@combeenation/3d-viewer 0.0.1-types

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Files changed (1530) hide show
  1. package/LICENSE +13 -0
  2. package/README.md +111 -0
  3. package/dist/types/declaration.tsconfig.tsbuildinfo +1 -0
  4. package/dist/types/node_modules/@babylonjs/core/Actions/abstractActionManager.d.ts +32 -0
  5. package/dist/types/node_modules/@babylonjs/core/Actions/action.d.ts +100 -0
  6. package/dist/types/node_modules/@babylonjs/core/Actions/actionEvent.d.ts +54 -0
  7. package/dist/types/node_modules/@babylonjs/core/Actions/actionManager.d.ts +109 -0
  8. package/dist/types/node_modules/@babylonjs/core/Actions/condition.d.ts +141 -0
  9. package/dist/types/node_modules/@babylonjs/core/Actions/directActions.d.ts +212 -0
  10. package/dist/types/node_modules/@babylonjs/core/Actions/directAudioActions.d.ts +35 -0
  11. package/dist/types/node_modules/@babylonjs/core/Actions/index.d.ts +8 -0
  12. package/dist/types/node_modules/@babylonjs/core/Actions/interpolateValueAction.d.ts +40 -0
  13. package/dist/types/node_modules/@babylonjs/core/Animations/animatable.d.ts +147 -0
  14. package/dist/types/node_modules/@babylonjs/core/Animations/animatable.interface.d.ts +1 -0
  15. package/dist/types/node_modules/@babylonjs/core/Animations/animation.d.ts +419 -0
  16. package/dist/types/node_modules/@babylonjs/core/Animations/animationEvent.d.ts +21 -0
  17. package/dist/types/node_modules/@babylonjs/core/Animations/animationGroup.d.ts +248 -0
  18. package/dist/types/node_modules/@babylonjs/core/Animations/animationKey.d.ts +4 -0
  19. package/dist/types/node_modules/@babylonjs/core/Animations/animationPropertiesOverride.d.ts +17 -0
  20. package/dist/types/node_modules/@babylonjs/core/Animations/animationRange.d.ts +20 -0
  21. package/dist/types/node_modules/@babylonjs/core/Animations/easing.d.ts +217 -0
  22. package/dist/types/node_modules/@babylonjs/core/Animations/index.d.ts +11 -0
  23. package/dist/types/node_modules/@babylonjs/core/Animations/pathCursor.d.ts +64 -0
  24. package/dist/types/node_modules/@babylonjs/core/Animations/runtimeAnimation.d.ts +161 -0
  25. package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngine.d.ts +1 -0
  26. package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngineOptions.d.ts +1 -0
  27. package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/ISoundOptions.d.ts +1 -0
  28. package/dist/types/node_modules/@babylonjs/core/Audio/analyser.d.ts +93 -0
  29. package/dist/types/node_modules/@babylonjs/core/Audio/audioEngine.d.ts +105 -0
  30. package/dist/types/node_modules/@babylonjs/core/Audio/audioSceneComponent.d.ts +98 -0
  31. package/dist/types/node_modules/@babylonjs/core/Audio/index.d.ts +8 -0
  32. package/dist/types/node_modules/@babylonjs/core/Audio/sound.d.ts +304 -0
  33. package/dist/types/node_modules/@babylonjs/core/Audio/soundTrack.d.ts +65 -0
  34. package/dist/types/node_modules/@babylonjs/core/Audio/weightedsound.d.ts +64 -0
  35. package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +73 -0
  36. package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/index.d.ts +2 -0
  37. package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
  38. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.d.ts +93 -0
  39. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.d.ts +77 -0
  40. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.d.ts +192 -0
  41. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/index.d.ts +3 -0
  42. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/attachToBoxBehavior.d.ts +59 -0
  43. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +116 -0
  44. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior.d.ts +41 -0
  45. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/followBehavior.d.ts +131 -0
  46. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.d.ts +95 -0
  47. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/index.d.ts +9 -0
  48. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +32 -0
  49. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/pointerDragBehavior.d.ts +164 -0
  50. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/sixDofDragBehavior.d.ts +58 -0
  51. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +84 -0
  52. package/dist/types/node_modules/@babylonjs/core/Behaviors/behavior.d.ts +1 -0
  53. package/dist/types/node_modules/@babylonjs/core/Behaviors/index.d.ts +3 -0
  54. package/dist/types/node_modules/@babylonjs/core/Bones/bone.d.ts +391 -0
  55. package/dist/types/node_modules/@babylonjs/core/Bones/boneIKController.d.ts +77 -0
  56. package/dist/types/node_modules/@babylonjs/core/Bones/boneLookController.d.ts +119 -0
  57. package/dist/types/node_modules/@babylonjs/core/Bones/index.d.ts +4 -0
  58. package/dist/types/node_modules/@babylonjs/core/Bones/skeleton.d.ts +242 -0
  59. package/dist/types/node_modules/@babylonjs/core/Buffers/buffer.d.ts +265 -0
  60. package/dist/types/node_modules/@babylonjs/core/Buffers/dataBuffer.d.ts +23 -0
  61. package/dist/types/node_modules/@babylonjs/core/Buffers/index.d.ts +3 -0
  62. package/dist/types/node_modules/@babylonjs/core/Buffers/storageBuffer.d.ts +43 -0
  63. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +83 -0
  64. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.d.ts +107 -0
  65. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +48 -0
  66. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +77 -0
  67. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +59 -0
  68. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +107 -0
  69. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +46 -0
  70. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraKeyboardInput.d.ts +63 -0
  71. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraMouseInput.d.ts +72 -0
  72. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +125 -0
  73. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraMouseWheelInput.d.ts +49 -0
