@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"./bumpVertex-DpGOKCkn.js";import"./clipPlaneVertex-BxK9aoI2.js";import"./instancesDeclaration-B2a0VuuR.js";import"./mainUVVaryingDeclaration-OBB3LR8s.js";import"./vertexColorMixing-DRlcGbEu.js";import"./morphTargetsVertex-B9xWvV_u.js";import"./logDepthDeclaration-XDsVKoT0.js";import"./logDepthVertex-CkFa6uAf.js";import"./meshUboDeclaration-Uj1CsoJP.js";const t="lightVxFragmentDeclaration",r=`#ifdef LIGHT{X}
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uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;
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#ifdef SPECULARTERM
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uniform vLightSpecular{X}: vec4f;
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#else
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var vLightSpecular{X}: vec4f= vec4f(0.);
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#ifdef SHADOW{X}
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uniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;
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#elif defined(SHADOWCUBE{X})
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#else
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varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
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#endif
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uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;
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#endif
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#ifdef SPOTLIGHT{X}
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uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;
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uniform vLightFalloff{X}: vec4f;
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uniform vLightGround{X}: vec3f;
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#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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uniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;
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#define CUSTOM_VERTEX_BEGIN
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attribute position: vec3f;
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attribute normal: vec3f;
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attribute tangent: vec4f;
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attribute uv: vec2f;
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#endif
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|
40
|
+
#include<uvAttributeDeclaration>[2..7]
|
|
41
|
+
#ifdef VERTEXCOLOR
|
|
42
|
+
attribute color: vec4f;
|
|
43
|
+
#endif
|
|
44
|
+
#include<helperFunctions>
|
|
45
|
+
#include<bonesDeclaration>
|
|
46
|
+
#include<bakedVertexAnimationDeclaration>
|
|
47
|
+
#include<instancesDeclaration>
|
|
48
|
+
#include<prePassVertexDeclaration>
|
|
49
|
+
#include<mainUVVaryingDeclaration>[1..7]
|
|
50
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
|
|
51
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
|
|
52
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
|
|
53
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
|
|
54
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
|
|
55
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
|
|
56
|
+
#if defined(SPECULARTERM)
|
|
57
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
|
|
58
|
+
#endif
|
|
59
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
|
|
60
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
|
|
61
|
+
varying vPositionW: vec3f;
|
|
62
|
+
#ifdef NORMAL
|
|
63
|
+
varying vNormalW: vec3f;
|
|
64
|
+
#endif
|
|
65
|
+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
66
|
+
varying vColor: vec4f;
|
|
67
|
+
#endif
|
|
68
|
+
#include<bumpVertexDeclaration>
|
|
69
|
+
#include<clipPlaneVertexDeclaration>
|
|
70
|
+
#include<fogVertexDeclaration>
|
|
71
|
+
#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
|
|
72
|
+
#include<morphTargetsVertexGlobalDeclaration>
|
|
73
|
+
