@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{gP as j,fm as S,bH as C,dk as E,go as F,fk as ee,eY as ne,dL as te,c$ as ae,b as W,fi as T,bL as M}from"./dynamicTexture-Cuby-VOT.js";async function re(n,t){const e=t.method||"GET";return await new Promise((a,s)=>{const o=new j;o.addEventListener("readystatechange",()=>{if(o.readyState==4)if(o.status==200){const r={};if(t.responseHeaders)for(const l of t.responseHeaders)r[l]=o.getResponseHeader(l)||"";a({response:o.response,headerValues:r})}else s(`Unable to fetch data from ${n}. Error code: ${o.status}`)}),o.open(e,n),o.send()})}var $;(function(n){n[n.Clean=0]="Clean",n[n.Stop=1]="Stop",n[n.Sync=2]="Sync",n[n.NoSync=3]="NoSync"})($||($={}));function se(n){return!!n.createPlugin}function oe(n){return!!n.name}const V=new te,L={};let O=!1;function G(){return L[".babylon"]}function ie(n){for(const t in L){const e=L[t];if(e.mimeType===n)return e}}function k(n,t){const e=L[n];return e||(E.Warn("Unable to find a plugin to load "+n+" files. Trying to use .babylon default plugin. To load from a specific filetype (eg. gltf) see: https://doc.babylonjs.com/features/featuresDeepDive/importers/loadingFileTypes"),t?G():void 0)}function le(n){return!!L[n]}function ce(n){for(const t in L){const e=L[t].plugin;if(e.canDirectLoad&&e.canDirectLoad(n))return L[t]}return G()}function ue(n){const t=n.indexOf("?");t!==-1&&(n=n.substring(0,t));const e=n.lastIndexOf(".");return n.substring(e,n.length).toLowerCase()}function de(n){return n.substring(0,5)==="data:"?n.substring(5):null}function U(n,t,e){let s="Unable to load from "+(n.rawData?"binary data":n.url);return t?s+=`: ${t}`:e&&(s+=`: ${e}`),s}async function x(n,t,e,a,s,o,r,l,g){const i=de(n.url);if(n.rawData&&!r)throw"When using ArrayBufferView to load data the file extension must be provided.";const f=!i&&!r?ue(n.url):"";let u=r?k(r,!0):i?ce(n.url):k(f,!1);if(!u&&f){if(n.url&&!n.url.startsWith("blob:")){const m=await re(n.url,{method:"HEAD",responseHeaders:["Content-Type"]}),h=m.headerValues?m.headerValues["Content-Type"]:"";h&&(u=ie(h))}u||(u=G())}if(!u)throw new Error(`No plugin or fallback for ${r??n.url}`);if(g?.[u.plugin.name]?.enabled===!1)throw new Error(`The '${u.plugin.name}' plugin is disabled via the loader options passed to the loading operation.`);if(n.rawData&&!u.isBinary)throw"Loading from ArrayBufferView can not be used with plugins that don't support binary loading.";return(m=>{if(se(u.plugin)){const d=u.plugin.createPlugin(g??{});return d instanceof Promise?(d.then(m).catch(c=>{s("Error instantiating plugin.",c)}),null):(m(d),d)}else return m(u.plugin),u.plugin})(m=>{if(!m)throw`The loader plugin corresponding to the '${r}' file type has not been found. If using es6, please import the plugin you wish to use before.`;if(V.notifyObservers(m),i&&(m.canDirectLoad&&m.canDirectLoad(n.url)||!ae(n.url))){if(m.directLoad){const P=m.directLoad(t,i);P instanceof Promise?P.then(A=>{e(m,A)}).catch(A=>{s("Error in directLoad of _loadData: "+A,A)}):e(m,P)}else e(m,i);return}const h=u.isBinary,d=(P,A)=>{if(t.isDisposed){s("Scene has been disposed");return}e(m,P,A)};let c=null,p=!1;m.onDisposeObservable?.add(()=>{p=!0,c&&(c.abort(),c=null),o()});const w=()=>{if(p)return;const P=(A,N)=>{s(A?.statusText,N)};if(!m.loadFile&&n.rawData)throw"Plugin does not support loading ArrayBufferView.";c=m.loadFile?m.loadFile(t,n.rawData||n.file||n.url,n.rootUrl,d,a,h,P,l):t._loadFile(n.file||n.url,d,a,!0,h,P)},v=t.getEngine();let b=v.enableOfflineSupport;if(b){let