  74. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraPointersInput.d.ts +76 -0
  75. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +58 -0
  76. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraGamepadInput.d.ts +60 -0
  77. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +74 -0
  78. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.d.ts +68 -0
  79. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +142 -0
  80. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.d.ts +58 -0
  81. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +42 -0
  82. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/index.d.ts +19 -0
  83. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/index.d.ts +4 -0
  84. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +4 -0
  85. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicRigMode.d.ts +4 -0
  86. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/vrRigMode.d.ts +4 -0
  87. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/webVRRigMode.d.ts +4 -0
  88. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +20 -0
  89. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +17 -0
  90. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +17 -0
  91. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +17 -0
  92. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/index.d.ts +9 -0
  93. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +22 -0
  94. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +19 -0
  95. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +19 -0
  96. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +35 -0
  97. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +19 -0
  98. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/index.d.ts +6 -0
  99. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrCameraMetrics.d.ts +44 -0
  100. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +21 -0
  101. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +18 -0
  102. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +17 -0
  103. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrExperienceHelper.d.ts +428 -0
  104. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/webVRCamera.d.ts +162 -0
  105. package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCamera.d.ts +347 -0
  106. package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.d.ts +28 -0
  107. package/dist/types/node_modules/@babylonjs/core/Cameras/camera.d.ts +487 -0
  108. package/dist/types/node_modules/@babylonjs/core/Cameras/cameraInputsManager.d.ts +83 -0
  109. package/dist/types/node_modules/@babylonjs/core/Cameras/deviceOrientationCamera.d.ts +36 -0
  110. package/dist/types/node_modules/@babylonjs/core/Cameras/flyCamera.d.ts +161 -0
  111. package/dist/types/node_modules/@babylonjs/core/Cameras/flyCameraInputsManager.d.ts +23 -0
  112. package/dist/types/node_modules/@babylonjs/core/Cameras/followCamera.d.ts +113 -0
  113. package/dist/types/node_modules/@babylonjs/core/Cameras/followCameraInputsManager.d.ts +33 -0
  114. package/dist/types/node_modules/@babylonjs/core/Cameras/freeCamera.d.ts +123 -0
  115. package/dist/types/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.d.ts +54 -0
  116. package/dist/types/node_modules/@babylonjs/core/Cameras/gamepadCamera.d.ts +18 -0
  117. package/dist/types/node_modules/@babylonjs/core/Cameras/index.d.ts +20 -0
  118. package/dist/types/node_modules/@babylonjs/core/Cameras/targetCamera.d.ts +142 -0
  119. package/dist/types/node_modules/@babylonjs/core/Cameras/touchCamera.d.ts +30 -0
  120. package/dist/types/node_modules/@babylonjs/core/Cameras/universalCamera.d.ts +29 -0
  121. package/dist/types/node_modules/@babylonjs/core/Cameras/virtualJoysticksCamera.d.ts +19 -0
  122. package/dist/types/node_modules/@babylonjs/core/Collisions/collider.d.ts +67 -0
  123. package/dist/types/node_modules/@babylonjs/core/Collisions/collisionCoordinator.d.ts +13 -0
  124. package/dist/types/node_modules/@babylonjs/core/Collisions/index.d.ts +5 -0
  125. package/dist/types/node_modules/@babylonjs/core/Collisions/intersectionInfo.d.ts +11 -0
  126. package/dist/types/node_modules/@babylonjs/core/Collisions/meshCollisionData.d.ts +14 -0
  127. package/dist/types/node_modules/@babylonjs/core/Collisions/pickingInfo.d.ts +69 -0
  128. package/dist/types/node_modules/@babylonjs/core/Compat/compatibilityOptions.d.ts +8 -0
  129. package/dist/types/node_modules/@babylonjs/core/Compat/index.d.ts +1 -0
  130. package/dist/types/node_modules/@babylonjs/core/Compute/IComputeContext.d.ts +1 -0
  131. package/dist/types/node_modules/@babylonjs/core/Compute/IComputePipelineContext.d.ts +1 -0
  132. package/dist/types/node_modules/@babylonjs/core/Compute/computeEffect.d.ts +135 -0
  133. package/dist/types/node_modules/@babylonjs/core/Compute/computeShader.d.ts +122 -0
  134. package/dist/types/node_modules/@babylonjs/core/Compute/index.d.ts +2 -0
  135. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/index.d.ts +3 -0
  136. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octree.d.ts +75 -0
  137. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeBlock.d.ts +83 -0
  138. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeSceneComponent.d.ts +60 -0
  139. package/dist/types/node_modules/@babylonjs/core/Culling/boundingBox.d.ts +152 -0
  140. package/dist/types/node_modules/@babylonjs/core/Culling/boundingInfo.d.ts +108 -0
  141. package/dist/types/node_modules/@babylonjs/core/Culling/boundingSphere.d.ts +90 -0
  142. package/dist/types/node_modules/@babylonjs/core/Culling/index.d.ts +5 -0
  143. package/dist/types/node_modules/@babylonjs/core/Culling/ray.d.ts +163 -0
  144. package/dist/types/node_modules/@babylonjs/core/Debug/ISkeletonViewer.d.ts +1 -0
  145. package/dist/types/node_modules/@babylonjs/core/Debug/axesViewer.d.ts +52 -0
  146. package/dist/types/node_modules/@babylonjs/core/Debug/boneAxesViewer.d.ts +30 -0
