clearcoatOut.energyConservationFactorClearCoat;\n#endif\n#ifdef SS_REFRACTION\nsubSurfaceOut.finalRefraction*=clearcoatOut.conservationFactor;\n#ifdef CLEARCOAT_TINT\nsubSurfaceOut.finalRefraction*=clearcoatOut.absorption;\n#endif\n#endif\n#endif\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#if defined(CLEARCOAT)\nluminanceOverAlpha+=getLuminance(clearcoatOut.finalClearCoatRadianceScaled);\n#endif\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(CLEARCOAT) && defined(CLEARCOATOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalClearCoatScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA) || defined(CLEARCOATOVERALPHA)\nalpha=saturate(alpha+luminanceOverAlpha*luminanceOverAlpha);\n#endif\n#endif\n";
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export {};
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export namespace pbrBlockFinalUnlitComponents {
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export { name };
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export { shader };
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}
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declare const name: "pbrBlockFinalUnlitComponents";
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declare const shader: "vec3 finalDiffuse=diffuseBase;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\nfinalDiffuse*=vLightingIntensity.x;\nvec3 finalAmbient=vAmbientColor;\nfinalAmbient*=surfaceAlbedo.rgb;\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\n#ifdef GAMMAEMISSIVE\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\n#else\nfinalEmissive*=emissiveColorTex.rgb;\n#endif\nfinalEmissive*= vEmissiveInfos.y;\n#endif\nfinalEmissive*=vLightingIntensity.y;\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),aoOut.ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=aoOut.ambientOcclusionColor;\n#endif\nfinalAmbient*=aoOut.ambientOcclusionColor;\nfinalDiffuse*=ambientOcclusionForDirectDiffuse;\n";
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export {};
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package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockGeometryInfo.d.ts
ADDED
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export namespace pbrBlockGeometryInfo {
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export { name };
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export { shader };
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}
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declare const name: "pbrBlockGeometryInfo";
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declare const shader: "float NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=absEps(NdotVUnclamped);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nvec2 AARoughnessFactors=getAARoughnessFactors(normalW.xyz);\n#ifdef SPECULARAA\nalphaG+=AARoughnessFactors.y;\n#endif\n#if defined(ENVIRONMENTBRDF)\nvec3 environmentBrdf=getBRDFLookup(NdotV,roughness);\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=aoOut.ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(aoOut.ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW,geometricNormalW);\n#endif\n#endif\n#endif\n#endif\n";
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export {};
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package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockImageProcessing.d.ts
ADDED
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export namespace pbrBlockImageProcessing {
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export { name };
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export { shader };
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}
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declare const name: "pbrBlockImageProcessing";
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+
declare const shader: "#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)\n#if !defined(SKIPFINALCOLORCLAMP)\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#endif\n#else\nfinalColor=applyImageProcessing(finalColor);\n#endif\nfinalColor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\nfinalColor.rgb*=finalColor.a;\n#endif\n";
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7
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export {};
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package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockIridescence.d.ts
ADDED
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export namespace pbrBlockIridescence {
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export { name };
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export { shader };
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}
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declare const name: "pbrBlockIridescence";
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+
declare const shader: "struct iridescenceOutParams\n{\nfloat iridescenceIntensity;\nfloat iridescenceIOR;\nfloat iridescenceThickness;\nvec3 specularEnvironmentR0;\n};\n#ifdef IRIDESCENCE\n#define pbr_inline\n#define inline\nvoid iridescenceBlock(\nin vec4 vIridescenceParams,\nin float viewAngle,\nin vec3 specularEnvironmentR0,\n#ifdef IRIDESCENCE_TEXTURE\nin vec2 iridescenceMapData,\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nin vec2 iridescenceThicknessMapData,\n#endif\n#ifdef CLEARCOAT\nin float NdotVUnclamped,\n#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\n#endif\n#endif\nout iridescenceOutParams outParams\n)\n{\nfloat iridescenceIntensity=vIridescenceParams.x;\nfloat iridescenceIOR=vIridescenceParams.y;\nfloat iridescenceThicknessMin=vIridescenceParams.z;\nfloat iridescenceThicknessMax=vIridescenceParams.w;\nfloat iridescenceThicknessWeight=1.;\n#ifdef IRIDESCENCE_TEXTURE\niridescenceIntensity*=iridescenceMapData.x;\n#ifdef IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE\niridescenceThicknessWeight=iridescenceMapData.g;\n#endif\n#endif\n#if defined(IRIDESCENCE_THICKNESS_TEXTURE)\niridescenceThicknessWeight=iridescenceThicknessMapData.g;\n#endif\nfloat iridescenceThickness=mix(iridescenceThicknessMin,iridescenceThicknessMax,iridescenceThicknessWeight);\nfloat topIor=1.; \n#ifdef CLEARCOAT\nfloat clearCoatIntensity=vClearCoatParams.x;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#endif\ntopIor=mix(1.0,vClearCoatRefractionParams.w-1.,clearCoatIntensity);\nviewAngle=sqrt(1.0+square(1.0/topIor)*(square(NdotVUnclamped)-1.0));\n#endif\nvec3 iridescenceFresnel=evalIridescence(topIor,iridescenceIOR,viewAngle,iridescenceThickness,specularEnvironmentR0);\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,iridescenceFresnel,iridescenceIntensity);\noutParams.iridescenceIntensity=iridescenceIntensity;\noutParams.iridescenceThickness=iridescenceThickness;\noutParams.iridescenceIOR=iridescenceIOR;\n}\n#endif\n";
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export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockLightmapInit.d.ts
ADDED
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@@ -0,0 +1,7 @@
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export namespace pbrBlockLightmapInit {
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export { name };
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export { shader };
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}
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declare const name: "pbrBlockLightmapInit";
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declare const shader: "#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\n#ifdef GAMMALIGHTMAP\nlightmapColor.rgb=toLinearSpace(lightmapColor.rgb);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n";
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export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockNormalFinal.d.ts
ADDED
|
@@ -0,0 +1,7 @@
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export namespace pbrBlockNormalFinal {
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export { name };
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export { shader };
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}
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+
declare const name: "pbrBlockNormalFinal";
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|
+
declare const shader: "#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockNormalGeometric.d.ts
ADDED
|
@@ -0,0 +1,7 @@
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+
export namespace pbrBlockNormalGeometric {
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+
export { name };
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export { shader };
