@fps-games/editor-deployment 0.2.3-beta.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bin/fps-editor-agent.mjs +5 -0
- package/bin/fps-editor-prepare.mjs +5 -0
- package/bin/fps-editor-project.mjs +18 -0
- package/bin/fps-editor-server.mjs +2 -0
- package/licenses/THIRD_PARTY_NOTICES.txt +7 -0
- package/manifest.json +2688 -0
- package/npm-shrinkwrap.json +21 -0
- package/package.json +44 -0
- package/public/assets/abstractAudioBus-BRAC2GY2.js +1 -0
- package/public/assets/animation-C6iNAO1g.js +1 -0
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- package/public/assets/animationGroup-C74XVFRE.js +1 -0
- package/public/assets/animationGroup-C74XVFRE.js.br +0 -0
- package/public/assets/animationGroup-C74XVFRE.js.gz +0 -0
- package/public/assets/arcRotateCamera-CIQYNBBJ.js +1 -0
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- package/public/assets/arcRotateCamera-CIQYNBBJ.js.gz +0 -0
- package/public/assets/babylon-core-PuGyjHMj.js +13882 -0
- package/public/assets/babylon-core-PuGyjHMj.js.br +0 -0
- package/public/assets/babylon-core-PuGyjHMj.js.gz +0 -0
- package/public/assets/babylon-core-S0gBQJVe.js +1 -0
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- package/public/assets/babylon-core-S0gBQJVe.js.gz +0 -0
- package/public/assets/basisTextureLoader-BdapVvhf.js +1 -0
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- package/public/assets/bumpVertex-DMhnr4dz.js +173 -0
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- package/public/assets/chromaticAberration.fragment-BgX-2zxS.js +7 -0
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- package/public/assets/chromaticAberration.fragment-D7t6Txg4.js +6 -0
- package/public/assets/chromaticAberration.fragment-D7t6Txg4.js.br +0 -0
- package/public/assets/chromaticAberration.fragment-D7t6Txg4.js.gz +0 -0
- package/public/assets/circleOfConfusion.fragment-D1RtHaPm.js +17 -0
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- package/public/assets/clipPlaneFragment-Bgl3Usc4.js +46 -0
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- package/public/assets/clipPlaneVertex-BxK9aoI2.js +177 -0
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- package/public/assets/color.fragment-BUdIBar6.js +20 -0
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- package/public/assets/dynamicTexture-Cuby-VOT.js +1329 -0
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- package/public/assets/editor-core-plugin-host-c2002442.js +1 -0
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- package/public/assets/exrTextureLoader-D39k4eK_.js +1 -0
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import{fr as e}from"./dynamicTexture-Cuby-VOT.js";import"./defaultUboDeclaration-C8GCosBM.js";import"./oitFragment-ZUHesxAg.js";import"./mainUVVaryingDeclaration-OBB3LR8s.js";import"./clipPlaneFragment-Bgl3Usc4.js";import"./logDepthDeclaration-XDsVKoT0.js";import"./fogFragmentDeclaration-CzUy86ul.js";import"./logDepthFragment-BPP-rBiT.js";const f="fresnelFunction",a=`#ifdef FRESNEL
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fn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f32)->f32
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{let fresnelTerm: f32=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}
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#endif
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`;e.IncludesShadersStoreWGSL[f]||(e.IncludesShadersStoreWGSL[f]=a);const r="lightsFragmentFunctions",o=`struct lightingInfo
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{diffuse: vec3f,
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#ifdef SPECULARTERM
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specular: vec3f,
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#ifdef NDOTL
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ndl: f32,
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#endif
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};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)
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{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
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else
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{lightVectorW=normalize(-lightData.xyz);}
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var ndl: f32=max(0.,dot(vNormal,lightVectorW));
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#ifdef NDOTL
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result.ndl=ndl;
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#endif
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result.diffuse=ndl*diffuseColor*attenuation;