  147. package/dist/types/node_modules/@babylonjs/core/Debug/debugLayer.d.ts +67 -0
  148. package/dist/types/node_modules/@babylonjs/core/Debug/directionalLightFrustumViewer.d.ts +77 -0
  149. package/dist/types/node_modules/@babylonjs/core/Debug/index.d.ts +8 -0
  150. package/dist/types/node_modules/@babylonjs/core/Debug/physicsViewer.d.ts +52 -0
  151. package/dist/types/node_modules/@babylonjs/core/Debug/rayHelper.d.ts +61 -0
  152. package/dist/types/node_modules/@babylonjs/core/Debug/skeletonViewer.d.ts +131 -0
  153. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.d.ts +26 -0
  154. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.d.ts +26 -0
  155. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.d.ts +53 -0
  156. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceTypes.d.ts +1 -0
  157. package/dist/types/node_modules/@babylonjs/core/DeviceInput/eventFactory.d.ts +90 -0
  158. package/dist/types/node_modules/@babylonjs/core/DeviceInput/index.d.ts +4 -0
  159. package/dist/types/node_modules/@babylonjs/core/DeviceInput/inputInterfaces.d.ts +1 -0
  160. package/dist/types/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.d.ts +13 -0
  161. package/dist/types/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.d.ts +32 -0
  162. package/dist/types/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.d.ts +124 -0
  163. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.d.ts +1 -0
  164. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.computeShader.d.ts +2 -0
  165. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.d.ts +1 -0
  166. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.debugging.d.ts +1 -0
  167. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.d.ts +1 -0
  168. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.d.ts +1 -0
  169. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.externalTexture.d.ts +1 -0
  170. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.d.ts +1 -0
  171. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiview.d.ts +1 -0
  172. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.query.d.ts +17 -0
  173. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.d.ts +1 -0
  174. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.d.ts +9 -0
  175. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.d.ts +1 -0
  176. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.d.ts +1 -0
  177. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.storageBuffer.d.ts +1 -0
  178. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSampler.d.ts +1 -0
  179. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSelector.d.ts +1 -0
  180. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.transformFeedback.d.ts +2 -0
  181. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.d.ts +1 -0
  182. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.videoTexture.d.ts +1 -0
  183. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.views.d.ts +6 -0
  184. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.webVR.d.ts +1 -0
  185. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/index.d.ts +22 -0
  186. package/dist/types/node_modules/@babylonjs/core/Engines/ICanvas.d.ts +1 -0
  187. package/dist/types/node_modules/@babylonjs/core/Engines/IDrawContext.d.ts +1 -0
  188. package/dist/types/node_modules/@babylonjs/core/Engines/IMaterialContext.d.ts +1 -0
  189. package/dist/types/node_modules/@babylonjs/core/Engines/IPipelineContext.d.ts +1 -0
  190. package/dist/types/node_modules/@babylonjs/core/Engines/Native/index.d.ts +2 -0
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  192. package/dist/types/node_modules/@babylonjs/core/Engines/Native/nativeInterfaces.d.ts +1 -0
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  210. package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.d.ts +8 -0
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  214. package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.d.ts +6 -0
  215. package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.alpha.d.ts +1 -0
  216. package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -0
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  1484. package/dist/types/src/api/manager/tagManager.d.ts +108 -0
  1485. package/dist/types/src/api/manager/textureLoadManager.d.ts +22 -0
  1486. package/dist/types/src/api/manager/variantInstanceManager.d.ts +103 -0
  1487. package/dist/types/src/api/store/specStorage.d.ts +32 -0
  1488. package/dist/types/src/api/util/babylonHelper.d.ts +235 -0
  1489. package/dist/types/src/api/util/globalTypes.d.ts +436 -0
  1490. package/dist/types/src/api/util/resourceHelper.d.ts +58 -0
  1491. package/dist/types/src/api/util/sceneLoaderHelper.d.ts +44 -0
  1492. package/dist/types/src/api/util/stringHelper.d.ts +13 -0
  1493. package/dist/types/src/api/util/structureHelper.d.ts +9 -0
  1494. package/dist/types/src/index.d.ts +27 -0
  1495. package/package.json +86 -0
  1496. package/src/api/classes/animationInterface.ts +10 -0
  1497. package/src/api/classes/dottedPath.ts +181 -0
  1498. package/src/api/classes/element.ts +731 -0
  1499. package/src/api/classes/event.ts +452 -0
  1500. package/src/api/classes/eventBroadcaster.ts +52 -0
  1501. package/src/api/classes/fuzzyMap.ts +21 -0
  1502. package/src/api/classes/parameter.ts +554 -0
  1503. package/src/api/classes/parameterObservable.ts +73 -0
  1504. package/src/api/classes/parameterizable.ts +87 -0
  1505. package/src/api/classes/placementAnimation.ts +162 -0
  1506. package/src/api/classes/variant.ts +933 -0
  1507. package/src/api/classes/variantInstance.ts +123 -0
  1508. package/src/api/classes/variantParameterizable.ts +85 -0
  1509. package/src/api/classes/viewer.ts +742 -0
  1510. package/src/api/classes/viewerLight.ts +339 -0
  1511. package/src/api/internal/debugViewer.ts +90 -0
  1512. package/src/api/internal/lensRendering.ts +9 -0