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}
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+
declare const name: "pbrBlockNormalGeometric";
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|
+
declare const shader: "vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\nvec3 geometricNormalW=normalW;\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\ngeometricNormalW=gl_FrontFacing ? geometricNormalW : -geometricNormalW;\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockReflectance.d.ts
ADDED
|
@@ -0,0 +1,7 @@
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1
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+
export namespace pbrBlockReflectance {
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2
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+
export { name };
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+
export { shader };
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+
}
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+
declare const name: "pbrBlockReflectance";
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+
declare const shader: "#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 specularEnvironmentReflectance=getReflectanceFromBRDFLookup(clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,environmentBrdf);\n#ifdef RADIANCEOCCLUSION\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\nvec3 specularEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(NdotV,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n#ifdef CLEARCOAT\nspecularEnvironmentReflectance*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nspecularEnvironmentReflectance*=clearcoatOut.absorption;\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockReflectance0.d.ts
ADDED
|
@@ -0,0 +1,7 @@
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1
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+
export namespace pbrBlockReflectance0 {
|
|
2
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+
export { name };
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|
3
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+
export { shader };
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|
4
|
+
}
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|
+
declare const name: "pbrBlockReflectance0";
|
|
6
|
+
declare const shader: "float reflectance=max(max(reflectivityOut.surfaceReflectivityColor.r,reflectivityOut.surfaceReflectivityColor.g),reflectivityOut.surfaceReflectivityColor.b);\nvec3 specularEnvironmentR0=reflectivityOut.surfaceReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec3 specularEnvironmentR90=vec3(metallicReflectanceFactors.a);\n#else \nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0);\n#endif\n#ifdef ALPHAFRESNEL\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nspecularEnvironmentR90=specularEnvironmentR90*reflectance90;\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockReflection.d.ts
ADDED
|
@@ -0,0 +1,7 @@
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1
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+
export namespace pbrBlockReflection {
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|
2
|
+
export { name };
|
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3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "pbrBlockReflection";
|
|
6
|
+
declare const shader: "#ifdef REFLECTION\nstruct reflectionOutParams\n{\nvec4 environmentRadiance;\nvec3 environmentIrradiance;\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords;\n#else\nvec2 reflectionCoords;\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nvec3 irradianceVector;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nvoid createReflectionCoords(\nin vec3 vPositionW,\nin vec3 normalW,\n#ifdef ANISOTROPIC\nin anisotropicOutParams anisotropicOut,\n#endif\n#ifdef REFLECTIONMAP_3D\nout vec3 reflectionCoords\n#else\nout vec2 reflectionCoords\n#endif\n)\n{\n#ifdef ANISOTROPIC\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n}\n#define pbr_inline\n#define inline\nvoid sampleReflectionTexture(\nin float alphaG,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nin float NdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nin float roughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\nconst vec3 reflectionCoords,\n#else\nin sampler2D reflectionSampler,\nconst vec2 reflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\nout vec4 environmentRadiance\n)\n{\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentMid=sampleReflection(reflectionSampler,reflectionCoords);\nif (lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nenvironmentRadiance=mix(\nenvironmentMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\n}\n#define pbr_inline\n#define inline\nvoid reflectionBlock(\nin vec3 vPositionW,\nin vec3 normalW,\nin float alphaG,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\n#ifdef ANISOTROPIC\nin anisotropicOutParams anisotropicOut,\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nin float NdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nin float roughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\n#else\nin sampler2D reflectionSampler,\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nin vec3 vEnvironmentIrradiance,\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nin mat4 reflectionMatrix,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\nin samplerCube irradianceSampler,\n#else\nin sampler2D irradianceSampler,\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\nout reflectionOutParams outParams\n)\n{\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.);\n#else\nvec2 reflectionCoords=vec2(0.);\n#endif\ncreateReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\nreflectionCoords\n);\nsampleReflectionTexture(\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionSampler,\nreflectionCoords,\n#else\nreflectionSampler,\nreflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentRadiance\n);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#ifdef ANISOTROPIC\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\nvec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);\nenvironmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb;\noutParams.environmentRadiance=environmentRadiance;\noutParams.environmentIrradiance=environmentIrradiance;\noutParams.reflectionCoords=reflectionCoords;\n}\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockReflectivity.d.ts
ADDED
|
@@ -0,0 +1,7 @@
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|
|
1
|
+
export namespace pbrBlockReflectivity {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "pbrBlockReflectivity";
|
|
6
|
+
declare const shader: "struct reflectivityOutParams\n{\nfloat microSurface;\nfloat roughness;\nvec3 surfaceReflectivityColor;\n#ifdef METALLICWORKFLOW\nvec3 surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nvec3 ambientOcclusionColor;\n#endif\n#if DEBUGMODE>0\nvec4 surfaceMetallicColorMap;\nvec4 surfaceReflectivityColorMap;\nvec2 metallicRoughness;\nvec3 metallicF0;\n#endif\n};\n#define pbr_inline\nvoid reflectivityBlock(\nin vec4 vReflectivityColor,\n#ifdef METALLICWORKFLOW\nin vec3 surfaceAlbedo,\nin vec4 metallicReflectanceFactors,\n#endif\n#ifdef REFLECTIVITY\nin vec3 reflectivityInfos,\nin vec4 surfaceMetallicOrReflectivityColorMap,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nin vec3 ambientOcclusionColorIn,\n#endif\n#ifdef MICROSURFACEMAP\nin vec4 microSurfaceTexel,\n#endif\n#ifdef DETAIL\nin vec4 detailColor,\nin vec4 vDetailInfos,\n#endif\nout reflectivityOutParams outParams\n)\n{\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\n#if DEBUGMODE>0\noutParams.surfaceMetallicColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r);\noutParams.ambientOcclusionColor=mix(ambientOcclusionColorIn,aoStoreInMetalMap,reflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.g;\n#endif\n#endif\n#endif\n#ifdef DETAIL\nfloat detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);\nfloat loLerp=mix(0.,metallicRoughness.g,detailRoughness*2.);\nfloat hiLerp=mix(metallicRoughness.g,1.,(detailRoughness-0.5)*2.);\nmetallicRoughness.g=mix(loLerp,hiLerp,step(detailRoughness,0.5));\n#endif\n#ifdef MICROSURFACEMAP\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n#if DEBUGMODE>0\noutParams.metallicRoughness=metallicRoughness;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\nmicroSurface=1.0-metallicRoughness.g;\nvec3 baseColor=surfaceAlbedo;\n#ifdef FROSTBITE_REFLECTANCE\noutParams.surfaceAlbedo=baseColor.rgb*(1.0-metallicRoughness.r);\nsurfaceReflectivityColor=mix(0.16*reflectance*reflectance,baseColor,metallicRoughness.r);\n#else\nvec3 metallicF0=metallicReflectanceFactors.rgb;\n#if DEBUGMODE>0\noutParams.metallicF0=metallicF0;\n#endif\noutParams.surfaceAlbedo=mix(baseColor.rgb*(1.0-metallicF0),vec3(0.,0.,0.),metallicRoughness.r);\nsurfaceReflectivityColor=mix(metallicF0,baseColor,metallicRoughness.r);\n#endif\n#else\n#ifdef REFLECTIVITY\nsurfaceReflectivityColor*=surfaceMetallicOrReflectivityColorMap.rgb;\n#if DEBUGMODE>0\noutParams.surfaceReflectivityColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceMetallicOrReflectivityColorMap.a;\nmicroSurface*=reflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\n#endif\n#endif\n#endif\nmicroSurface=saturate(microSurface);\nfloat roughness=1.-microSurface;\noutParams.microSurface=microSurface;\noutParams.roughness=roughness;\noutParams.surfaceReflectivityColor=surfaceReflectivityColor;\n}\n";