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#ifdef SPECULARTERM
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var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
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#endif
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return result;}
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fn getAttenuation(cosAngle: f32,exponent: f32)->f32 {return max(0.,pow(cosAngle,exponent));}
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fn getIESAttenuation(cosAngle: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32 {var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}
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fn computeBasicSpotLighting(viewDirectionW: vec3f,lightVectorW: vec3f,vNormal: vec3f,attenuation: f32,diffuseColor: vec3f,specularColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=max(0.,dot(vNormal,lightVectorW));
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#ifdef NDOTL
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result.ndl=ndl;
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#endif
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result.diffuse=ndl*diffuseColor*attenuation;
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|
33
|
+
#ifdef SPECULARTERM
|
|
34
|
+
var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
|
|
35
|
+
#endif
|
|
36
|
+
return result;}
|
|
37
|
+
fn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)
|
|
38
|
+
{attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
|
|
39
|
+
var result: lightingInfo;result.diffuse=vec3f(0.);
|
|
40
|
+
#ifdef SPECULARTERM
|
|
41
|
+
result.specular=vec3f(0.);
|
|
42
|
+
#endif
|
|
43
|
+
#ifdef NDOTL
|
|
44
|
+
result.ndl=0.;
|
|
45
|
+
#endif
|
|
46
|
+
return result;}
|
|
47
|
+
fn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
|
|
48
|
+
{attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
|
|
49
|
+
var result: lightingInfo;result.diffuse=vec3f(0.);
|
|
50
|
+
#ifdef SPECULARTERM
|
|
51
|
+
result.specular=vec3f(0.);
|
|
52
|
+
#endif
|
|
53
|
+
#ifdef NDOTL
|
|
54
|
+
result.ndl=0.;
|
|
55
|
+
#endif
|
|
56
|
+
return result;}
|
|
57
|
+
fn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;
|
|
58
|
+
#ifdef NDOTL
|
|
59
|
+
result.ndl=ndl;
|
|
60
|
+
#endif
|
|
61
|
+
result.diffuse=mix(groundColor,diffuseColor,ndl);
|
|
62
|
+
#ifdef SPECULARTERM
|
|
63
|
+
var angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;
|
|
64
|
+
#endif
|
|
65
|
+
return result;}
|
|
66
|
+
fn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}
|
|
67
|
+
#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
|
|
68
|
+
#include<ltcHelperFunctions>
|
|
69
|
+
var areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaLighting(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo
|
|
70
|
+
{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);
|
|
71
|
+
#ifdef SPECULARTERM
|
|
72
|
+
var fresnel:vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;
|
|
73
|
+
#endif
|
|
74
|
+
result.diffuse+=diffuseColor*data.Diffuse;return result;}
|
|
75
|
+
fn computeAreaLightingWithTexture(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,emissionTexture: texture_2d<f32>,emissionTextureSampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo
|
|
76
|
+
{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnelWithEmission(ltc1,ltc1Sampler,ltc2,ltc2Sampler,emissionTexture,emissionTextureSampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);
|
|
77
|
+
#ifdef SPECULARTERM
|
|
78
|
+
var fresnel: vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;
|
|
79
|
+
#endif
|
|
80
|
+
result.diffuse+=diffuseColor*data.Diffuse;return result;}
|
|
81
|
+
#endif
|
|
82
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
83
|
+
#include<clusteredLightingFunctions>
|
|
84
|
+
fn computeClusteredLighting(
|
|
85
|
+
lightDataTexture: texture_2d<f32>,
|
|
86
|
+
tileMaskBuffer: ptr<storage,array<u32>>,
|
|
87
|
+
viewDirectionW: vec3f,
|
|
88
|
+
vNormal: vec3f,
|
|
89
|
+
lightData: vec4f,
|
|
90
|
+
sliceRange: vec2u,
|
|
91
|
+
glossiness: f32
|
|
92
|
+
)->lightingInfo {var result: lightingInfo;let tilePosition=vec2u(fragmentInputs.position.xy*lightData.xy);let maskResolution=vec2u(lightData.zw);var tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y;let batchRange=sliceRange/CLUSTLIGHT_BATCH;var batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tileIndex+=batchRange.x;for (var i=batchRange.x; i<=batchRange.y; i+=1) {var mask=tileMaskBuffer[tileIndex];tileIndex+=1;let maskOffset=max(sliceRange.x,batchOffset)-batchOffset;