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
|
|
74
|
+
#ifdef REFLECTIONMAP_SKYBOX
|
|
75
|
+
varying vPositionUVW: vec3f;
|
|
76
|
+
#endif
|
|
77
|
+
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
|
78
|
+
varying vDirectionW: vec3f;
|
|
79
|
+
#endif
|
|
80
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
81
|
+
varying vViewDepth: f32;
|
|
82
|
+
#endif
|
|
83
|
+
#include<logDepthDeclaration>
|
|
84
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
85
|
+
@vertex
|
|
86
|
+
fn main(input : VertexInputs)->FragmentInputs {
|
|
87
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
88
|
+
var positionUpdated: vec3f=vertexInputs.position;
|
|
89
|
+
#ifdef NORMAL
|
|
90
|
+
var normalUpdated: vec3f=vertexInputs.normal;
|
|
91
|
+
#endif
|
|
92
|
+
#ifdef TANGENT
|
|
93
|
+
var tangentUpdated: vec4f=vertexInputs.tangent;
|
|
94
|
+
#endif
|
|
95
|
+
#ifdef UV1
|
|
96
|
+
var uvUpdated: vec2f=vertexInputs.uv;
|
|
97
|
+
#endif
|
|
98
|
+
#ifdef UV2
|
|
99
|
+
var uv2Updated: vec2f=vertexInputs.uv2;
|
|
100
|
+
#endif
|
|
101
|
+
#ifdef VERTEXCOLOR
|
|
102
|
+
var colorUpdated: vec4f=vertexInputs.color;
|
|
103
|
+
#endif
|
|
104
|
+
#include<morphTargetsVertexGlobal>
|
|
105
|
+
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
|
106
|
+
#ifdef REFLECTIONMAP_SKYBOX
|
|
107
|
+
vertexOutputs.vPositionUVW=positionUpdated;
|
|
108
|
+
#endif
|
|
109
|
+
#define CUSTOM_VERTEX_UPDATE_POSITION
|
|
110
|
+
#define CUSTOM_VERTEX_UPDATE_NORMAL
|
|
111
|
+
#include<instancesVertex>
|
|
112
|
+
#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
|
|
113
|
+
vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
|
|
114
|
+
#endif
|
|
115
|
+
#include<bonesVertex>
|
|
116
|
+
#include<bakedVertexAnimation>
|
|
117
|
+
var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);
|
|
118
|
+
#ifdef NORMAL
|
|
119
|
+
var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
|
|
120
|
+
#if defined(INSTANCES) && defined(THIN_INSTANCES)
|
|
121
|
+
vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
|
|
122
|
+
#else
|
|
123
|
+
#ifdef NONUNIFORMSCALING
|
|
124
|
+
normalWorld=transposeMat3(inverseMat3(normalWorld));
|
|
125
|
+
#endif
|
|
126
|
+
vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
|
|
127
|
+
#endif
|
|
128
|
+
#endif
|
|
129
|
+
#define CUSTOM_VERTEX_UPDATE_WORLDPOS
|
|
130
|
+
#ifdef MULTIVIEW
|
|
131
|
+
if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
|
|
132
|
+
#else
|
|
133
|
+
vertexOutputs.position=scene.viewProjection*worldPos;
|
|
134
|
+
#endif
|
|
135
|
+
vertexOutputs.vPositionW= worldPos.xyz;
|
|
136
|
+
#ifdef PREPASS
|
|
137
|
+
#include<prePassVertex>
|
|
138
|
+
#endif
|
|
139
|
+
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
|
140
|
+
vertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);
|
|
141
|
+
#endif
|
|
142
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
143
|
+
#ifdef RIGHT_HANDED
|
|
144
|
+
vertexOutputs.vViewDepth=-(scene.view*worldPos).z;
|
|
145
|
+
#else
|
|
146
|
+
vertexOutputs.vViewDepth=(scene.view*worldPos).z;
|
|
147
|
+
#endif
|
|
148
|
+
#endif
|
|
149
|
+
#ifndef UV1
|
|
150
|
+
var uvUpdated: vec2f=vec2f(0.,0.);
|
|
151
|
+
#endif
|
|
152
|
+
#ifdef MAINUV1
|
|
153
|
+
vertexOutputs.vMainUV1=uvUpdated;
|
|
154
|
+
#endif
|
|
155
|
+
#ifndef UV2
|
|
156
|
+
var uv2Updated: vec2f=vec2f(0.,0.);
|
|
157
|
+
#endif
|
|
158
|
+
#ifdef MAINUV2
|
|
159
|
+
vertexOutputs.vMainUV2=uv2Updated;
|
|
160
|
+
#endif
|
|
161
|
+
#include<uvVariableDeclaration>[3..7]
|
|
162
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
|
|
163
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
|
|
164
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
|
|
165
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
|
|
166
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
|
|
167
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
|
|
168
|
+
#if defined(SPECULARTERM)
|
|
169
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
|
|
170
|
+
#endif
|
|
171
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
|
|
172
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
|
|
173
|
+
#include<bumpVertex>