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7
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+
export {};
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|
@@ -0,0 +1,7 @@
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1
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+
export namespace pbrBlockSheen {
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2
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+
export { name };
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|
3
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+
export { shader };
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|
4
|
+
}
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|
5
|
+
declare const name: "pbrBlockSheen";
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6
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declare const shader: "#ifdef SHEEN\nstruct sheenOutParams\n{\nfloat sheenIntensity;\nvec3 sheenColor;\nfloat sheenRoughness;\n#ifdef SHEEN_LINKWITHALBEDO\nvec3 surfaceAlbedo;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfloat sheenAlbedoScaling;\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nvec3 finalSheenRadianceScaled;\n#endif\n#if DEBUGMODE>0\nvec4 sheenMapData;\nvec3 sheenEnvironmentReflectance;\n#endif\n};\n#define pbr_inline\n#define inline\nvoid sheenBlock(\nin vec4 vSheenColor,\n#ifdef SHEEN_ROUGHNESS\nin float vSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 sheenMapRoughnessData,\n#endif\n#endif\nin float roughness,\n#ifdef SHEEN_TEXTURE\nin vec4 sheenMapData,\nin float sheenMapLevel,\n#endif\nin float reflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nin vec3 baseColor,\nin vec3 surfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nin float NdotV,\nin vec3 environmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nin vec2 AARoughnessFactors,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\nin vec4 vLightingIntensity,\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\nin vec3 reflectionCoords,\n#else\nin sampler2D reflectionSampler,\nin vec2 reflectionCoords,\n#endif\nin float NdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nin float seo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nin float eho,\n#endif\n#endif\nout sheenOutParams outParams\n)\n{\nfloat sheenIntensity=vSheenColor.a;\n#ifdef SHEEN_TEXTURE\n#if DEBUGMODE>0\noutParams.sheenMapData=sheenMapData;\n#endif\n#endif\n#ifdef SHEEN_LINKWITHALBEDO\nfloat sheenFactor=pow5(1.0-sheenIntensity);\nvec3 sheenColor=baseColor.rgb*(1.0-sheenFactor);\nfloat sheenRoughness=sheenIntensity;\noutParams.surfaceAlbedo=surfaceAlbedo*sheenFactor;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#else\nvec3 sheenColor=vSheenColor.rgb;\n#ifdef SHEEN_TEXTURE\n#ifdef SHEEN_GAMMATEXTURE\nsheenColor.rgb*=toLinearSpace(sheenMapData.rgb);\n#else\nsheenColor.rgb*=sheenMapData.rgb;\n#endif\nsheenColor.rgb*=sheenMapLevel;\n#endif\n#ifdef SHEEN_ROUGHNESS\nfloat sheenRoughness=vSheenRoughness;\n#ifdef SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE\n#if defined(SHEEN_TEXTURE)\nsheenRoughness*=sheenMapData.a;\n#endif\n#elif defined(SHEEN_TEXTURE_ROUGHNESS)\n#ifdef SHEEN_TEXTURE_ROUGHNESS_IDENTICAL\nsheenRoughness*=sheenMapData.a;\n#else\nsheenRoughness*=sheenMapRoughnessData.a;\n#endif\n#endif\n#else\nfloat sheenRoughness=roughness;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#endif\n#if !defined(SHEEN_ALBEDOSCALING)\nsheenIntensity*=(1.-reflectance);\n#endif\nsheenColor*=sheenIntensity;\n#endif\n#ifdef ENVIRONMENTBRDF\n/*#ifdef SHEEN_SOFTER\nvec3 environmentSheenBrdf=vec3(0.,0.,getBRDFLookupCharlieSheen(NdotV,sheenRoughness));\n#else*/\n#ifdef SHEEN_ROUGHNESS\nvec3 environmentSheenBrdf=getBRDFLookup(NdotV,sheenRoughness);\n#else\nvec3 environmentSheenBrdf=environmentBrdf;\n#endif\n/*#endif*/\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nfloat sheenAlphaG=convertRoughnessToAverageSlope(sheenRoughness);\n#ifdef SPECULARAA\nsheenAlphaG+=AARoughnessFactors.y;\n#endif\nvec4 environmentSheenRadiance=vec4(0.,0.,0.,0.);\nsampleReflectionTexture(\nsheenAlphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nsheenRoughness,\n#endif\nreflectionSampler,\nreflectionCoords,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentSheenRadiance\n);\nvec3 sheenEnvironmentReflectance=getSheenReflectanceFromBRDFLookup(sheenColor,environmentSheenBrdf);\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nsheenEnvironmentReflectance*=seo;\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nsheenEnvironmentReflectance*=eho;\n#endif\n#if DEBUGMODE>0\noutParams.sheenEnvironmentReflectance=sheenEnvironmentReflectance;\n#endif\noutParams.finalSheenRadianceScaled=\nenvironmentSheenRadiance.rgb *\nsheenEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\noutParams.sheenAlbedoScaling=1.0-sheenIntensity*max(max(sheenColor.r,sheenColor.g),sheenColor.b)*environmentSheenBrdf.b;\n#endif\noutParams.sheenIntensity=sheenIntensity;\noutParams.sheenColor=sheenColor;\noutParams.sheenRoughness=sheenRoughness;\n}\n#endif\n";
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export {};
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package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockSubSurface.d.ts
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export namespace pbrBlockSubSurface {
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export { name };
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export { shader };
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}
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declare const name: "pbrBlockSubSurface";
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declare const shader: "struct subSurfaceOutParams\n{\nvec3 specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nvec3 finalRefraction;\nvec3 surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nfloat alpha;\n#endif\n#ifdef REFLECTION\nfloat refractionFactorForIrradiance;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvec3 transmittance;\nfloat translucencyIntensity;\n#ifdef REFLECTION\nvec3 refractionIrradiance;\n#endif\n#endif\n#if DEBUGMODE>0\nvec4 thicknessMap;\nvec4 environmentRefraction;\nvec3 refractionTransmittance;\n#endif\n};\n#ifdef SUBSURFACE\n#define pbr_inline\n#define inline\nvoid subSurfaceBlock(\nin vec3 vSubSurfaceIntensity,\nin vec2 vThicknessParam,\nin vec4 vTintColor,\nin vec3 normalW,\nin vec3 specularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nin vec4 thicknessMap,\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nin vec4 refractionIntensityMap,\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nin vec4 translucencyIntensityMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nin mat4 reflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nin vec3 irradianceVector_,\n#endif\n#if defined(REALTIME_FILTERING)\nin samplerCube reflectionSampler,\nin vec2 vReflectionFilteringInfo,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\nin samplerCube irradianceSampler,\n#else\nin sampler2D irradianceSampler,\n#endif\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nin vec3 surfaceAlbedo,\n#endif\n#ifdef SS_REFRACTION\nin vec3 vPositionW,\nin vec3 viewDirectionW,\nin mat4 view,\nin vec4 vRefractionInfos,\nin mat4 refractionMatrix,\nin vec4 vRefractionMicrosurfaceInfos,\nin vec4 vLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nin float alpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nin float NdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nin float roughness,\n#endif\nin float alphaG,\n#ifdef SS_REFRACTIONMAP_3D\nin samplerCube refractionSampler,\n#ifndef LODBASEDMICROSFURACE\nin samplerCube refractionSamplerLow,\nin samplerCube refractionSamplerHigh,\n#endif\n#else\nin sampler2D refractionSampler,\n#ifndef LODBASEDMICROSFURACE\nin sampler2D refractionSamplerLow,\nin sampler2D refractionSamplerHigh,\n#endif\n#endif\n#ifdef ANISOTROPIC\nin anisotropicOutParams anisotropicOut,\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vRefractionFilteringInfo,\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nin vec3 refractionPosition,\nin vec3 refractionSize,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nin vec3 vDiffusionDistance,\n#endif\nout subSurfaceOutParams outParams\n)\n{\noutParams.