|
|
93
|
+
let maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while mask != 0 {let trailing=firstTrailingBit(mask);mask ^= 1u<<trailing;let light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+trailing);var info: lightingInfo;if light.vLightDirection.w<0.0 {info=computeLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);} else {info=computeSpotLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDirection,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);}
|
|
94
|
+
result.diffuse+=info.diffuse;
|
|
95
|
+
#ifdef SPECULARTERM
|
|
96
|
+
result.specular+=info.specular;
|
|
97
|
+
#endif
|
|
98
|
+
}
|
|
99
|
+
batchOffset+=CLUSTLIGHT_BATCH;}
|
|
100
|
+
return result;}
|
|
101
|
+
#endif
|
|
102
|
+
`;e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=o);const n={name:r,shader:o},S=Object.freeze(Object.defineProperty({__proto__:null,lightsFragmentFunctionsWGSL:n},Symbol.toStringTag,{value:"Module"})),i="defaultPixelShader",t=`#include<defaultUboDeclaration>
|
|
103
|
+
#include<prePassDeclaration>[SCENE_MRT_COUNT]
|
|
104
|
+
#include<oitDeclaration>
|
|
105
|
+
#define CUSTOM_FRAGMENT_BEGIN
|
|
106
|
+
varying vPositionW: vec3f;
|
|
107
|
+
#ifdef NORMAL
|
|
108
|
+
varying vNormalW: vec3f;
|
|
109
|
+
#endif
|
|
110
|
+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
111
|
+
varying vColor: vec4f;
|
|
112
|
+
#endif
|
|
113
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
114
|
+
varying vViewDepth: f32;
|
|
115
|
+
#endif
|
|
116
|
+
#include<mainUVVaryingDeclaration>[1..7]
|
|
117
|
+
#include<helperFunctions>
|
|
118
|
+
#include<lightUboDeclaration>[0..maxSimultaneousLights]
|
|
119
|
+
#include<lightsFragmentFunctions>
|
|
120
|
+
#include<shadowsFragmentFunctions>
|
|
121
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
|
|
122
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
|
|
123
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
|
|
124
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
|
|
125
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
|
|
126
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
|
|
127
|
+
#ifdef REFRACTION
|
|
128
|
+
#ifdef REFRACTIONMAP_3D
|
|
129
|
+
var refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;
|
|
130
|
+
#else
|
|
131
|
+
var refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;
|
|
132
|
+
#endif
|
|
133
|
+
#endif
|
|
134
|
+
#if defined(SPECULARTERM)
|
|
135
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
|
|
136
|
+
#endif
|
|
137
|
+
#include<fresnelFunction>
|
|
138
|
+
#ifdef REFLECTION
|
|
139
|
+
#ifdef REFLECTIONMAP_3D
|
|
140
|
+
var reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;
|
|
141
|
+
#else
|
|
142
|
+
var reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;
|
|
143
|
+
#endif
|
|
144
|
+
#ifdef REFLECTIONMAP_SKYBOX
|
|
145
|
+
varying vPositionUVW: vec3f;
|
|
146
|
+
#else
|
|
147
|
+
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
|
148
|
+
varying vDirectionW: vec3f;
|
|
149
|
+
#endif
|
|
150
|
+
#endif
|
|
151
|
+
#include<reflectionFunction>
|
|
152
|
+
#endif
|
|
153
|
+
#include<imageProcessingDeclaration>
|
|
154
|
+
#include<imageProcessingFunctions>
|
|
155
|
+
#include<bumpFragmentMainFunctions>
|
|
156
|
+
#include<bumpFragmentFunctions>
|
|
157
|
+
#include<clipPlaneFragmentDeclaration>
|
|
158
|
+
#include<logDepthDeclaration>
|
|
159
|
+
#include<fogFragmentDeclaration>
|
|
160
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
161
|
+
@fragment
|
|
162
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
163
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
164
|
+
#include<clipPlaneFragment>
|
|
165
|
+
var viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;
|
|
166
|
+
#ifdef NORMAL
|
|
167
|
+
var normalW: vec3f=normalize(fragmentInputs.vNormalW);
|
|
168
|
+
#else
|
|
169
|
+
var normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;
|
|
170
|
+
#endif
|
|
171
|
+
#include<bumpFragment>
|
|
172
|
+
#ifdef TWOSIDEDLIGHTING
|
|
173
|
+
normalW=select(-normalW,normalW,fragmentInputs.frontFacing);
|
|
174
|
+
#endif
|
|
175
|
+
#ifdef DIFFUSE
|
|
176
|
+
baseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);
|
|
177
|
+
#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
|
|
178
|
+
if (baseColor.a<uniforms.alphaCutOff) {discard;}
|
|
179
|
+
#endif
|
|
180
|
+
#ifdef ALPHAFROMDIFFUSE
|
|
181
|
+
alpha*=baseColor.a;
|
|
182
|
+
#endif
|
|
183
|
+
#define CUSTOM_FRAGMENT_UPDATE_ALPHA
|
|
184
|
+
baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
|
|
185
|
+
#endif
|
|
186
|
+
