@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.
Files changed (533) hide show
  1. package/bin/fps-editor-agent.mjs +5 -0
  2. package/bin/fps-editor-prepare.mjs +5 -0
  3. package/bin/fps-editor-project.mjs +18 -0
  4. package/bin/fps-editor-server.mjs +2 -0
  5. package/licenses/THIRD_PARTY_NOTICES.txt +7 -0
  6. package/manifest.json +2688 -0
  7. package/npm-shrinkwrap.json +21 -0
  8. package/package.json +44 -0
  9. package/public/assets/abstractAudioBus-BRAC2GY2.js +1 -0
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+ import{fr as e}from"./dynamicTexture-Cuby-VOT.js";import"./bumpVertex-DMhnr4dz.js";import"./harmonicsFunctions-DtIiYWL1.js";import"./mainUVVaryingDeclaration-DdwP8xi_.js";import"./vertexColorMixing-CwuEx4gP.js";import"./logDepthDeclaration-CeLLOhuK.js";import"./logDepthVertex-H6E8NLz1.js";import"./meshUboDeclaration-Cr5YhBB1.js";const n="pbrVertexDeclaration",r=`uniform mat4 view;uniform mat4 viewProjection;uniform vec4 vEyePosition;
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+ #ifdef MULTIVIEW
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+ mat4 viewProjectionR;
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+ #endif
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+ #ifdef ALBEDO
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+ uniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;
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+ #endif
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+ #ifdef BASE_WEIGHT
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+ uniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;
10
+ #endif
11
+ uniform float baseDiffuseRoughness;
12
+ #ifdef BASE_DIFFUSE_ROUGHNESS
13
+ uniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos;
14
+ #endif
15
+ #ifdef AMBIENT
16
+ uniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;
17
+ #endif
18
+ #ifdef OPACITY
19
+ uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
20
+ #endif
21
+ #ifdef EMISSIVE
22
+ uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
23
+ #endif
24
+ #ifdef LIGHTMAP
25
+ uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
26
+ #endif
27
+ #ifdef REFLECTIVITY
28
+ uniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;
29
+ #endif
30
+ #ifdef METALLIC_REFLECTANCE
31
+ uniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;
32
+ #endif
33
+ #ifdef REFLECTANCE
34
+ uniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;
35
+ #endif
36
+ #ifdef MICROSURFACEMAP
37
+ uniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;
38
+ #endif
39
+ #ifdef BUMP
40
+ uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
41
+ #endif
42
+ #ifdef POINTSIZE
43
+ uniform float pointSize;
44
+ #endif
45
+ uniform vec4 cameraInfo;
46
+ #ifdef REFLECTION
47
+ uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;
48
+ #endif
49
+ #ifdef CLEARCOAT
50
+ #if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)
51
+ uniform vec4 vClearCoatInfos;
52
+ #endif
53
+ #ifdef CLEARCOAT_TEXTURE
54
+ uniform mat4 clearCoatMatrix;
55
+ #endif
56
+ #ifdef CLEARCOAT_TEXTURE_ROUGHNESS
57
+ uniform mat4 clearCoatRoughnessMatrix;
58
+ #endif
59
+ #ifdef CLEARCOAT_BUMP
60
+ uniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;
61
+ #endif
62
+ #ifdef CLEARCOAT_TINT_TEXTURE
63
+ uniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;
64
+ #endif
65
+ #endif
66
+ #ifdef IRIDESCENCE
67
+ #if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)
68
+ uniform vec4 vIridescenceInfos;
69
+ #endif
70
+ #ifdef IRIDESCENCE_TEXTURE
71
+ uniform mat4 iridescenceMatrix;
72
+ #endif
73
+ #ifdef IRIDESCENCE_THICKNESS_TEXTURE
74
+ uniform mat4 iridescenceThicknessMatrix;
75
+ #endif
76
+ #endif
77
+ #ifdef ANISOTROPIC
78
+ #ifdef ANISOTROPIC_TEXTURE
79
+ uniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;
80
+ #endif
81
+ #endif
82
+ #ifdef SHEEN
83
+ #if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)
84
+ uniform vec4 vSheenInfos;
85
+ #endif
86
+ #ifdef SHEEN_TEXTURE
87
+ uniform mat4 sheenMatrix;
88
+ #endif
89
+ #ifdef SHEEN_TEXTURE_ROUGHNESS
90
+ uniform mat4 sheenRoughnessMatrix;
91
+ #endif
92
+ #endif
93
+ #ifdef SUBSURFACE
94
+ #ifdef SS_REFRACTION
95
+ uniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;
96
+ #endif
97
+ #ifdef SS_THICKNESSANDMASK_TEXTURE
98
+ uniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;
99
+ #endif
100
+ #ifdef SS_REFRACTIONINTENSITY_TEXTURE
101
+ uniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;
102
+ #endif
103
+ #ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE
104
+ uniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;
105
+ #endif
106
+ #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE
107
+ uniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;
108
+ #endif
109
+ #endif
110
+ #ifdef NORMAL
111
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
112
+ #ifdef USESPHERICALFROMREFLECTIONMAP
113
+ #ifdef SPHERICAL_HARMONICS
114
+ uniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;
115
+ #else
116
+ uniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;
117
+ #endif
118
+ #endif
119
+ #endif
120
+ #endif
121
+ #ifdef DETAIL
122
+ uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
123
+ #endif
124
+ #include<decalVertexDeclaration>
125
+ #define ADDITIONAL_VERTEX_DECLARATION
126
+ `;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=r);const i="pbrVertexShader",E=`#define PBR_VERTEX_SHADER
127
+ #define CUSTOM_VERTEX_EXTENSION
128
+ precision highp float;
129
+ #include<__decl__pbrVertex>
130
+ #define CUSTOM_VERTEX_BEGIN
131
+ attribute vec3 position;
132
+ #ifdef NORMAL
133
+ attribute vec3 normal;
134
+ #endif
135
+ #ifdef TANGENT
136
+ attribute vec4 tangent;
137
+ #endif
138
+ #ifdef UV1
139
+ attribute vec2 uv;
140
+ #endif
141
+ #include<uvAttributeDeclaration>[2..7]
142
+ #include<mainUVVaryingDeclaration>[1..7]
143
+ #ifdef VERTEXCOLOR
144
+ attribute vec4 color;
145
+ #endif
146
+ #include<helperFunctions>
147
+ #include<pbrBRDFFunctions>
148
+ #include<bonesDeclaration>
149
+ #include<bakedVertexAnimationDeclaration>
150
+ #include<instancesDeclaration>
151
+ #include<prePassVertexDeclaration>
152
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
153
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)
154
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)
155
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
156
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
157
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
158
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
159
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
160
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
161
+ #include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
162
+ #include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
163
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
164
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
165
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
166
+ #ifdef CLEARCOAT
167
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
168
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
169
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
170
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
171
+ #endif
172
+ #ifdef IRIDESCENCE
173
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
174
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
175
+ #endif
176
+ #ifdef SHEEN
177
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
178
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
179
+ #endif
180
+ #ifdef ANISOTROPIC
181
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
182
+ #endif
183
+ #ifdef SUBSURFACE
184
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
185
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
186
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
187
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)
188
+ #endif
189
+ varying vec3 vPositionW;
190
+ #if DEBUGMODE>0
191
+ varying vec4 vClipSpacePosition;
192
+ #endif
193
+ #ifdef NORMAL
194
+ varying vec3 vNormalW;
195
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
196
+ varying vec3 vEnvironmentIrradiance;
197
+ #include<harmonicsFunctions>
198
+ #endif
199
+ #endif
200
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
201
+ varying vec4 vColor;
202
+ #endif
203
+ #include<bumpVertexDeclaration>
204
+ #include<clipPlaneVertexDeclaration>
205
+ #include<fogVertexDeclaration>
206
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
207
+ #include<morphTargetsVertexGlobalDeclaration>
208
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
209
+ #ifdef REFLECTIONMAP_SKYBOX
210
+ varying vec3 vPositionUVW;
211
+ #endif
212
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
213
+ varying vec3 vDirectionW;
214
+ #endif
215
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
216
+ varying float vViewDepth;
217
+ #endif
218
+ #include<logDepthDeclaration>
219
+ #define CUSTOM_VERTEX_DEFINITIONS
220
+ void main(void) {
221
+ #define CUSTOM_VERTEX_MAIN_BEGIN
222
+ vec3 positionUpdated=position;
223
+ #ifdef NORMAL
224
+ vec3 normalUpdated=normal;
225
+ #endif
226
+ #ifdef TANGENT
227
+ vec4 tangentUpdated=tangent;
228
+ #endif
229
+ #ifdef UV1
230
+ vec2 uvUpdated=uv;
231
+ #endif
232
+ #ifdef UV2
233
+ vec2 uv2Updated=uv2;
234
+ #endif
235
+ #ifdef VERTEXCOLOR
236
+ vec4 colorUpdated=color;
237
+ #endif
238
+ #include<morphTargetsVertexGlobal>