  1513. package/src/api/internal/sceneSetup.ts +205 -0
  1514. package/src/api/manager/animationManager.ts +143 -0
  1515. package/src/api/manager/gltfExportManager.ts +236 -0
  1516. package/src/api/manager/sceneManager.ts +136 -0
  1517. package/src/api/manager/tagManager.ts +451 -0
  1518. package/src/api/manager/textureLoadManager.ts +95 -0
  1519. package/src/api/manager/variantInstanceManager.ts +298 -0
  1520. package/src/api/store/specStorage.ts +68 -0
  1521. package/src/api/util/babylonHelper.ts +822 -0
  1522. package/src/api/util/globalTypes.ts +503 -0
  1523. package/src/api/util/resourceHelper.ts +191 -0
  1524. package/src/api/util/sceneLoaderHelper.ts +170 -0
  1525. package/src/api/util/stringHelper.ts +30 -0
  1526. package/src/api/util/structureHelper.ts +49 -0
  1527. package/src/buildinfo.json +3 -0
  1528. package/src/dev.ts +62 -0
  1529. package/src/index.ts +79 -0
  1530. package/src/types.d.ts +36 -0
@@ -0,0 +1,7 @@
1
+ export namespace gpuUpdateParticlesVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "gpuUpdateParticlesVertexShader";
6
+ declare const shader: "#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \nif (newAge>=life && stopFactor != 0.) {\nvec3 newPosition;\nvec3 newDirection;\nvec4 randoms=getRandomVec4(seed.x);\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=newAge-life;\noutSeed=seed;\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nnewPosition=vec3(0,0,0);\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nnewPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\nnewDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nnewPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\nnewDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nnewPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(direction1+(direction2-direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nnewPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;\nnewDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));\nnewDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h *height.x;\nnewPosition=vec3(randX,randY,randZ); \nif (abs(cos(coneAngle))==1.0) {\nnewDirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\nnewDirection=normalize(newPosition+directionRandomizer*randoms3); \n}\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;\noutInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);\nnewDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;\nif (cellInfos.w==1.0) {\nratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);\n}\nelse {\nratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);\n}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace grainPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "grainPixelShader";
6
+ declare const shader: "#include<helperFunctions>\nuniform sampler2D textureSampler; \nuniform float intensity;\nuniform float animatedSeed;\nvarying vec2 vUV;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace hdrFilteringPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "hdrFilteringPixelShader";
6
+ declare const shader: "#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nuniform float alphaG;\nuniform samplerCube inputTexture;\nuniform vec2 vFilteringInfo;\nuniform float hdrScale;\nvarying vec3 direction;\nvoid main() {\nvec3 color=radiance(alphaG,inputTexture,direction,vFilteringInfo);\ngl_FragColor=vec4(color*hdrScale,1.0);\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace hdrFilteringVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "hdrFilteringVertexShader";
6
+ declare const shader: "attribute vec2 position;\nvarying vec3 direction;\nuniform vec3 up;\nuniform vec3 right;\nuniform vec3 front;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nmat3 view=mat3(up,right,front);\ndirection=view*vec3(position,1.0);\ngl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace highlightsPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "highlightsPixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace imageProcessingPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "imageProcessingPixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace kernelBlurPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "kernelBlurPixelShader";
6
+ declare const shader: "uniform sampler2D textureSampler;\nuniform vec2 delta;\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\n#include<packingFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace kernelBlurVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "kernelBlurVertexShader";
6
+ declare const shader: "attribute vec2 position;\nuniform vec2 delta;\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace layerPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "layerPixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec4 color;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef LINEAR\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace layerVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "layerVertexShader";
6
+ declare const shader: "attribute vec2 position;\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace lensFlarePixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "lensFlarePixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec4 color;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace lensFlareVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "lensFlareVertexShader";
6
+ declare const shader: "attribute vec2 position;\nuniform mat4 viewportMatrix;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace lensHighlightsPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "lensHighlightsPixelShader";
6
+ declare const shader: "uniform sampler2D textureSampler; \nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\nvarying vec2 vUV;\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\nif (gain==-1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace linePixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "linePixelShader";