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nfloat refractionIntensity=vSubSurfaceIntensity.x;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nrefractionIntensity*=(1.0-alpha);\noutParams.alpha=1.0;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nfloat translucencyIntensity=vSubSurfaceIntensity.y;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n#if defined(SS_USE_GLTF_TEXTURES)\nfloat thickness=thicknessMap.g*vThicknessParam.y+vThicknessParam.x;\n#else\nfloat thickness=thicknessMap.r*vThicknessParam.y+vThicknessParam.x;\n#endif\n#if DEBUGMODE>0\noutParams.thicknessMap=thicknessMap;\n#endif\n#ifdef SS_MASK_FROM_THICKNESS_TEXTURE\n#if defined(SS_REFRACTION) && defined(SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE)\n#if defined(SS_USE_GLTF_TEXTURES)\nrefractionIntensity*=thicknessMap.r;\n#else\nrefractionIntensity*=thicknessMap.g;\n#endif\n#endif\n#if defined(SS_TRANSLUCENCY) && defined(SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE)\ntranslucencyIntensity*=thicknessMap.b;\n#endif\n#endif\n#else\nfloat thickness=vThicknessParam.y;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n#ifdef SS_USE_GLTF_TEXTURES\nrefractionIntensity*=refractionIntensityMap.r;\n#else\nrefractionIntensity*=refractionIntensityMap.g;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensity*=translucencyIntensityMap.b;\n#endif\n#ifdef SS_TRANSLUCENCY\nthickness=maxEps(thickness);\nvec3 transmittance=transmittanceBRDF_Burley(vTintColor.rgb,vDiffusionDistance,thickness);\ntransmittance*=translucencyIntensity;\noutParams.transmittance=transmittance;\noutParams.translucencyIntensity=translucencyIntensity;\n#endif\n#ifdef SS_REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef ANISOTROPIC\nvec3 refractionVector=refract(-viewDirectionW,anisotropicOut.anisotropicNormal,vRefractionInfos.y);\n#else\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#endif\n#ifdef SS_REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n#ifdef SS_REFRACTIONMAP_3D\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,refractionSize,refractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\n#ifdef SS_USE_THICKNESS_AS_DEPTH\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*thickness,1.0)));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\n#endif\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef SS_HAS_THICKNESS\nfloat ior=vRefractionInfos.y;\n#else\nfloat ior=vRefractionMicrosurfaceInfos.w;\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nfloat refractionAlphaG=alphaG;\nrefractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG,NdotVUnclamped);\n#elif defined(SS_LINEARSPECULARREFRACTION)\nfloat refractionRoughness=alphaG;\nrefractionRoughness=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));\nfloat refractionLOD=getLinearLodFromRoughness(vRefractionMicrosurfaceInfos.x,refractionRoughness);\n#else\nfloat refractionAlphaG=alphaG;\nrefractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef SS_LODINREFRACTIONALPHA\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRefraction=vec4(radiance(alphaG,refractionSampler,refractionCoords,vRefractionFilteringInfo),1.0);\n#else\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#endif\n#else\nfloat lodRefractionNormalized=saturate(refractionLOD/log2(vRefractionMicrosurfaceInfos.x));\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif (lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n} else {\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef SS_RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef SS_GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n#ifdef SS_REFRACTION\nvec3 refractionTransmittance=vec3(refractionIntensity);\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);\nrefractionTransmittance*=cocaLambert(volumeAlbedo,thickness);\n#elif defined(SS_LINKREFRACTIONTOTRANSPARENCY)\nfloat maxChannel=max(max(surfaceAlbedo.r,surfaceAlbedo.g),surfaceAlbedo.b);\nvec3 volumeAlbedo=saturate(maxChannel*surfaceAlbedo);\nenvironmentRefraction.rgb*=volumeAlbedo;\n#else\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);\nrefractionTransmittance*=cocaLambert(volumeAlbedo,vThicknessParam.y);\n#endif\n#ifdef SS_ALBEDOFORREFRACTIONTINT\nenvironmentRefraction.rgb*=surfaceAlbedo.rgb;\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo*(1.-refractionIntensity);\n#ifdef REFLECTION\noutParams.refractionFactorForIrradiance=(1.-refractionIntensity);\n#endif\n#ifdef UNUSED_MULTIPLEBOUNCES\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\noutParams.specularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,refractionIntensity);\n#endif\nrefractionTransmittance*=1.0-outParams.specularEnvironmentReflectance;\n#if DEBUGMODE>0\noutParams.refractionTransmittance=refractionTransmittance;\n#endif\noutParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;\n#if DEBUGMODE>0\noutParams.environmentRefraction=environmentRefraction;\n#endif\n#endif\n#if defined(REFLECTION) && defined(SS_TRANSLUCENCY)\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX) || !defined(USESPHERICALFROMREFLECTIONMAP)\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#else\nvec3 irradianceVector=irradianceVector_;\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP)\n#if defined(REALTIME_FILTERING)\nvec3 refractionIrradiance=irradiance(reflectionSampler,-irradianceVector,vReflectionFilteringInfo);\n#else\nvec3 refractionIrradiance=computeEnvironmentIrradiance(-irradianceVector);\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec3 irradianceCoords=irradianceVector;\n#else\nvec2 irradianceCoords=irradianceVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nirradianceCoords/=irradianceVector.z;\n#endif\nirradianceCoords.y=1.0-irradianceCoords.y;\n#endif\nvec4 refractionIrradiance=sampleReflection(irradianceSampler,-irradianceCoords);\n#ifdef RGBDREFLECTION\nrefractionIrradiance.rgb=fromRGBD(refractionIrradiance);\n#endif\n#ifdef GAMMAREFLECTION\nrefractionIrradiance.rgb=toLinearSpace(refractionIrradiance.rgb);\n#endif\n#else\nvec4 refractionIrradiance=vec4(0.);\n#endif\nrefractionIrradiance.rgb*=transmittance;\n#ifdef SS_ALBEDOFORTRANSLUCENCYTINT\nrefractionIrradiance.rgb*=surfaceAlbedo.rgb;\n#endif\noutParams.refractionIrradiance=refractionIrradiance.rgb;\n#endif\n}\n#endif\n";
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export {};
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export namespace pbrDebug {
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export { name };
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export { shader };
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}
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declare const name: "pbrDebug";
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declare const shader: "#if DEBUGMODE>0\nif (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {\n#if DEBUGMODE==1\ngl_FragColor.rgb=vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ngl_FragColor.rgb=vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ngl_FragColor.rgb=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ngl_FragColor.rgb=vec3(vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ngl_FragColor.rgb=vec3(vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ngl_FragColor.rgb=albedoTexture.rgb;\n#elif DEBUGMODE==21 && defined(AMBIENT)\ngl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ngl_FragColor.rgb=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ngl_FragColor.rgb=emissiveColorTex.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ngl_FragColor.rgb=lightmapColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ngl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ngl_FragColor.rgb=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ngl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ngl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ngl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ngl_FragColor.rgb=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ngl_FragColor.rgb=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ngl_FragColor.rgb=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==60\ngl_FragColor.rgb=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ngl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vec3(reflectivityOut.metallicRoughness.r);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ngl_FragColor.rgb=vec3(roughness);\n#elif DEBUGMODE==64\ngl_FragColor.rgb=vec3(alphaG);\n#elif DEBUGMODE==65\ngl_FragColor.rgb=vec3(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ngl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ngl_FragColor.rgb=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ngl_FragColor.rgb=vec3(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION)\ngl_FragColor.rgb=vec3(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ngl_FragColor.rgb=vec3(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=specularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ngl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ngl_FragColor.rgb=vec3(luminanceOverAlpha);\n#elif DEBUGMODE==87\ngl_FragColor.rgb=vec3(alpha);\n#endif\ngl_FragColor.rgb*=vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ngl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ngl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);\n#endif\ngl_FragColor.a=1.0;\n#ifdef PREPASS\ngl_FragData[0]=toLinearSpace(gl_FragColor); \ngl_FragData[1]=vec4(0.,0.,0.,0.); \n#endif\nreturn;\n}\n#endif\n";