|
|
174
|
+
#include<clipPlaneVertex>
|
|
175
|
+
#include<fogVertex>
|
|
176
|
+
#include<shadowsVertex>[0..maxSimultaneousLights]
|
|
177
|
+
#include<vertexColorMixing>
|
|
178
|
+
#include<logDepthVertex>
|
|
179
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
180
|
+
}
|
|
181
|
+
`;e.ShadersStoreWGSL[i]||(e.ShadersStoreWGSL[i]=n);const s={name:i,shader:n};export{s as defaultVertexShaderWGSL};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,5 @@
|
|
|
1
|
+
import{fr as f}from"./dynamicTexture-Cuby-VOT.js";import"./meshUboDeclaration-Uj1CsoJP.js";const o="defaultUboDeclaration",i=`uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
|
|
2
|
+
#define ADDITIONAL_UBO_DECLARATION
|
|
3
|
+
#include<sceneUboDeclaration>
|
|
4
|
+
#include<meshUboDeclaration>
|
|
5
|
+
`;f.IncludesShadersStoreWGSL[o]||(f.IncludesShadersStoreWGSL[o]=i);
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
import{fr as e}from"./dynamicTexture-Cuby-VOT.js";import"./meshUboDeclaration-Cr5YhBB1.js";const o="defaultUboDeclaration",i=`layout(std140,column_major) uniform;uniform Material
|
|
2
|
+
{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionPosition;vec3 vReflectionSize;
|
|
3
|
+
#define ADDITIONAL_UBO_DECLARATION
|
|
4
|
+
};
|
|
5
|
+
#include<sceneUboDeclaration>
|
|
6
|
+
#include<meshUboDeclaration>
|
|
7
|
+
`;e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]=i);
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,40 @@
|
|
|
1
|
+
import{fr as i}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneFragment-Bgl3Usc4.js";const e="depthPixelShader",t=`#ifdef ALPHATEST
|
|
2
|
+
varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
|
|
3
|
+
#endif
|
|
4
|
+
#include<clipPlaneFragmentDeclaration>
|
|
5
|
+
varying vDepthMetric: f32;
|
|
6
|
+
#ifdef PACKED
|
|
7
|
+
#include<packingFunctions>
|
|
8
|
+
#endif
|
|
9
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
10
|
+
varying vViewPos: vec4f;
|
|
11
|
+
#endif
|
|
12
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
13
|
+
@fragment
|
|
14
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
15
|
+
#include<clipPlaneFragment>
|
|
16
|
+
#ifdef ALPHATEST
|
|
17
|
+
if (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}
|
|
18
|
+
#endif
|
|
19
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
20
|
+
#ifdef PACKED
|
|
21
|
+
fragmentOutputs.color=pack(input.vViewPos.z);
|
|
22
|
+
#else
|
|
23
|
+
fragmentOutputs.color= vec4f(input.vViewPos.z,0.0,0.0,1.0);
|
|
24
|
+
#endif
|
|
25
|
+
#else
|
|
26
|
+
#ifdef NONLINEARDEPTH
|
|
27
|
+
#ifdef PACKED
|
|
28
|
+
fragmentOutputs.color=pack(input.position.z);
|
|
29
|
+
#else
|
|
30
|
+
fragmentOutputs.color= vec4f(input.position.z,0.0,0.0,0.0);
|
|
31
|
+
#endif
|
|
32
|
+
#else
|
|
33
|
+
#ifdef PACKED
|
|
34
|
+
fragmentOutputs.color=pack(input.vDepthMetric);
|
|
35
|
+
#else
|
|
36
|
+
fragmentOutputs.color= vec4f(input.vDepthMetric,0.0,0.0,1.0);
|
|
37
|
+
#endif
|
|
38
|
+
#endif
|
|
39
|
+
#endif
|
|
40
|
+
}`;i.ShadersStoreWGSL[e]||(i.ShadersStoreWGSL[e]=t);const r={name:e,shader:t};export{r as depthPixelShaderWGSL};
|
|
Binary file
|
|
@@ -0,0 +1,57 @@
|
|
|
1
|
+
import{fr as t}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneVertex-BxK9aoI2.js";import"./morphTargetsVertex-B9xWvV_u.js";import"./instancesDeclaration-B2a0VuuR.js";const e="depthVertexShader",i=`attribute position: vec3f;
|
|
2
|
+
#include<bonesDeclaration>
|
|
3
|
+
#include<bakedVertexAnimationDeclaration>
|
|
4
|
+
#include<morphTargetsVertexGlobalDeclaration>
|
|
5
|
+
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
|
|
6
|
+
#include<clipPlaneVertexDeclaration>
|
|
7
|
+
#include<instancesDeclaration>
|
|
8
|
+
uniform viewProjection: mat4x4f;uniform depthValues: vec2f;
|
|
9
|
+
#if defined(ALPHATEST) || defined(NEED_UV)
|
|
10
|
+
varying vUV: vec2f;uniform diffuseMatrix: mat4x4f;
|
|
11
|
+
#ifdef UV1
|
|
12
|
+
attribute uv: vec2f;
|
|
13
|
+
#endif
|
|
14
|
+
#ifdef UV2
|
|
15
|
+
attribute uv2: vec2f;
|
|
16
|
+
#endif
|
|
17
|
+
#endif
|
|
18
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
19
|
+
uniform view: mat4x4f;varying vViewPos: vec4f;