6
+ declare const shader: "#include<clipPlaneFragmentDeclaration>\nuniform vec4 color;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace lineVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "lineVertexShader";
6
+ declare const shader: "#include<instancesDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute vec3 position;\nattribute vec4 normal;\nuniform mat4 viewProjection;\nuniform float width;\nuniform float aspectRatio;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nmat4 worldViewProjection=viewProjection*finalWorld;\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<clipPlaneVertex>\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace minmaxReduxPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "minmaxReduxPixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\n#if defined(INITIAL)\nuniform sampler2D sourceTexture;\nuniform vec2 texSize;\nvoid main(void)\n{\nivec2 coord=ivec2(vUV*(texSize-1.0));\nfloat f1=texelFetch(sourceTexture,coord,0).r;\nfloat f2=texelFetch(sourceTexture,coord+ivec2(1,0),0).r;\nfloat f3=texelFetch(sourceTexture,coord+ivec2(1,1),0).r;\nfloat f4=texelFetch(sourceTexture,coord+ivec2(0,1),0).r;\nfloat minz=min(min(min(f1,f2),f3),f4);\n#ifdef DEPTH_REDUX\nfloat maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);\n#else\nfloat maxz=max(max(max(f1,f2),f3),f4);\n#endif\nglFragColor=vec4(minz,maxz,0.,0.);\n}\n#elif defined(MAIN)\nuniform vec2 texSize;\nvoid main(void)\n{\nivec2 coord=ivec2(vUV*(texSize-1.0));\nvec2 f1=texelFetch(textureSampler,coord,0).rg;\nvec2 f2=texelFetch(textureSampler,coord+ivec2(1,0),0).rg;\nvec2 f3=texelFetch(textureSampler,coord+ivec2(1,1),0).rg;\nvec2 f4=texelFetch(textureSampler,coord+ivec2(0,1),0).rg;\nfloat minz=min(min(min(f1.x,f2.x),f3.x),f4.x);\nfloat maxz=max(max(max(f1.y,f2.y),f3.y),f4.y);\nglFragColor=vec4(minz,maxz,0.,0.);\n}\n#elif defined(ONEBEFORELAST)\nuniform ivec2 texSize;\nvoid main(void)\n{\nivec2 coord=ivec2(vUV*vec2(texSize-1));\nvec2 f1=texelFetch(textureSampler,coord % texSize,0).rg;\nvec2 f2=texelFetch(textureSampler,(coord+ivec2(1,0)) % texSize,0).rg;\nvec2 f3=texelFetch(textureSampler,(coord+ivec2(1,1)) % texSize,0).rg;\nvec2 f4=texelFetch(textureSampler,(coord+ivec2(0,1)) % texSize,0).rg;\nfloat minz=min(f1.x,f2.x);\nfloat maxz=max(f1.y,f2.y);\nglFragColor=vec4(minz,maxz,0.,0.);\n}\n#elif defined(LAST)\nvoid main(void)\n{\nglFragColor=vec4(0.);\nif (true) { \ndiscard;\n}\n}\n#endif\n";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace motionBlurPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "motionBlurPixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\n#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\n#else\nuniform sampler2D depthSampler;\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;\nvec4 velocityColor=texture2D(velocitySampler,vUV);\nvelocityColor.rg=velocityColor.rg*2.0-vec2(1.0);\nvec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\ngl_FragColor.a=1.0;\n#else\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace noisePixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "noisePixelShader";
6
+ declare const shader: "uniform float brightness;\nuniform float persistence;\nuniform float timeScale;\nvarying vec2 vUV;\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace oitBackBlendPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "oitBackBlendPixelShader";
6
+ declare const shader: "precision highp float;\nuniform sampler2D uBackColor;\nvoid main() {\nglFragColor=texelFetch(uBackColor,ivec2(gl_FragCoord.xy),0);\nif (glFragColor.a==0.0) { \ndiscard;\n}\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace oitFinalPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "oitFinalPixelShader";
6
+ declare const shader: "precision highp float;\nuniform sampler2D uFrontColor;\nuniform sampler2D uBackColor;\nvoid main() {\nivec2 fragCoord=ivec2(gl_FragCoord.xy);\nvec4 frontColor=texelFetch(uFrontColor,fragCoord,0);\nvec4 backColor=texelFetch(uBackColor,fragCoord,0);\nfloat alphaMultiplier=1.0-frontColor.a;\nglFragColor=vec4(\nfrontColor.rgb+alphaMultiplier*backColor.rgb,\nfrontColor.a+backColor.a\n);\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace outlinePixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "outlinePixelShader";
6
+ declare const shader: "#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace outlineVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "outlineVertexShader";
6
+ declare const shader: "attribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{\nvec3 positionUpdated=position;\nvec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nvec3 offsetPosition=positionUpdated+(normalUpdated*offset);\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(offsetPosition,1.0);\ngl_Position=viewProjection*worldPos;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n}\n";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace particlesPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "particlesPixelShader";
6
+ declare const shader: "#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n#include<logDepthFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace particlesVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "particlesVertexShader";
6
+ declare const shader: "attribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;\nvarying vec4 vColor;\nvarying vec3 vPositionW;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix= mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix= mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvPositionW=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition;\nvPositionW=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;\nvPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvPositionW=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset/particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace passPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "passPixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace passCubePixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "passCubePixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform samplerCube textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{\nvec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace pbrPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "pbrPixelShader";