239
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
240
+ #ifdef REFLECTIONMAP_SKYBOX
241
+ vPositionUVW=positionUpdated;
242
+ #endif
243
+ #define CUSTOM_VERTEX_UPDATE_POSITION
244
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
245
+ #include<instancesVertex>
246
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
247
+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
248
+ #endif
249
+ #include<bonesVertex>
250
+ #include<bakedVertexAnimation>
251
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);
252
+ #ifdef PREPASS
253
+ #include<prePassVertex>
254
+ #endif
255
+ #ifdef NORMAL
256
+ mat3 normalWorld=mat3(finalWorld);
257
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
258
+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
259
+ #else
260
+ #ifdef NONUNIFORMSCALING
261
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
262
+ #endif
263
+ vNormalW=normalize(normalWorld*normalUpdated);
264
+ #endif
265
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
266
+ #if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
267
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);float NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*baseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;
268
+ #else
269
+ vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
270
+ #endif
271
+ #ifdef REFLECTIONMAP_OPPOSITEZ
272
+ reflectionVector.z*=-1.0;
273
+ #endif
274
+ vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
275
+ #endif
276
+ #endif
277
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
278
+ #ifdef MULTIVIEW
279
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
280
+ #else
281
+ gl_Position=viewProjection*worldPos;
282
+ #endif
283
+ #if DEBUGMODE>0
284
+ vClipSpacePosition=gl_Position;
285
+ #endif
286
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
287
+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
288
+ #endif
289
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
290
+ #ifdef RIGHT_HANDED
291
+ vViewDepth=-(view*worldPos).z;
292
+ #else
293
+ vViewDepth=(view*worldPos).z;
294
+ #endif
295
+ #endif
296
+ #ifndef UV1
297
+ vec2 uvUpdated=vec2(0.,0.);
298
+ #endif
299
+ #ifndef UV2
300
+ vec2 uv2Updated=vec2(0.,0.);
301
+ #endif
302
+ #ifdef MAINUV1
303
+ vMainUV1=uvUpdated;
304
+ #endif
305
+ #ifdef MAINUV2
306
+ vMainUV2=uv2Updated;
307
+ #endif
308
+ #include<uvVariableDeclaration>[3..7]
309
+ #include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
310
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)
311
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)
312
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
313
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
314
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
315
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
316
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
317
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
318
+ #include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
319
+ #include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
320
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
321
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
322
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
323
+ #ifdef CLEARCOAT
324
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
325
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
326
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
327
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
328
+ #endif
329
+ #ifdef IRIDESCENCE
330
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
331
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
332
+ #endif
333
+ #ifdef SHEEN
334
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
335
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)
336
+ #endif
337
+ #ifdef ANISOTROPIC
338
+ #include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
339
+ #endif
340
+ #ifdef SUBSURFACE
341
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
342
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
343
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
344
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)
345
+ #endif
346
+ #include<bumpVertex>
347
+ #include<clipPlaneVertex>
348
+ #include<fogVertex>
349
+ #include<shadowsVertex>[0..maxSimultaneousLights]
350
+ #include<vertexColorMixing>
351
+ #if defined(POINTSIZE) && !defined(WEBGPU)
352
+ gl_PointSize=pointSize;
353
+ #endif
354
+ #include<logDepthVertex>
355
+ #define CUSTOM_VERTEX_MAIN_END
356
+ }
357
+ `;e.ShadersStore[i]||(e.ShadersStore[i]=E);const A={name:i,shader:E};export{A as pbrVertexShader};
@@ -0,0 +1,227 @@
1