#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
|
|
187
|
+
var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
|
|
188
|
+
#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
|
|
189
|
+
#endif
|
|
190
|
+
#include<depthPrePass>
|
|
191
|
+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
192
|
+
baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
|
|
193
|
+
#endif
|
|
194
|
+
#ifdef DETAIL
|
|
195
|
+
baseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);
|
|
196
|
+
#endif
|
|
197
|
+
#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
|
|
198
|
+
var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
|
|
199
|
+
#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
|
|
200
|
+
#endif
|
|
201
|
+
#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
|
|
202
|
+
var baseAmbientColor: vec3f= vec3f(1.,1.,1.);
|
|
203
|
+
#ifdef AMBIENT
|
|
204
|
+
baseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;
|
|
205
|
+
#endif
|
|
206
|
+
#define CUSTOM_FRAGMENT_BEFORE_LIGHTS
|
|
207
|
+
var glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;
|
|
208
|
+
#ifdef SPECULARTERM
|
|
209
|
+
#ifdef SPECULAR
|
|
210
|
+
var specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
|
|
211
|
+
#ifdef GLOSSINESS
|
|
212
|
+
glossiness=glossiness*specularMapColor.a;
|
|
213
|
+
#endif
|
|
214
|
+
#endif
|
|
215
|
+
#endif
|
|
216
|
+
var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;
|
|
217
|
+
#ifdef SPECULARTERM
|
|
218
|
+
var specularBase: vec3f= vec3f(0.,0.,0.);
|
|
219
|
+
#endif
|
|
220
|
+
var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;
|
|
221
|
+
#ifdef LIGHTMAP
|
|
222
|
+
var lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);
|
|
223
|
+
#ifdef RGBDLIGHTMAP
|
|
224
|
+
lightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);
|
|
225
|
+
#endif
|
|
226
|
+
lightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);
|
|
227
|
+
#endif
|
|
228
|
+
#include<lightFragment>[0..maxSimultaneousLights]
|
|
229
|
+
aggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);
|
|
230
|
+
#ifdef REFRACTION
|
|
231
|
+
var refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));
|
|
232
|
+
#ifdef REFRACTIONMAP_3D
|
|
233
|
+
#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
|
|
234
|
+
refractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);
|
|
235
|
+
#endif
|
|
236
|
+
refractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
|
|
237
|
+
#else
|
|
238
|
+
var vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);
|
|
239
|
+
#endif
|
|
240
|
+
#ifdef RGBDREFRACTION
|
|
241
|
+
refractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);
|
|
242
|
+
#endif
|
|
243
|
+
#ifdef IS_REFRACTION_LINEAR
|
|
244
|
+
refractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);
|
|
245
|
+
#endif
|
|
246
|
+
refractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);
|
|
247
|
+
#endif
|
|
248
|
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var reflectionColor: vec4f= vec4f(0.,0.,0.,1.);
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#ifdef REFLECTION
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var vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);
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#ifdef REFLECTIONMAP_OPPOSITEZ
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vReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);
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#endif
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254
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#ifdef REFLECTIONMAP_3D
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255
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#ifdef ROUGHNESS
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var bias: f32=uniforms.vReflectionInfos.y;
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#ifdef SPECULARTERM
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#ifdef SPECULAR
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#ifdef GLOSSINESS
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bias*=(1.0-specularMapColor.a);
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#endif
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#endif
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#endif
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reflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);
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#else
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reflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);
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#endif