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export {};
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export namespace pbrDirectLightingFalloffFunctions {
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export { name };
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export { shader };
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}
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declare const name: "pbrDirectLightingFalloffFunctions";
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declare const shader: "float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{\nreturn max(0.,1.0-length(lightOffset)/range);\n}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{\nreturn 1.0/maxEps(lightDistanceSquared);\n}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{\nfloat lightDistanceFalloff=1.0/maxEps(lightDistanceSquared);\nfloat factor=lightDistanceSquared*inverseSquaredRange;\nfloat attenuation=saturate(1.0-factor*factor);\nattenuation*=attenuation;\nlightDistanceFalloff*=attenuation;\nreturn lightDistanceFalloff;\n}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\nfloat cosAngle=maxEps(dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{\nfloat cd=dot(-lightDirection,directionToLightCenterW);\nfloat falloff=saturate(cd*lightAngleScale+lightAngleOffset);\nfalloff*=falloff;\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}";
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export {};
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export namespace pbrDirectLightingFunctions {
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export { name };
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export { shader };
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}
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declare const name: "pbrDirectLightingFunctions";
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declare const shader: "#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;\nfloat totalRoughness=saturate(lightRoughness+roughness);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {\nreturn mix(groundColor,lightColor,info.NdotL);\n}\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {\nfloat diffuseTerm=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;\n}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseAndTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {\nfloat NdotL=absEps(info.NdotLUnclamped);\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);\nfloat trAdapt=step(0.,info.NdotLUnclamped);\nvec3 transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\n}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat roughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;\nreturn specTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n#ifdef ANISOTROPIC\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat TdotH=dot(T,info.H);\nfloat BdotH=dot(B,info.H);\nfloat TdotV=dot(T,V);\nfloat BdotV=dot(B,V);\nfloat TdotL=dot(T,info.L);\nfloat BdotL=dot(B,info.L);\nfloat alphaG=convertRoughnessToAverageSlope(info.roughness);\nvec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);\nalphaTB=max(alphaTB,square(geometricRoughnessFactor));\nvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);\nfloat smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);\nvec3 specTerm=fresnel*distribution*smithVisibility;\nreturn specTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {\nfloat NccdotL=saturateEps(dot(Ncc,info.L));\nfloat NccdotH=saturateEps(dot(Ncc,info.H));\nfloat clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\nfloat fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\nfresnel*=clearCoatIntensity;\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);\nfloat kelemenVisibility=visibility_Kelemen(info.VdotH);\nfloat clearCoatTerm=fresnel*distribution*kelemenVisibility;\nreturn vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);\n}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {\nvec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);\nfloat NdotLRefract=saturateEps(dot(Ncc,LRefract));\nvec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);\nreturn absorption;\n}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat roughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat fresnel=1.;\nfloat distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);\n/*#ifdef SHEEN_SOFTER\nfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);\n/* #endif */\nfloat sheenTerm=fresnel*distribution*visibility;\nreturn sheenTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n";
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export {};
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@@ -0,0 +1,7 @@
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1
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export namespace pbrDirectLightingSetupFunctions {
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export { name };
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export { shader };
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4
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}
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5
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declare const name: "pbrDirectLightingSetupFunctions";
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6
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declare const shader: "struct preLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat lightDistance;\nfloat attenuation;\nvec3 L;\nvec3 H;\nfloat NdotV;\nfloat NdotLUnclamped;\nfloat NdotL;\nfloat VdotH;\nfloat roughness;\n#ifdef IRIDESCENCE\nfloat iridescenceIntensity;\n#endif\n};\npreLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nresult.lightDistance=sqrt(result.lightDistanceSquared);\nresult.L=normalize(result.lightOffset);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\nresult.NdotLUnclamped=dot(N,result.L);\nresult.NdotL=saturateEps(result.NdotLUnclamped);\nreturn result;\n}\npreLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\nresult.lightDistance=length(-lightData.xyz);\nresult.L=normalize(-lightData.xyz);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\nresult.NdotLUnclamped=dot(N,result.L);\nresult.NdotL=saturateEps(result.NdotLUnclamped);\nreturn result;\n}\npreLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\nresult.NdotL=dot(N,lightData.xyz)*0.5+0.5;\nresult.NdotL=saturateEps(result.NdotL);\nresult.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;\n}";
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export {};
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package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrFragmentDeclaration.d.ts
ADDED
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@@ -0,0 +1,7 @@
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export namespace pbrFragmentDeclaration {
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export { name };
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export { shader };
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}
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declare const name: "pbrFragmentDeclaration";