|
|
20
|
+
#endif
|
|
21
|
+
varying vDepthMetric: f32;
|
|
22
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
23
|
+
@vertex
|
|
24
|
+
fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;
|
|
25
|
+
#ifdef UV1
|
|
26
|
+
var uvUpdated: vec2f=vertexInputs.uv;
|
|
27
|
+
#endif
|
|
28
|
+
#ifdef UV2
|
|
29
|
+
var uv2Updated: vec2f=vertexInputs.uv2;
|
|
30
|
+
#endif
|
|
31
|
+
#include<morphTargetsVertexGlobal>
|
|
32
|
+
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
|
33
|
+
#include<instancesVertex>
|
|
34
|
+
#include<bonesVertex>
|
|
35
|
+
#include<bakedVertexAnimation>
|
|
36
|
+
var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
|
|
37
|
+
#include<clipPlaneVertex>
|
|
38
|
+
vertexOutputs.position=uniforms.viewProjection*worldPos;
|
|
39
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
40
|
+
vertexOutputs.vViewPos=uniforms.view*worldPos;
|
|
41
|
+
#else
|
|
42
|
+
#ifdef USE_REVERSE_DEPTHBUFFER
|
|
43
|
+
vertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
|
|
44
|
+
#else
|
|
45
|
+
vertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
|
|
46
|
+
#endif
|
|
47
|
+
#endif
|
|
48
|
+
#if defined(ALPHATEST) || defined(BASIC_RENDER)
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49
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+
#ifdef UV1
|
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50
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+
vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
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51
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+
#endif
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52
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+
#ifdef UV2
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53
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+
vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
|
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54
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+
#endif
|
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55
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+
#endif
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56
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+
}
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57
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+
`;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=i);const o={name:e,shader:i};export{o as depthVertexShaderWGSL};
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@@ -0,0 +1,5 @@
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1
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+
import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="depthBoxBlurPixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;
|
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2
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
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3
|
+
@fragment
|
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4
|
+
fn main(input: FragmentInputs)->FragmentOutputs {var colorDepth: vec4f=vec4f(0.0);for (var x: i32=-OFFSET; x<=OFFSET; x++) {for (var y: i32=-OFFSET; y<=OFFSET; y++) {colorDepth+=textureSample(textureSampler,textureSamplerSampler,input.vUV+ vec2f(f32(x),f32(y))/uniforms.screenSize);}}
|
|
5
|
+
fragmentOutputs.color=(colorDepth/ f32((OFFSET*2+1)*(OFFSET*2+1)));}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const a={name:e,shader:t};export{a as depthBoxBlurPixelShaderWGSL};
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@@ -0,0 +1,6 @@
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1
|
+
import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="depthBoxBlurPixelShader",o=`varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;
|
|
2
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
3
|
+
void main(void)
|
|
4
|
+
{vec4 colorDepth=vec4(0.0);for (int x=-OFFSET; x<=OFFSET; x++)
|
|
5
|
+
for (int y=-OFFSET; y<=OFFSET; y++)
|
|
6
|
+
colorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);gl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));}`;r.ShadersStore[e]||(r.ShadersStore[e]=o);const S={name:e,shader:o};export{S as depthBoxBlurPixelShader};