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#else
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var coords: vec2f=vReflectionUVW.xy;
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+
#ifdef REFLECTIONMAP_PROJECTION
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coords/=vReflectionUVW.z;
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#endif
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coords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);
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+
#endif
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+
#ifdef RGBDREFLECTION
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reflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);
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+
#endif
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+
#ifdef IS_REFLECTION_LINEAR
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+
reflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);
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+
#endif
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+
reflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);
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282
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+
#ifdef REFLECTIONFRESNEL
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283
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+
var reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);
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|
+
#ifdef REFLECTIONFRESNELFROMSPECULAR
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+
#ifdef SPECULARTERM
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286
|
+
reflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
|
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287
|
+
#else
|
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288
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+
reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
|
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289
|
+
#endif
|
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290
|
+
#else
|
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291
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+
reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
|
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292
|
+
#endif
|
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293
|
+
#endif
|
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294
|
+
#endif
|
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295
|
+
#ifdef REFRACTIONFRESNEL
|
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296
|
+
var refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);
|
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297
|
+
#endif
|
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298
|
+
#ifdef OPACITY
|
|
299
|
+
var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
|
|
300
|
+
#ifdef OPACITYRGB
|
|
301
|
+
opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;
|
|
302
|
+
#else
|
|
303
|
+
alpha*=opacityMap.a*uniforms.vOpacityInfos.y;
|
|
304
|
+
#endif
|
|
305
|
+
#endif
|
|
306
|
+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
307
|
+
alpha*=fragmentInputs.vColor.a;
|
|
308
|
+
#endif
|
|
309
|
+
#ifdef OPACITYFRESNEL
|
|
310
|
+
var opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;
|
|
311
|
+
#endif
|
|
312
|
+
#ifdef ALPHATEST
|
|
313
|
+
#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
|
|
314
|
+
if (alpha<uniforms.alphaCutOff) {discard;}
|
|
315
|
+
#endif
|
|
316
|
+
#ifndef ALPHABLEND
|
|
317
|
+
alpha=1.0;
|
|
318
|
+
#endif
|
|
319
|
+
#endif
|
|
320
|
+
var emissiveColor: vec3f=uniforms.vEmissiveColor;
|
|
321
|
+
#ifdef EMISSIVE
|
|
322
|
+
emissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;
|
|
323
|
+
#endif
|
|
324
|
+
#ifdef EMISSIVEFRESNEL
|
|
325
|
+
var emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;
|
|
326
|
+
#endif
|
|
327
|
+
#ifdef DIFFUSEFRESNEL
|
|
328
|
+
var diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;
|
|
329
|
+
#endif
|
|
330
|
+
#ifdef EMISSIVEASILLUMINATION
|
|
331
|
+
var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
|
|
332
|
+
#else
|
|
333
|
+
#ifdef LINKEMISSIVEWITHDIFFUSE
|
|
334
|
+
var finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
|
|
335
|
+
#else
|
|
336
|
+
var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
|
|
337
|
+
#endif
|
|
338
|
+
#endif
|
|
339
|
+
#ifdef SPECULARTERM
|
|
340
|
+
var finalSpecular: vec3f=specularBase*specularColor;
|
|