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declare const shader: "uniform vec4 vEyePosition;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec4 vMetallicReflectanceFactors;\nuniform vec3 vEmissiveColor;\nuniform float visibility;\nuniform vec3 vAmbientColor;\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(SS_REFRACTION) || defined(PREPASS)\nuniform mat4 view;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REALTIME_FILTERING\nuniform vec2 vReflectionFilteringInfo;\n#endif\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#if defined(SS_REFRACTION) && defined(SS_USE_LOCAL_REFRACTIONMAP_CUBIC)\nuniform vec3 vRefractionPosition;\nuniform vec3 vRefractionSize; \n#endif\n#ifdef CLEARCOAT\nuniform vec2 vClearCoatParams;\nuniform vec4 vClearCoatRefractionParams;\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform vec2 vClearCoatTangentSpaceParams;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT\nuniform vec4 vClearCoatTintParams;\nuniform float clearCoatColorAtDistance;\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#endif\n#ifdef IRIDESCENCE\nuniform vec4 vIridescenceParams;\n#if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)\nuniform vec4 vIridescenceInfos;\n#endif\n#ifdef IRIDESCENCE_TEXTURE\nuniform mat4 iridescenceMatrix;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nuniform mat4 iridescenceThicknessMatrix;\n#endif\n#endif\n#ifdef ANISOTROPIC\nuniform vec3 vAnisotropy;\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n#ifdef SHEEN\nuniform vec4 vSheenColor;\n#ifdef SHEEN_ROUGHNESS\nuniform float vSheenRoughness;\n#endif\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionMicrosurfaceInfos;\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#ifdef REALTIME_FILTERING\nuniform vec2 vRefractionFilteringInfo;\n#endif\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;\nuniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;\nuniform mat4 translucencyIntensityMatrix;\n#endif\nuniform vec2 vThicknessParam;\nuniform vec3 vDiffusionDistance;\nuniform vec4 vTintColor;\nuniform vec3 vSubSurfaceIntensity;\n#endif\n#ifdef PREPASS\n#ifdef SS_SCATTERING\nuniform float scatteringDiffusionProfile;\n#endif\n#endif\n#if DEBUGMODE>0\nuniform vec2 vDebugMode;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;\nuniform vec3 vSphericalL1_1;\nuniform vec3 vSphericalL10;\nuniform vec3 vSphericalL11;\nuniform vec3 vSphericalL2_2;\nuniform vec3 vSphericalL2_1;\nuniform vec3 vSphericalL20;\nuniform vec3 vSphericalL21;\nuniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\n#endif\n#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n";
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export {};
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@@ -0,0 +1,7 @@
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export namespace pbrFragmentExtraDeclaration {
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export { name };
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export { shader };
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+
}
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declare const name: "pbrFragmentExtraDeclaration";
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6
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+
declare const shader: "varying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n";
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export {};
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@@ -0,0 +1,7 @@
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1
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export namespace pbrFragmentSamplersDeclaration {
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export { name };
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export { shader };
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4
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+
}
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5
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+
declare const name: "pbrFragmentSamplersDeclaration";
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6
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+
declare const shader: "#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)\n#ifdef CLEARCOAT\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL)\nuniform sampler2D clearCoatRoughnessSampler;\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL)\nuniform sampler2D sheenRoughnessSampler;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#ifdef USEIRRADIANCEMAP\nuniform samplerCube irradianceSampler;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform sampler2D reflectionSamplerLow;\nuniform sampler2D reflectionSamplerHigh;\n#endif\n#ifdef USEIRRADIANCEMAP\nuniform sampler2D irradianceSampler;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform sampler2D refractionSamplerLow;\nuniform sampler2D refractionSamplerHigh;\n#endif\n#endif\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)\n#endif\n";
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7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrHelperFunctions.d.ts
ADDED
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@@ -0,0 +1,7 @@
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1
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+
export namespace pbrHelperFunctions {
|
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2
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+
export { name };
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3
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+
export { shader };
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4
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+
}
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+
declare const name: "pbrHelperFunctions";
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6
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+
declare const shader: "#define RECIPROCAL_PI2 0.15915494\n#define RECIPROCAL_PI 0.31830988618\n#define MINIMUMVARIANCE 0.0005\nfloat convertRoughnessToAverageSlope(float roughness)\n{\nreturn square(roughness)+MINIMUMVARIANCE;\n}\nfloat fresnelGrazingReflectance(float reflectance0) {\nfloat reflectance90=saturate(reflectance0*25.0);\nreturn reflectance90;\n}\nvec2 getAARoughnessFactors(vec3 normalVector) {\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalVector.xyz);\nvec3 nDfdy=dFdy(normalVector.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\nfloat geometricRoughnessFactor=pow(saturate(slopeSquare),0.333);\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\ngeometricAlphaGFactor*=0.75;\nreturn vec2(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2(0.);\n#endif\n}\n#ifdef ANISOTROPIC\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {\nfloat alphaT=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);\nfloat alphaB=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);\nreturn vec2(alphaT,alphaB);\n}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy) {\nvec3 anisotropicFrameDirection=anisotropy>=0.0 ? B : T;\nvec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);\nvec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);\nvec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));\nreturn anisotropicNormal;\n}\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nvec3 cocaLambert(vec3 alpha,float distance) {\nreturn exp(-alpha*distance);\n}\nvec3 cocaLambert(float NdotVRefract,float NdotLRefract,vec3 alpha,float thickness) {\nreturn cocaLambert(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));\n}\nvec3 computeColorAtDistanceInMedia(vec3 color,float distance) {\nreturn -log(color)/distance;\n}\nvec3 computeClearCoatAbsorption(float NdotVRefract,float NdotLRefract,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {\nvec3 clearCoatAbsorption=mix(vec3(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);\nreturn clearCoatAbsorption;\n}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{\nconst float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;\nfloat reflectivityLuminance=getLuminance(reflectivityColor);\nfloat reflectivityLuma=sqrt(reflectivityLuminance);\nmicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;\nreturn microSurface;\n}\n#endif\n";
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7
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+
export {};
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|
@@ -0,0 +1,7 @@
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1
|
+
export namespace pbrIBLFunctions {
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2
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+
export { name };
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3
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+
export { shader };
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4
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+
}
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5
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+
declare const name: "pbrIBLFunctions";
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6