6
+ declare const shader: "#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\nalbedoOpacityBlock(\nvAlbedoColor,\n#ifdef ALBEDO\nalbedoTexture,\nvAlbedoInfos,\n#endif\n#ifdef OPACITY\nopacityMap,\nvOpacityInfos,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nalbedoOpacityOut\n);\nvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\nfloat alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\nambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos,\n#endif\naoOut\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 baseColor=surfaceAlbedo;\nreflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityBlock(\nvReflectivityColor,\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\nmetallicReflectanceFactors,\n#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\nsurfaceMetallicOrReflectivityColorMap,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nreflectivityOut\n);\nfloat microSurface=reflectivityOut.microSurface;\nfloat roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\nalphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface,\nalphaFresnelOut\n);\nalpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicBlock(\nvAnisotropy,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW,\nanisotropicOut\n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionBlock(\nvPositionW,\nnormalW,\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\nreflectionSampler,\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nreflectionOut\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenBlock(\nvSheenColor,\n#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\n#endif\n#endif\nroughness,\n#ifdef SHEEN_TEXTURE\nsheenMapData,\nvSheenInfos.y,\n#endif\nreflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\nsurfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\nenvironmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\nreflectionOut.reflectionCoords,\nNdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\n#endif\n#endif\nsheenOut\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceBlock(\nvIridescenceParams,\nNdotV,\nspecularEnvironmentR0,\n#ifdef IRIDESCENCE_TEXTURE\niridescenceMapData,\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\niridescenceThicknessMapData,\n#endif\n#ifdef CLEARCOAT\nNdotVUnclamped,\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\n#endif\n#endif\niridescenceOut\n);\nfloat iridescenceIntensity=iridescenceOut.iridescenceIntensity;\nspecularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatBlock(\nvPositionW,\ngeometricNormalW,\nviewDirectionW,\nvClearCoatParams,\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\n#endif\nspecularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\nclearCoatColorAtDistance,\nvClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\nclearCoatBumpMapData,\nvClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nvTBN,\n#else\nvClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\n#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\n#endif\nclearcoatOut\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\nsubSurfaceBlock(\nvSubSurfaceIntensity,\nvThicknessParam,\nvTintColor,\nnormalW,\nspecularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\n#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\nvReflectionFilteringInfo,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\n#endif\n#ifdef SS_REFRACTION\nvPositionW,\nviewDirectionW,\nview,\nvRefractionInfos,\nrefractionMatrix,\nvRefractionMicrosurfaceInfos,\nvLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\n#endif\nalphaG,\nrefractionSampler,\n#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\nrefractionSamplerHigh,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\nvRefractionSize,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\n#endif\nsubSurfaceOut\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a); \nirradiance/=sqAlbedo;\n#else\ngl_FragData[0]=finalColor; \nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \n#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toGammaSpace(specularEnvironmentR0),microSurface)*writeGeometryInfo;\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\nfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\nfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\n} else {\nbackColor+=finalColor;\n}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace pbrVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "pbrVertexShader";
6
+ declare const shader: "precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\nvNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace postprocessVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "postprocessVertexShader";
6
+ declare const shader: "attribute vec2 position;\nuniform vec2 scale;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace proceduralVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "proceduralVertexShader";
6
+ declare const shader: "attribute vec2 position;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace refractionPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "refractionPixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace rgbdDecodePixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "rgbdDecodePixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace rgbdEncodePixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "rgbdEncodePixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace screenSpaceCurvaturePixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "screenSpaceCurvaturePixelShader";