341
|
+
#ifdef SPECULAROVERALPHA
|
|
342
|
+
alpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);
|
|
343
|
+
#endif
|
|
344
|
+
#else
|
|
345
|
+
var finalSpecular: vec3f= vec3f(0.0);
|
|
346
|
+
#endif
|
|
347
|
+
#ifdef REFLECTIONOVERALPHA
|
|
348
|
+
alpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);
|
|
349
|
+
#endif
|
|
350
|
+
#ifdef EMISSIVEASILLUMINATION
|
|
351
|
+
var color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);
|
|
352
|
+
#else
|
|
353
|
+
var color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
|
|
354
|
+
#endif
|
|
355
|
+
#ifdef LIGHTMAP
|
|
356
|
+
#ifndef LIGHTMAPEXCLUDED
|
|
357
|
+
#ifdef USELIGHTMAPASSHADOWMAP
|
|
358
|
+
color=vec4f(color.rgb*lightmapColor.rgb,color.a);
|
|
359
|
+
#else
|
|
360
|
+
color=vec4f(color.rgb+lightmapColor.rgb,color.a);
|
|
361
|
+
#endif
|
|
362
|
+
#endif
|
|
363
|
+
#endif
|
|
364
|
+
#define CUSTOM_FRAGMENT_BEFORE_FOG
|
|
365
|
+
color=vec4f(max(color.rgb,vec3f(0.)),color.a);
|
|
366
|
+
#include<logDepthFragment>
|
|
367
|
+
#include<fogFragment>
|
|
368
|
+
#ifdef IMAGEPROCESSINGPOSTPROCESS
|
|
369
|
+
color=vec4f(toLinearSpaceVec3(color.rgb),color.a);
|
|
370
|
+
#else
|
|
371
|
+
#ifdef IMAGEPROCESSING
|
|
372
|
+
color=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);
|
|
373
|
+
#endif
|
|
374
|
+
#endif
|
|
375
|
+
color=vec4f(color.rgb,color.a*mesh.visibility);
|
|
376
|
+
#ifdef PREMULTIPLYALPHA
|
|
377
|
+
color=vec4f(color.rgb*color.a, color.a);
|
|
378
|
+
#endif
|
|
379
|
+
#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
|
|
380
|
+
#ifdef PREPASS
|
|
381
|
+
#if SCENE_MRT_COUNT>0
|
|
382
|
+
var writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
|
|
383
|
+
#ifdef PREPASS_COLOR
|
|
384
|
+
fragData[PREPASS_COLOR_INDEX]=color;
|
|
385
|
+
#endif
|
|
386
|
+
#ifdef PREPASS_POSITION
|
|
387
|
+
fragData[PREPASS_POSITION_INDEX]=vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
|
|
388
|
+
#endif
|
|
389
|
+
#ifdef PREPASS_LOCAL_POSITION
|
|
390
|
+
fragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);
|
|
391
|
+
#endif
|
|
392
|
+
#ifdef PREPASS_VELOCITY
|
|
393
|
+
var a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);
|
|
394
|
+
#elif defined(PREPASS_VELOCITY_LINEAR)
|
|
395
|
+
var velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -
|
|
396
|
+
(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);
|
|
397
|
+
#endif
|
|
398
|
+
#ifdef PREPASS_IRRADIANCE
|
|
399
|
+
fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo);
|
|
400
|
+
#endif
|
|
401
|
+
#ifdef PREPASS_DEPTH
|
|
402
|
+
fragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo);
|
|
403
|
+
#endif
|
|
404
|
+
#ifdef PREPASS_SCREENSPACE_DEPTH
|
|
405
|
+
fragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);
|
|
406
|
+
#endif
|
|
407
|
+
#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
|
|
408
|
+
fragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);
|
|
409
|
+
#endif
|
|
410
|
+
#ifdef PREPASS_NORMAL
|
|
411
|
+
#ifdef PREPASS_NORMAL_WORLDSPACE
|
|
412
|
+
fragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);
|
|
413
|
+
#else
|
|
414
|
+
fragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);
|
|
415
|
+
#endif
|
|
416
|
+
#endif
|
|
417
|
+
#ifdef PREPASS_WORLD_NORMAL
|
|
418
|
+
fragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);
|
|
419
|
+
#endif
|
|
420
|
+
#ifdef PREPASS_ALBEDO
|
|
421
|
+
fragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);
|
|
422
|
+
#endif
|
|
423
|
+
#ifdef PREPASS_ALBEDO_SQRT
|
|
424
|
+
fragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);
|
|
425
|
+
#endif
|
|
426
|
+
#ifdef PREPASS_REFLECTIVITY
|
|
427
|
+
#if defined(SPECULAR)
|
|
428
|
+
fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo;
|
|
429
|
+
#else
|
|
430
|
+
fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;
|
|
431
|
+
#endif
|
|
432
|
+
#endif
|
|
433
|
+
#if SCENE_MRT_COUNT>0
|
|
434
|
+
fragmentOutputs.fragData0=fragData[0];
|
|
435
|
+
#endif
|
|
436
|
+
#if SCENE_MRT_COUNT>1
|
|
437
|
+
fragmentOutputs.fragData1=fragData[1];
|
|
438
|
+
#endif
|
|
439
|
+
#if SCENE_MRT_COUNT>2
|
|
440
|
+
fragmentOutputs.fragData2=fragData[2];
|
|
441
|
+
#endif
|
|
442
|
+
#if SCENE_MRT_COUNT>3
|
|
443
|
+
fragmentOutputs.fragData3=fragData[3];
|
|
444
|
+
#endif
|
|
445
|
+
#if SCENE_MRT_COUNT>4
|
|
446
|
+
fragmentOutputs.fragData4=fragData[4];
|
|
447
|
+
#endif
|
|
448
|
+
#if SCENE_MRT_COUNT>5
|
|
449
|
+
fragmentOutputs.fragData5=fragData[5];
|
|
450
|
+
#endif
|
|
451
|
+
#if SCENE_MRT_COUNT>6
|
|
452
|
+
fragmentOutputs.fragData6=fragData[6];
|
|
453
|
+
#endif
|