|
+
declare const shader: "#if defined(REFLECTION) || defined(SS_REFRACTION)\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float microsurfaceAverageSlope) {\nfloat microsurfaceAverageSlopeTexels=cubeMapDimensionPixels*microsurfaceAverageSlope;\nfloat lod=log2(microsurfaceAverageSlopeTexels);\nreturn lod;\n}\nfloat getLinearLodFromRoughness(float cubeMapDimensionPixels,float roughness) {\nfloat lod=log2(cubeMapDimensionPixels)*roughness;\nreturn lod;\n}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {\nfloat temp=NdotVUnclamped+ambientOcclusion;\nreturn saturate(square(temp)-1.0+ambientOcclusion);\n}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal,vec3 geometricNormal) {\nvec3 reflection=reflect(view,normal);\nfloat temp=saturate(1.0+1.1*dot(reflection,geometricNormal));\nreturn square(temp);\n}\n#endif\n#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {\nfloat microsurfaceAverageSlope=alphaG;\nmicrosurfaceAverageSlope*=sqrt(abs(NdotV));\nreturn getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);\n}\n#endif\n";
|
|
7
|
+
export {};
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|
@@ -0,0 +1,7 @@
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1
|
+
export namespace pbrUboDeclaration {
|
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2
|
+
export { name };
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3
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+
export { shader };
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|
4
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+
}
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|
5
|
+
declare const name: "pbrUboDeclaration";
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|
6
|
+
declare const shader: "layout(std140,column_major) uniform;\nuniform Material {\nvec2 vAlbedoInfos;\nvec4 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec3 vReflectivityInfos;\nvec2 vMicroSurfaceSamplerInfos;\nvec2 vReflectionInfos;\nvec2 vReflectionFilteringInfo;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec3 vBumpInfos;\nmat4 albedoMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 reflectivityMatrix;\nmat4 microSurfaceSamplerMatrix;\nmat4 bumpMatrix;\nvec2 vTangentSpaceParams;\nmat4 reflectionMatrix;\nvec3 vReflectionColor;\nvec4 vAlbedoColor;\nvec4 vLightingIntensity;\nvec3 vReflectionMicrosurfaceInfos;\nfloat pointSize;\nvec4 vReflectivityColor;\nvec3 vEmissiveColor;\nvec3 vAmbientColor;\nvec2 vDebugMode;\nvec4 vMetallicReflectanceFactors;\nvec2 vMetallicReflectanceInfos;\nmat4 metallicReflectanceMatrix;\nvec2 vReflectanceInfos;\nmat4 reflectanceMatrix;\nvec3 vSphericalL00;\nvec3 vSphericalL1_1;\nvec3 vSphericalL10;\nvec3 vSphericalL11;\nvec3 vSphericalL2_2;\nvec3 vSphericalL2_1;\nvec3 vSphericalL20;\nvec3 vSphericalL21;\nvec3 vSphericalL22;\nvec3 vSphericalX;\nvec3 vSphericalY;\nvec3 vSphericalZ;\nvec3 vSphericalXX_ZZ;\nvec3 vSphericalYY_ZZ;\nvec3 vSphericalZZ;\nvec3 vSphericalXY;\nvec3 vSphericalYZ;\nvec3 vSphericalZX;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrVertexDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
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1
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+
export namespace pbrVertexDeclaration {
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2
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+
export { name };
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3
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+
export { shader };
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4
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+
}
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|
5
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+
declare const name: "pbrVertexDeclaration";
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6
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+
declare const shader: "uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;\nuniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;\nuniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#ifdef IRIDESCENCE\n#if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)\nuniform vec4 vIridescenceInfos;\n#endif\n#ifdef IRIDESCENCE_TEXTURE\nuniform mat4 iridescenceMatrix;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nuniform mat4 iridescenceThicknessMatrix;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;\nuniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;\nuniform mat4 translucencyIntensityMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;\nuniform vec3 vSphericalL1_1;\nuniform vec3 vSphericalL10;\nuniform vec3 vSphericalL11;\nuniform vec3 vSphericalL2_2;\nuniform vec3 vSphericalL2_1;\nuniform vec3 vSphericalL20;\nuniform vec3 vSphericalL21;\nuniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\nuniform mat4 detailMatrix;\n#endif\n#define ADDITIONAL_VERTEX_DECLARATION\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/prePassDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
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|
|
1
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+
export namespace prePassDeclaration {
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|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
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|
5
|
+
declare const name: "prePassDeclaration";
|
|
6
|
+
declare const shader: "#ifdef PREPASS\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;\n#ifdef PREPASS_DEPTH\nvarying highp vec3 vViewPos;\n#endif\n#ifdef PREPASS_VELOCITY\nvarying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;\n#endif\n#endif\n";
|
|
7
|
+
export {};
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|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace prePassVertex {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "prePassVertex";
|
|
6
|
+
declare const shader: "#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;\npreviousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/prePassVertexDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace prePassVertexDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "prePassVertexDeclaration";
|
|
6
|
+
declare const shader: "#ifdef PREPASS\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#ifdef PREPASS_VELOCITY\nuniform mat4 previousViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/reflectionFunction.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace reflectionFunction {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "reflectionFunction";
|
|
6
|
+
declare const shader: "vec3 computeFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y;\nreturn vec3(s,t,0); \n}\nvec3 computeMirroredFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y;\nreturn vec3(1.0-s,t,0); \n}\nvec3 computeEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{\nvec3 cameraToVertex=normalize(worldPos.xyz-eyePosition);\nvec3 r=normalize(reflect(cameraToVertex,worldNormal));\nr=vec3(reflectionMatrix*vec4(r,0));\nfloat lon=atan(r.z,r.x);\nfloat lat=acos(r.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y;\nreturn vec3(s,t,0);\n}\nvec3 computeSphericalCoords(vec4 worldPos,vec3 worldNormal,mat4 view,mat4 reflectionMatrix)\n{\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr=vec3(reflectionMatrix*vec4(r,0));\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n}\nvec3 computePlanarCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{\nvec3 viewDir=worldPos.xyz-eyePosition;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n}\nvec3 computeCubicCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{\nvec3 viewDir=normalize(worldPos.xyz-eyePosition);\nvec3 coords=reflect(viewDir,worldNormal);\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n}\nvec3 computeCubicLocalCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix,vec3 reflectionSize,vec3 reflectionPosition)\n{\nvec3 viewDir=normalize(worldPos.xyz-eyePosition);\nvec3 coords=reflect(viewDir,worldNormal);\ncoords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n}\nvec3 computeProjectionCoords(vec4 worldPos,mat4 view,mat4 reflectionMatrix)\n{\nreturn vec3(reflectionMatrix*(view*worldPos));\n}\nvec3 computeSkyBoxCoords(vec3 positionW,mat4 reflectionMatrix)\n{\nreturn vec3(reflectionMatrix*vec4(positionW,1.));\n}\n#ifdef REFLECTION\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);\nreturn computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);\nreturn computeFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nreturn computeEquirectangularCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nreturn computeSphericalCoords(worldPos,worldNormal,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nreturn computePlanarCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_CUBIC\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nreturn computeCubicLocalCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix,vReflectionSize,vReflectionPosition);\n#else\nreturn computeCubicCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn computeProjectionCoords(worldPos,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn computeSkyBoxCoords(vPositionUVW,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}\n#endif\n";