+ import{fr as E}from"./dynamicTexture-Cuby-VOT.js";import"./harmonicsFunctions-BQTTvws3.js";import"./bumpVertex-DpGOKCkn.js";import"./mainUVVaryingDeclaration-OBB3LR8s.js";import"./clipPlaneVertex-BxK9aoI2.js";import"./instancesDeclaration-B2a0VuuR.js";import"./vertexColorMixing-DRlcGbEu.js";import"./morphTargetsVertex-B9xWvV_u.js";import"./logDepthDeclaration-XDsVKoT0.js";import"./logDepthVertex-CkFa6uAf.js";import"./meshUboDeclaration-Uj1CsoJP.js";const e="pbrVertexShader",n=`#define PBR_VERTEX_SHADER
2
+ #include<pbrUboDeclaration>
3
+ #define CUSTOM_VERTEX_BEGIN
4
+ attribute position: vec3f;
5
+ #ifdef NORMAL
6
+ attribute normal: vec3f;
7
+ #endif
8
+ #ifdef TANGENT
9
+ attribute tangent: vec4f;
10
+ #endif
11
+ #ifdef UV1
12
+ attribute uv: vec2f;
13
+ #endif
14
+ #include<uvAttributeDeclaration>[2..7]
15
+ #include<mainUVVaryingDeclaration>[1..7]
16
+ #ifdef VERTEXCOLOR
17
+ attribute color: vec4f;
18
+ #endif
19
+ #include<helperFunctions>
20
+ #include<pbrBRDFFunctions>
21
+ #include<bonesDeclaration>
22
+ #include<bakedVertexAnimationDeclaration>
23
+ #include<instancesDeclaration>
24
+ #include<prePassVertexDeclaration>
25
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
26
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)
27
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)
28
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
29
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
30
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
31
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
32
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
33
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
34
+ #include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
35
+ #include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
36
+ #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
37
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
38
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
39
+ #ifdef CLEARCOAT
40
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
41
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
42
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
43
+ #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
44
+ #endif
45
+ #ifdef IRIDESCENCE
46
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
47
+ #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
48
+ #endif
49
+ #ifdef SHEEN
50
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
51
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
52
+ #endif
53
+ #ifdef ANISOTROPIC
54
+ #include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
55
+ #endif
56
+ #ifdef SUBSURFACE
57
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
58
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
59
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
60
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)
61
+ #endif
62
+ varying vPositionW: vec3f;
63
+ #if DEBUGMODE>0
64
+ varying vClipSpacePosition: vec4f;
65
+ #endif
66
+ #ifdef NORMAL
67
+ varying vNormalW: vec3f;
68
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
69
+ varying vEnvironmentIrradiance: vec3f;
70
+ #include<harmonicsFunctions>
71
+ #endif
72
+ #endif
73
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
74
+ varying vColor: vec4f;
75
+ #endif
76
+ #include<bumpVertexDeclaration>
77
+ #include<clipPlaneVertexDeclaration>
78
+ #include<fogVertexDeclaration>
79
+ #include<lightVxUboDeclaration>[0..maxSimultaneousLights]
80
+ #include<morphTargetsVertexGlobalDeclaration>
81
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
82
+ #ifdef REFLECTIONMAP_SKYBOX
83
+ varying vPositionUVW: vec3f;
84
+ #endif
85
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
86
+ varying vDirectionW: vec3f;
87
+ #endif
88
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
89
+ varying vViewDepth: f32;
90
+ #endif
91
+ #include<logDepthDeclaration>
92
+ #define CUSTOM_VERTEX_DEFINITIONS
93
+ @vertex
94
+ fn main(input : VertexInputs)->FragmentInputs {
95
+ #define CUSTOM_VERTEX_MAIN_BEGIN
96
+ var positionUpdated: vec3f=vertexInputs.position;
97
+ #ifdef NORMAL
98
+ var normalUpdated: vec3f=vertexInputs.normal;
99
+ #endif
100
+ #ifdef TANGENT
101
+ var tangentUpdated: vec4f=vertexInputs.tangent;
102
+ #endif
103
+ #ifdef UV1
104
+ var uvUpdated: vec2f=vertexInputs.uv;
105
+ #endif
106
+ #ifdef UV2
107
+ var uv2Updated: vec2f=vertexInputs.uv2;
108
+ #endif
109
+ #ifdef VERTEXCOLOR
110
+ var colorUpdated: vec4f=vertexInputs.color;
111
+ #endif
112
+ #include<morphTargetsVertexGlobal>
113
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
114
+ #ifdef REFLECTIONMAP_SKYBOX
115
+ vertexOutputs.vPositionUVW=positionUpdated;
116
+ #endif
117
+ #define CUSTOM_VERTEX_UPDATE_POSITION
118