6
+ declare const shader: "precision highp float;\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D normalSampler;\nuniform float curvature_ridge;\nuniform float curvature_valley;\n#ifndef CURVATURE_OFFSET\n#define CURVATURE_OFFSET 1\n#endif\nfloat curvature_soft_clamp(float curvature,float control)\n{\nif (curvature<0.5/control)\nreturn curvature*(1.0-curvature*control);\nreturn 0.25/control;\n}\nfloat calculate_curvature(ivec2 texel,float ridge,float valley)\n{\nvec2 normal_up =texelFetch(normalSampler,texel+ivec2(0, CURVATURE_OFFSET),0).rb;\nvec2 normal_down =texelFetch(normalSampler,texel+ivec2(0,-CURVATURE_OFFSET),0).rb;\nvec2 normal_left =texelFetch(normalSampler,texel+ivec2(-CURVATURE_OFFSET,0),0).rb;\nvec2 normal_right=texelFetch(normalSampler,texel+ivec2( CURVATURE_OFFSET,0),0).rb;\nfloat normal_diff=((normal_up.g-normal_down.g)+(normal_right.r-normal_left.r));\nif (normal_diff<0.0)\nreturn -2.0*curvature_soft_clamp(-normal_diff,valley);\nreturn 2.0*curvature_soft_clamp(normal_diff,ridge);\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{\nivec2 texel=ivec2(gl_FragCoord.xy);\nvec4 baseColor=texture2D(textureSampler,vUV);\nfloat curvature=calculate_curvature(texel,curvature_ridge,curvature_valley);\nbaseColor.rgb*=curvature+1.0;\ngl_FragColor=baseColor;\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace screenSpaceReflectionPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "screenSpaceReflectionPixelShader";
6
+ declare const shader: "uniform sampler2D textureSampler;\n#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;\nuniform sampler2D normalSampler;\nuniform sampler2D positionSampler;\n#endif\nuniform mat4 view;\nuniform mat4 projection;\nuniform float stepSize;\nuniform float strength;\nuniform float threshold;\nuniform float roughnessFactor;\nuniform float reflectionSpecularFalloffExponent;\nvarying vec2 vUV;\n#ifdef SSR_SUPPORTED\nstruct ReflectionInfo {\nvec3 color;\nvec4 coords;\n};\n/**\n* According to specular,see https:\n*/\nvec3 fresnelSchlick(float cosTheta,vec3 F0)\n{\nreturn F0+(1.0-F0)*pow(1.0-cosTheta,5.0);\n}\n/**\n* Once the pixel's coordinates has been found,let's adjust (smooth) a little bit\n* by sampling multiple reflection pixels.\n*/\nReflectionInfo smoothReflectionInfo(vec3 dir,vec3 hitCoord)\n{\nReflectionInfo info;\ninfo.color=vec3(0.0);\nvec4 projectedCoord;\nfloat sampledDepth;\nfor(int i=0; i<SMOOTH_STEPS; i++)\n{\nprojectedCoord=projection*vec4(hitCoord,1.0);\nprojectedCoord.xy/=projectedCoord.w;\nprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\nsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\nfloat depth=sampledDepth-hitCoord.z;\ndir*=0.5;\nif(depth>0.0)\nhitCoord-=dir;\nelse\nhitCoord+=dir;\ninfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\n}\nprojectedCoord=projection*vec4(hitCoord,1.0);\nprojectedCoord.xy/=projectedCoord.w;\nprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\ninfo.coords=vec4(projectedCoord.xy,sampledDepth,1.0);\ninfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\ninfo.color/=float(SMOOTH_STEPS+1);\nreturn info;\n}\n/**\n* Tests the given world position (hitCoord) according to the given reflection vector (dir)\n* until it finds a collision (means that depth is enough close to say \"it's the pixel to sample!\").\n*/\nReflectionInfo getReflectionInfo(vec3 dir,vec3 hitCoord)\n{\nReflectionInfo info;\nvec4 projectedCoord;\nfloat sampledDepth;\ndir*=stepSize;\nfor(int i=0; i<REFLECTION_SAMPLES; i++)\n{\nhitCoord+=dir;\nprojectedCoord=projection*vec4(hitCoord,1.0);\nprojectedCoord.xy/=projectedCoord.w;\nprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\nsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\nfloat depth=sampledDepth-hitCoord.z;\n#ifdef RIGHT_HANDED_SCENE\ndepth*=-1.0;\n#endif\nif(((depth-dir.z)<threshold) && depth<=0.0)\n{\n#ifdef ENABLE_SMOOTH_REFLECTIONS\nreturn smoothReflectionInfo(dir,hitCoord);\n#else\ninfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\ninfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\nreturn info;\n#endif\n}\n}\ninfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\ninfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\nreturn info;\n}\nvec3 hash(vec3 a)\n{\na=fract(a*0.8);\na+=dot(a,a.yxz+19.19);\nreturn fract((a.xxy+a.yxx)*a.zyx);\n}\n#endif\nvoid main()\n{\n#ifdef SSR_SUPPORTED\nvec4 albedoFull=texture2D(textureSampler,vUV);\nvec3 albedo=albedoFull.rgb;\nfloat spec=texture2D(reflectivitySampler,vUV).r;\nif (spec==0.0) {\ngl_FragColor=albedoFull;\nreturn;\n}\nvec3 normal=(texture2D(normalSampler,vUV)).xyz;\nvec3 position=(view*texture2D(positionSampler,vUV)).xyz;\nvec3 reflected=normalize(reflect(normalize(position),normalize(normal)));\nfloat roughness=1.0-texture2D(reflectivitySampler,vUV).a;\nvec3 jitt=mix(vec3(0.0),hash(position),roughness)*roughnessFactor;\nReflectionInfo info=getReflectionInfo(jitt+reflected,position);\nvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-info.coords.xy));\nfloat screenEdgefactor=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\nvec3 F0=vec3(0.04);\nF0 =mix(F0,albedo,spec);\nvec3 fresnel=fresnelSchlick(max(dot(normalize(normal),normalize(position)),0.0),F0);\n#ifdef RIGHT_HANDED_SCENE\nreflected.z*=-1.0;\n#endif\nfloat reflectionMultiplier=clamp(pow(spec*strength,reflectionSpecularFalloffExponent)*screenEdgefactor*reflected.z,0.0,0.9);\nfloat albedoMultiplier=1.0-reflectionMultiplier;\nvec3 SSR=info.color*fresnel;\ngl_FragColor=vec4((albedo*albedoMultiplier)+(SSR*reflectionMultiplier),albedoFull.a);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace shadowMapPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "shadowMapPixelShader";
6
+ declare const shader: "#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\nif (alphaFromAlphaTexture<ALPHATESTVALUE)\ndiscard;\n#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEST\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\n#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\n#endif\n#endif\n#include<shadowMapFragment>\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace shadowMapVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "shadowMapVertexShader";