|
454
|
+
#if SCENE_MRT_COUNT>7
|
|
455
|
+
fragmentOutputs.fragData7=fragData[7];
|
|
456
|
+
#endif
|
|
457
|
+
#endif
|
|
458
|
+
#endif
|
|
459
|
+
#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
|
|
460
|
+
fragmentOutputs.color=color;
|
|
461
|
+
#endif
|
|
462
|
+
#include<oitFragment>
|
|
463
|
+
#if ORDER_INDEPENDENT_TRANSPARENCY
|
|
464
|
+
if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}
|
|
465
|
+
#endif
|
|
466
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
467
|
+
}
|
|
468
|
+
`;e.ShadersStoreWGSL[i]||(e.ShadersStoreWGSL[i]=t);const l={name:i,shader:t},E=Object.freeze(Object.defineProperty({__proto__:null,defaultPixelShaderWGSL:l},Symbol.toStringTag,{value:"Module"}));export{E as a,n as b,l as d,S as l};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,193 @@
|
|
|
1
|
+
import{fr as e}from"./dynamicTexture-Cuby-VOT.js";import"./bumpVertex-DMhnr4dz.js";import"./defaultUboDeclaration-D26o_DDO.js";import"./mainUVVaryingDeclaration-DdwP8xi_.js";import"./vertexColorMixing-CwuEx4gP.js";import"./logDepthDeclaration-CeLLOhuK.js";import"./logDepthVertex-H6E8NLz1.js";import"./meshUboDeclaration-Cr5YhBB1.js";const n="defaultVertexDeclaration",d=`uniform mat4 viewProjection;
|
|
2
|
+
#ifdef MULTIVIEW
|
|
3
|
+
mat4 viewProjectionR;
|
|
4
|
+
#endif
|
|
5
|
+
uniform mat4 view;
|
|
6
|
+
#ifdef DIFFUSE
|
|
7
|
+
uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
|
|
8
|
+
#endif
|
|
9
|
+
#ifdef AMBIENT
|
|
10
|
+
uniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;
|
|
11
|
+
#endif
|
|
12
|
+
#ifdef OPACITY
|
|
13
|
+
uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
|
|
14
|
+
#endif
|
|
15
|
+
#ifdef EMISSIVE
|
|
16
|
+
uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
|
|
17
|
+
#endif
|
|
18
|
+
#ifdef LIGHTMAP
|
|
19
|
+
uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
|
|
20
|
+
#endif
|
|
21
|
+
#if defined(SPECULAR) && defined(SPECULARTERM)
|
|
22
|
+
uniform vec2 vSpecularInfos;uniform mat4 specularMatrix;
|
|
23
|
+
#endif
|
|
24
|
+
#ifdef BUMP
|
|
25
|
+
uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
|
|
26
|
+
#endif
|
|
27
|
+
#ifdef REFLECTION
|
|
28
|
+
uniform mat4 reflectionMatrix;
|
|
29
|
+
#endif
|
|
30
|
+
#ifdef POINTSIZE
|
|
31
|
+
uniform float pointSize;
|
|
32
|
+
#endif
|
|
33
|
+
#ifdef DETAIL
|
|
34
|
+
uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
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35
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+
#endif
|
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36
|
+
uniform vec4 cameraInfo;
|
|
37
|
+
#include<decalVertexDeclaration>
|
|
38
|
+
#define ADDITIONAL_VERTEX_DECLARATION
|
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39
|
+
`;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=d);const i="defaultVertexShader",t=`#define CUSTOM_VERTEX_EXTENSION
|
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40
|
+
#include<__decl__defaultVertex>
|
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41
|
+
#define CUSTOM_VERTEX_BEGIN
|
|
42
|
+
attribute vec3 position;
|
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43
|
+
#ifdef NORMAL
|
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44
|
+
attribute vec3 normal;
|
|
45
|
+
#endif
|
|
46
|
+
#ifdef TANGENT
|
|
47
|
+
attribute vec4 tangent;
|
|
48
|
+
#endif
|
|
49
|
+
#ifdef UV1
|
|
50
|
+
attribute vec2 uv;
|
|
51
|
+
#endif
|
|
52
|
+
#include<uvAttributeDeclaration>[2..7]
|
|
53
|
+
#ifdef VERTEXCOLOR
|
|
54
|
+
attribute vec4 color;
|
|
55
|
+
#endif
|
|
56
|
+
#include<helperFunctions>
|
|
57
|
+
#include<bonesDeclaration>
|
|
58
|
+
#include<bakedVertexAnimationDeclaration>
|
|
59
|
+
#include<instancesDeclaration>
|
|
60
|
+
#include<prePassVertexDeclaration>
|
|
61
|
+
#include<mainUVVaryingDeclaration>[1..7]
|
|
62
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
|
|
63
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
|
|
64
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
|
|
65
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
|
|
66
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
|
|
67
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
|
|
68
|
+
#if defined(SPECULARTERM)
|
|
69
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
|
|
70
|
+
#endif
|
|
71
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
|
|
72
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
|
|
73
|
+
varying vec3 vPositionW;
|
|
74
|
+
#ifdef NORMAL
|
|
75
|
+
varying vec3 vNormalW;
|
|
76
|
+
#endif
|
|
77
|
+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
78
|
+