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@@ -0,0 +1,26 @@
|
|
|
1
|
+
import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="depthOfFieldMergePixelShader",l=`#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
|
|
2
|
+
#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)
|
|
3
|
+
#else
|
|
4
|
+
#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)
|
|
5
|
+
#endif
|
|
6
|
+
uniform sampler2D textureSampler;varying vec2 vUV;uniform sampler2D circleOfConfusionSampler;uniform sampler2D blurStep0;
|
|
7
|
+
#if BLUR_LEVEL>0
|
|
8
|
+
uniform sampler2D blurStep1;
|
|
9
|
+
#endif
|
|
10
|
+
#if BLUR_LEVEL>1
|
|
11
|
+
uniform sampler2D blurStep2;
|
|
12
|
+
#endif
|
|
13
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
14
|
+
void main(void)
|
|
15
|
+
{float coc=TEXTUREFUNC(circleOfConfusionSampler,vUV,0.0).r;
|
|
16
|
+
#if BLUR_LEVEL==0
|
|
17
|
+
vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);gl_FragColor=mix(original,blurred0,coc);
|
|
18
|
+
#endif
|
|
19
|
+
#if BLUR_LEVEL==1
|
|
20
|
+
if(coc<0.5){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(original,blurred1,coc/0.5);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);}
|
|
21
|
+
#endif
|
|
22
|
+
#if BLUR_LEVEL==2
|
|
23
|
+
if(coc<0.33){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(original,blurred2,coc/0.33);}else if(coc<0.66){vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);}
|
|
24
|
+
#endif
|
|
25
|
+
}
|
|
26
|
+
`;r.ShadersStore[e]||(r.ShadersStore[e]=l);const o={name:e,shader:l};export{o as depthOfFieldMergePixelShader};
|
|
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|
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|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="depthOfFieldMergePixelShader",l=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var circleOfConfusionSamplerSampler: sampler;var circleOfConfusionSampler: texture_2d<f32>;var blurStep0Sampler: sampler;var blurStep0: texture_2d<f32>;
|
|
2
|
+
#if BLUR_LEVEL>0
|
|
3
|
+
var blurStep1Sampler: sampler;var blurStep1: texture_2d<f32>;
|
|
4
|
+
#endif
|
|
5
|
+
#if BLUR_LEVEL>1
|
|
6
|
+
var blurStep2Sampler: sampler;var blurStep2: texture_2d<f32>;
|
|
7
|
+
#endif
|
|
8
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
9
|
+
@fragment
|
|
10
|
+
fn main(input: FragmentInputs)->FragmentOutputs {var coc: f32=textureSampleLevel(circleOfConfusionSampler,circleOfConfusionSamplerSampler,input.vUV,0.0).r;
|
|
11
|
+
#if BLUR_LEVEL==0
|
|
12
|
+
var original: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var blurred0: vec4f=textureSampleLevel(blurStep0,blurStep0Sampler,input.vUV,0.0);fragmentOutputs.color=mix(original,blurred0,coc);
|
|
13
|
+
#endif
|
|
14
|
+
#if BLUR_LEVEL==1
|
|
15
|
+
if(coc<0.5){var original: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);fragmentOutputs.color=mix(original,blurred1,coc/0.5);}else{var blurred0: vec4f=textureSampleLevel(blurStep0,blurStep0Sampler,input.vUV,0.0);var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);fragmentOutputs.color=mix(blurred1,blurred0,(coc-0.5)/0.5);}
|
|
16
|
+
#endif
|
|
17
|
+
#if BLUR_LEVEL==2
|
|
18
|
+
if(coc<0.33){var original: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var blurred2: vec4f=textureSampleLevel(blurStep2,blurStep2Sampler,input.vUV,0.0);fragmentOutputs.color=mix(original,blurred2,coc/0.33);}else if(coc<0.66){var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);var blurred2: vec4f=textureSampleLevel(blurStep2,blurStep2Sampler,input.vUV,0.0);fragmentOutputs.color=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{var blurred0: vec4f=textureSampleLevel(blurStep0,blurStep0Sampler,input.vUV,0.0);var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);fragmentOutputs.color=mix(blurred1,blurred0,(coc-0.66)/0.34);}
|
|
19
|
+
#endif
|
|
20
|
+
}
|
|
21
|
+
`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=l);const u={name:e,shader:l};export{u as depthOfFieldMergePixelShaderWGSL};
|
|
Binary file
|
|
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|