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
119
+ #include<instancesVertex>
120
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
121
+ vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
122
+ #endif
123
+ #include<bonesVertex>
124
+ #include<bakedVertexAnimation>
125
+ var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;
126
+ #ifdef PREPASS
127
+ #include<prePassVertex>
128
+ #endif
129
+ #ifdef NORMAL
130
+ var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
131
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
132
+ 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);
133
+ #else
134
+ #ifdef NONUNIFORMSCALING
135
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
136
+ #endif
137
+ vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
138
+ #endif
139
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
140
+ #if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
141
+ var viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-vertexOutputs.vPositionW);var NdotV: f32=max(dot(vertexOutputs.vNormalW,viewDirectionW),0.0);var roughNormal: vec3f=mix(vertexOutputs.vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*uniforms.baseDiffuseRoughness);var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(roughNormal,0)).xyz;
142
+ #else
143
+ var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;
144
+ #endif
145
+ #ifdef REFLECTIONMAP_OPPOSITEZ
146
+ reflectionVector.z*=-1.0;
147
+ #endif
148
+ vertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
149
+ #endif
150
+ #endif
151
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
152
+ #ifdef MULTIVIEW
153
+ if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
154
+ #else
155
+ vertexOutputs.position=scene.viewProjection*worldPos;
156
+ #endif
157
+ #if DEBUGMODE>0
158
+ vertexOutputs.vClipSpacePosition=vertexOutputs.position;
159
+ #endif
160
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
161
+ vertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);
162
+ #endif
163
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
164
+ #ifdef RIGHT_HANDED
165
+ vertexOutputs.vViewDepth=-(scene.view*worldPos).z;
166
+ #else
167
+ vertexOutputs.vViewDepth=(scene.view*worldPos).z;
168
+ #endif
169
+ #endif
170
+ #ifndef UV1
171
+ var uvUpdated: vec2f= vec2f(0.,0.);
172
+ #endif
173
+ #ifdef MAINUV1
174
+ vertexOutputs.vMainUV1=uvUpdated;
175
+ #endif
176
+ #ifndef UV2
177
+ var uv2Updated: vec2f= vec2f(0.,0.);
178
+ #endif
179
+ #ifdef MAINUV2
180
+ vertexOutputs.vMainUV2=uv2Updated;
181
+ #endif
182
+ #include<uvVariableDeclaration>[3..7]
183
+ #include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
184
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)
185
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)
186
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
187
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
188
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
189
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
190
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
191
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
192
+ #include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
193
+ #include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
194
+ #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
195
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
196
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
197
+ #ifdef CLEARCOAT
198
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
199
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
200
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
201
+ #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
202
+ #endif
203
+ #ifdef IRIDESCENCE
204
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
205
+ #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
206
+ #endif
207
+ #ifdef SHEEN
208
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
209
+ #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)
210
+ #endif
211
+ #ifdef ANISOTROPIC
212
+ #include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
213
+ #endif
214
+ #ifdef SUBSURFACE
215
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
216
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
217
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
218
+ #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)
219
+ #endif
220
+ #include<bumpVertex>
221
+ #include<clipPlaneVertex>
222
+ #include<fogVertex>
223
+ #include<shadowsVertex>[0..maxSimultaneousLights]
224
+ #include<vertexColorMixing>
225
+ #include<logDepthVertex>
226
+ #define CUSTOM_VERTEX_MAIN_END
227
+ }`;E.ShadersStoreWGSL[e]||(E.ShadersStoreWGSL[e]=n);const c={name:e,shader:n};export{c as pbrVertexShaderWGSL};