varying vec4 vColor;
|
|
79
|
+
#endif
|
|
80
|
+
#include<bumpVertexDeclaration>
|
|
81
|
+
#include<clipPlaneVertexDeclaration>
|
|
82
|
+
#include<fogVertexDeclaration>
|
|
83
|
+
#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
|
|
84
|
+
#include<morphTargetsVertexGlobalDeclaration>
|
|
85
|
+
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
|
|
86
|
+
#ifdef REFLECTIONMAP_SKYBOX
|
|
87
|
+
varying vec3 vPositionUVW;
|
|
88
|
+
#endif
|
|
89
|
+
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
|
90
|
+
varying vec3 vDirectionW;
|
|
91
|
+
#endif
|
|
92
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
93
|
+
varying float vViewDepth;
|
|
94
|
+
#endif
|
|
95
|
+
#include<logDepthDeclaration>
|
|
96
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
97
|
+
void main(void) {
|
|
98
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
99
|
+
vec3 positionUpdated=position;
|
|
100
|
+
#ifdef NORMAL
|
|
101
|
+
vec3 normalUpdated=normal;
|
|
102
|
+
#endif
|
|
103
|
+
#ifdef TANGENT
|
|
104
|
+
vec4 tangentUpdated=tangent;
|
|
105
|
+
#endif
|
|
106
|
+
#ifdef UV1
|
|
107
|
+
vec2 uvUpdated=uv;
|
|
108
|
+
#endif
|
|
109
|
+
#ifdef UV2
|
|
110
|
+
vec2 uv2Updated=uv2;
|
|
111
|
+
#endif
|
|
112
|
+
#ifdef VERTEXCOLOR
|
|
113
|
+
vec4 colorUpdated=color;
|
|
114
|
+
#endif
|
|
115
|
+
#include<morphTargetsVertexGlobal>
|
|
116
|
+
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
|
117
|
+
#ifdef REFLECTIONMAP_SKYBOX
|
|
118
|
+
vPositionUVW=positionUpdated;
|
|
119
|
+
#endif
|
|
120
|
+
#define CUSTOM_VERTEX_UPDATE_POSITION
|
|
121
|
+
#define CUSTOM_VERTEX_UPDATE_NORMAL
|
|
122
|
+
#include<instancesVertex>
|
|
123
|
+
#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
|
|
124
|
+
vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
|
|
125
|
+
#endif
|
|
126
|
+
#include<bonesVertex>
|
|
127
|
+
#include<bakedVertexAnimation>
|
|
128
|
+
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
|
|
129
|
+
#ifdef NORMAL
|
|
130
|
+
mat3 normalWorld=mat3(finalWorld);
|
|
131
|
+
#if defined(INSTANCES) && defined(THIN_INSTANCES)
|
|
132
|
+
vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
|
|
133
|
+
#else
|
|
134
|
+
#ifdef NONUNIFORMSCALING
|
|
135
|
+
normalWorld=transposeMat3(inverseMat3(normalWorld));
|
|
136
|
+
#endif
|
|
137
|
+
vNormalW=normalize(normalWorld*normalUpdated);
|
|
138
|
+
#endif
|
|
139
|
+
#endif
|
|
140
|
+
#define CUSTOM_VERTEX_UPDATE_WORLDPOS
|
|
141
|
+
#ifdef MULTIVIEW
|
|
142
|
+
if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
|
|
143
|
+
#else
|
|
144
|
+
gl_Position=viewProjection*worldPos;
|
|
145
|
+
#endif
|
|
146
|
+
vPositionW=vec3(worldPos);
|
|
147
|
+
#ifdef PREPASS
|
|
148
|
+
#include<prePassVertex>
|
|
149
|
+
#endif
|
|
150
|
+
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
|
151
|
+
vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
|
|
152
|
+
#endif
|
|
153
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
154
|
+
#ifdef RIGHT_HANDED
|
|
155
|
+
vViewDepth=-(view*worldPos).z;
|
|
156
|
+
#else
|
|
157
|
+
vViewDepth=(view*worldPos).z;
|
|
158
|
+
#endif
|
|
159
|
+
#endif
|
|
160
|
+
#ifndef UV1
|
|
161
|
+
vec2 uvUpdated=vec2(0.,0.);
|
|
162
|
+
#endif
|
|
163
|
+
#ifndef UV2
|
|
164
|
+
vec2 uv2Updated=vec2(0.,0.);
|
|
165
|
+
#endif
|
|
166
|
+
#ifdef MAINUV1
|
|
167
|
+
vMainUV1=uvUpdated;
|
|
168
|
+
#endif
|
|
169
|
+
#ifdef MAINUV2
|
|
170
|
+
vMainUV2=uv2Updated;
|
|
171
|
+
#endif
|
|
172
|
+
#include<uvVariableDeclaration>[3..7]
|
|
173
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
|
|
174
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
|
|
175
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
|
|
176
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
|
|
177
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
|
|
178
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
|
|
179
|
+
#if defined(SPECULARTERM)
|
|
180
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
|
|
181
|
+
#endif
|
|
182
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
|
|
183
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
|
|
184
|
+
#include<bumpVertex>
|
|
185
|
+
#include<clipPlaneVertex>
|
|
186
|
+
#include<fogVertex>
|
|
187
|
+
#include<shadowsVertex>[0..maxSimultaneousLights]
|
|
188
|
+
#include<vertexColorMixing>
|
|
189
|
+
#include<pointCloudVertex>
|
|
190
|
+
#include<logDepthVertex>
|
|
191
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
192
|
+
}
|
|
193
|
+
`;e.ShadersStore[i]||(e.ShadersStore[i]=t);const N={name:i,shader:t};export{N as defaultVertexShader};
|
|
Binary file
|
|
Binary file
|