6
+ declare const shader: "attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normWorldSM=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\nvNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\n#endif\n#endif\n#include<shadowMapVertexNormalBias>\ngl_Position=viewProjection*worldPos;\n#include<shadowMapVertexMetric>\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<clipPlaneVertex>\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace sharpenPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "sharpenPixelShader";
6
+ declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace spriteMapPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "spriteMapPixelShader";
6
+ declare const shader: "precision highp float;\nvarying vec3 vPosition;\nvarying vec2 vUV;\nvarying vec2 tUV;\nuniform float time;\nuniform float spriteCount;\nuniform sampler2D spriteSheet;\nuniform vec2 spriteMapSize;\nuniform vec2 outputSize;\nuniform vec2 stageSize;\nuniform sampler2D frameMap;\nuniform sampler2D tileMaps[LAYERS];\nuniform sampler2D animationMap;\nuniform vec3 colorMul;\nfloat mt;\nconst float fdStep=1./4.;\nconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\nmat4 getFrameData(float frameID){\nfloat fX=frameID/spriteCount;\nreturn mat4(\ntexture2D(frameMap,vec2(fX,0.),0.),\ntexture2D(frameMap,vec2(fX,fdStep*1.),0.),\ntexture2D(frameMap,vec2(fX,fdStep*2.),0.),\nvec4(0.)\n);\n}\nvoid main(){\nvec4 color=vec4(0.);\nvec2 tileUV=fract(tUV);\n#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\n#endif\nvec2 tileID=floor(tUV);\nvec2 sheetUnits=1./spriteMapSize;\nfloat spriteUnits=1./spriteCount;\nvec2 stageUnits=1./stageSize;\nfor(int i=0; i<LAYERS; i++) {\nfloat frameID;\n#define LAYER_ID_SWITCH\nvec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\nif(animationData.y>0.) {\nmt=mod(time*animationData.z,1.0);\nfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\nif(animationData.y>mt){\nframeID=animationData.x;\nbreak;\n}\nanimationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\n}\n}\nmat4 frameData=getFrameData(frameID+0.5);\nvec2 frameSize=(frameData[0].zw)/spriteMapSize;\nvec2 offset=frameData[0].xy*sheetUnits;\nvec2 ratio=frameData[2].xy/frameData[0].zw;\nif (frameData[2].z==1.){\ntileUV.xy=tileUV.yx;\n}\nif (i==0){\ncolor=texture2D(spriteSheet,tileUV*frameSize+offset);\n} else {\nvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\nfloat alpha=min(color.a+nc.a,1.0);\nvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\ncolor=vec4(mixed,alpha);\n}\n}\ncolor.xyz*=colorMul;\ngl_FragColor=color;\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace spriteMapVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "spriteMapVertexShader";
6
+ declare const shader: "precision highp float;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nvarying vec3 vPosition;\nvarying vec2 vUV;\nvarying vec2 tUV;\nvarying vec2 stageUnits;\nvarying vec2 levelUnits;\nvarying vec2 tileID;\nuniform float time;\nuniform mat4 worldViewProjection;\nuniform vec2 outputSize;\nuniform vec2 stageSize;\nuniform vec2 spriteMapSize;\nuniform float stageScale;\nvoid main() {\nvec4 p=vec4( position,1. );\nvPosition=p.xyz;\nvUV=uv;\ntUV=uv*stageSize; \ngl_Position=worldViewProjection*p;\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace spritesPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "spritesPixelShader";
6
+ declare const shader: "uniform bool alphaTest;\nvarying vec4 vColor;\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 color=texture2D(diffuseSampler,vUV);\nif (float(alphaTest) != 0.)\n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace spritesVertexShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "spritesVertexShader";
6
+ declare const shader: "attribute vec4 position;\nattribute vec2 options;\nattribute vec2 offsets;\nattribute vec2 inverts;\nattribute vec4 cellInfo;\nattribute vec4 color;\nuniform mat4 view;\nuniform mat4 projection;\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=offsets.xy;\ncornerPos=vec2(offset.x-0.5,offset.y -0.5)*size;\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \nvColor=color;\nvec2 uvOffset=vec2(abs(offset.x-inverts.x),abs(1.0-offset.y-inverts.y));\nvec2 uvPlace=cellInfo.xy;\nvec2 uvSize=cellInfo.zw;\nvUV.x=uvPlace.x+uvSize.x*uvOffset.x;\nvUV.y=uvPlace.y+uvSize.y*uvOffset.y;\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace ssaoPixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "ssaoPixelShader";
6
+ declare const shader: "uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace ssao2PixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "ssao2PixelShader";
6
+ declare const shader: "precision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ(in float invClipZ,in float near,in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( in float viewZ,in float near,in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( in float viewZ,in float near,in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform mat3 depthProjection;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb;\nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);\nvec3 origin=vViewRay*vDepthFactor;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\nfloat sampleDepth=abs(texture2D(depthSampler,offset.xy).r);\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+= weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+= weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n";
7
+ export {};
@@ -0,0 +1,7 @@
1
+ export namespace ssaoCombinePixelShader {
2
+ export { name };
3
+ export { shader };
4
+ }
5
+ declare const name: "ssaoCombinePixelShader";
6
+ declare const shader: "uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
7
+ export {};