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7
|
+
export {};
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@@ -0,0 +1,7 @@
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1
|
+
export namespace samplerFragmentAlternateDeclaration {
|
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2
|
+
export { name };
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|
3
|
+
export { shader };
|
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4
|
+
}
|
|
5
|
+
declare const name: "samplerFragmentAlternateDeclaration";
|
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6
|
+
declare const shader: "#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n#endif\n";
|
|
7
|
+
export {};
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|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace samplerFragmentDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "samplerFragmentDeclaration";
|
|
6
|
+
declare const shader: "#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying vec2 v_VARYINGNAME_UV;\n#endif\nuniform sampler2D _SAMPLERNAME_Sampler;\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/samplerVertexDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
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1
|
+
export namespace samplerVertexDeclaration {
|
|
2
|
+
export { name };
|
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3
|
+
export { shader };
|
|
4
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+
}
|
|
5
|
+
declare const name: "samplerVertexDeclaration";
|
|
6
|
+
declare const shader: "#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
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1
|
+
export namespace samplerVertexImplementation {
|
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2
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+
export { name };
|
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3
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+
export { shader };
|
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4
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+
}
|
|
5
|
+
declare const name: "samplerVertexImplementation";
|
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6
|
+
declare const shader: "#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (v_INFONAME_==0.)\n{\nv_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));\n}\n#ifdef UV2\nelse if (v_INFONAME_==1.)\n{\nv_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#ifdef UV3\nelse if (v_INFONAME_==2.)\n{\nv_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));\n}\n#endif\n#ifdef UV4\nelse if (v_INFONAME_==3.)\n{\nv_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));\n}\n#endif\n#ifdef UV5\nelse if (v_INFONAME_==4.)\n{\nv_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));\n}\n#endif\n#ifdef UV6\nelse if (v_INFONAME_==5.)\n{\nv_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));\n}\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/sceneFragmentDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace sceneFragmentDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "sceneFragmentDeclaration";
|
|
6
|
+
declare const shader: "uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec4 vEyePosition;\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace sceneUboDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
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+
}
|
|
5
|
+
declare const name: "sceneUboDeclaration";
|
|
6
|
+
declare const shader: "layout(std140,column_major) uniform;\nuniform Scene {\nmat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif \nmat4 view;\nmat4 projection;\nvec4 vEyePosition;\n};\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/sceneVertexDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace sceneVertexDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "sceneVertexDeclaration";
|
|
6
|
+
declare const shader: "uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec4 vEyePosition;\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace shadowMapFragment {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "shadowMapFragment";
|
|
6
|
+
declare const shader: "float depthSM=vDepthMetricSM;\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\n#if SM_USEDISTANCE==1\ndepthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\ndepthSM=(-zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#else\ndepthSM=(zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#endif\n#endif\n#ifdef USE_REVERSE_DEPTHBUFFER\ngl_FragDepth=clamp(1.0-depthSM,0.0,1.0);\n#else\ngl_FragDepth=clamp(depthSM,0.0,1.0); \n#endif\n#elif SM_USEDISTANCE==1\ndepthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#endif\n#if SM_ESM==1\ndepthSM=clamp(exp(-min(87.,biasAndScaleSM.z*depthSM)),0.,1.);\n#endif\n#if SM_FLOAT==1\ngl_FragColor=vec4(depthSM,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depthSM);\n#endif\nreturn;";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace shadowMapFragmentExtraDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "shadowMapFragmentExtraDeclaration";
|
|
6
|
+
declare const shader: "#if SM_FLOAT==0\n#include<packingFunctions>\n#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#include<bayerDitherFunctions>\nuniform float softTransparentShadowSM;\n#endif\nvarying float vDepthMetricSM;\n#if SM_USEDISTANCE==1\nuniform vec3 lightDataSM;\nvarying vec3 vPositionWSM;\n#endif\nuniform vec3 biasAndScaleSM;\nuniform vec2 depthValuesSM;\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nvarying float zSM;\n#endif\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace shadowMapFragmentSoftTransparentShadow {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "shadowMapFragmentSoftTransparentShadow";
|
|
6
|
+
declare const shader: "#if SM_SOFTTRANSPARENTSHADOW==1\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alpha) discard;\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/shadowMapUboDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace shadowMapUboDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "shadowMapUboDeclaration";
|
|
6
|
+
declare const shader: "layout(std140,column_major) uniform;\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace shadowMapVertexExtraDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "shadowMapVertexExtraDeclaration";
|
|
6
|
+
declare const shader: "#if SM_NORMALBIAS==1\nuniform vec3 lightDataSM;\n#endif\nuniform vec3 biasAndScaleSM;\nuniform vec2 depthValuesSM;\nvarying float vDepthMetricSM;\n#if SM_USEDISTANCE==1\nvarying vec3 vPositionWSM;\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nvarying float zSM;\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/ShadersInclude/shadowMapVertexMetric.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace shadowMapVertexMetric {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "shadowMapVertexMetric";
|
|
6
|
+
declare const shader: "#if SM_USEDISTANCE==1\nvPositionWSM=worldPos.xyz;\n#endif\n#if SM_DEPTHTEXTURE==1\n#ifdef IS_NDC_HALF_ZRANGE\n#define BIASFACTOR 0.5\n#else\n#define BIASFACTOR 1.0\n#endif\n#ifdef USE_REVERSE_DEPTHBUFFER\ngl_Position.z-=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;\n#else\ngl_Position.z+=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;\n#endif\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nzSM=gl_Position.z;\ngl_Position.z=0.0;\n#elif SM_USEDISTANCE==0\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetricSM=(-gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#else\nvDepthMetricSM=(gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace shadowMapVertexNormalBias {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "shadowMapVertexNormalBias";
|
|
6
|
+
declare const shader: "#if SM_NORMALBIAS==1\n#if SM_DIRECTIONINLIGHTDATA==1\nvec3 worldLightDirSM=normalize(-lightDataSM.xyz);\n#else\nvec3 directionToLightSM=lightDataSM.xyz-worldPos.xyz;\nvec3 worldLightDirSM=normalize(directionToLightSM);\n#endif\nfloat ndlSM=dot(vNormalW,worldLightDirSM);\nfloat sinNLSM=sqrt(1.0-ndlSM*ndlSM);\nfloat normalBiasSM=biasAndScaleSM.y*sinNLSM;\nworldPos.xyz-=vNormalW*normalBiasSM;\n#endif\n";
|
|
7
|
+
export {};
|