P=!1;for(const A of t.disableOfflineSupportExceptionRules)if(A.test(n.url)){P=!0;break}b=!P}b&&W.OfflineProviderFactory?t.offlineProvider=W.OfflineProviderFactory(n.url,w,v.disableManifestCheck):w()})}function H(n,t){let e,a,s=null,o=null;if(!t)e=n,a=F.GetFilename(n),n=F.GetFolderPath(n);else if(oe(t))e=`file:${t.name}`,a=t.name,s=t;else if(ArrayBuffer.isView(t))e="",a=ne(),o=t;else if(t.startsWith("data:"))e=t,a="";else if(n){const r=t;if(r.substring(0,1)==="/")return F.Error("Wrong sceneFilename parameter"),null;e=n+r,a=r}else e=t,a=F.GetFilename(t),n=F.GetFolderPath(t);return{url:e,rootUrl:n,name:a,file:s,rawData:o}}function _(n){if(typeof n.extensions=="string"){const t=n.extensions;L[t.toLowerCase()]={plugin:n,isBinary:!1}}else{const t=n.extensions,e=Object.keys(t);for(const a of e)L[a.toLowerCase()]={plugin:n,isBinary:t[a].isBinary,mimeType:t[a].mimeType}}}function he(n){_(n)}function we(){return Array.from(Object.entries(L).reduce((n,[t,e])=>{let a=n.get(e.plugin.name);return a||n.set(e.plugin.name,a=[]),a.push({extension:t,isBinary:e.isBinary,mimeType:e.mimeType}),n},new Map)).map(([n,t])=>({name:n,extensions:t}))}async function be(n,t,e){const{meshNames:a,rootUrl:s="",onProgress:o,pluginExtension:r,name:l,pluginOptions:g}=e??{};return await Y(a,s,n,t,o,r,l,g)}async function q(n,t,e="",a=C.LastCreatedScene,s=null,o=null,r=null,l=null,g="",i={}){if(!a)return E.Error("No scene available to import mesh to"),null;const f=H(t,e);if(!f)return null;const u={};a.addPendingData(u);const y=()=>{a.removePendingData(u)},m=(c,p)=>{const w=U(f,c,p);r?r(a,w,new T(w,M.SceneLoaderError,p)):E.Error(w),y()},h=o?c=>{try{o(c)}catch(p){m("Error in onProgress callback: "+p,p)}}:void 0,d=(c,p,w,v,b,P,A,N)=>{if(a.importedMeshesFiles.push(f.url),s)try{s(c,p,w,v,b,P,A,N)}catch(R){m("Error in onSuccess callback: "+R,R)}a.removePendingData(u)};return await x(f,a,(c,p,w)=>{if(c.rewriteRootURL&&(f.rootUrl=c.rewriteRootURL(f.rootUrl,w)),c.importMesh){const v=c,b=[],P=[],A=[];if(!v.importMesh(n,a,p,f.rootUrl,b,P,A,m))return;a.loadingPluginName=c.name,d(b,P,A,[],[],[],[],[])}else c.importMeshAsync(n,a,p,f.rootUrl,h,f.name).then(b=>{a.loadingPluginName=c.name,d(b.meshes,b.particleSystems,b.skeletons,b.animationGroups,b.transformNodes,b.geometries,b.lights,b.spriteManagers)}).catch(b=>{m(b.message,b)})},h,m,y,l,g,i)}async function Y(n,t,e,a,s,o,r,l){return await new Promise((g,i)=>{try{q(n,t,e,a,(f,u,y,m,h,d,c,p)=>{g({meshes:f,particleSystems:u,skeletons:y,animationGroups:m,transformNodes:h,geometries:d,lights:c,spriteManagers:p})},s,(f,u,y)=>{i(y||new Error(u))},o,r,l).catch(i)}catch(f){i(f)}})}async function K(n,t="",e=C.LastCreatedEngine,a=null,s=null,o=null,r=null,l="",g={}){if(!e){F.Error("No engine available");return}await B(n,t,new ee(e),a,s,o,r,l,g)}async function fe(n,t,e){const{rootUrl:a="",onProgress:s,pluginExtension:o,name:r,pluginOptions:l}=e??{};return await z(a,n,t,s,o,r,l)}async function Pe(n,t,e){return await fe(n,t,e)}async function z(n,t,e,a,s,o,r){return await new Promise((l,g)=>{K(n,t,e,i=>{l(i)},a,(i,f,u)=>{g(u||new Error(f))},s,o,r)})}async function B(n,t="",e=C.LastCreatedScene,a=null,s=null,o=null,r=null,l="",g={}){if(!e)return E.Error("No scene available to append to"),null;const i=H(n,t);if(!i)return null;const f={};e.addPendingData(f);const u=()=>{e.removePendingData(f)};S.ShowLoadingScreen&&!O&&(O=!0,e.getEngine().displayLoadingUI(),e.executeWhenReady(()=>{e.getEngine().hideLoadingUI(),O=!1}));const y=(d,c)=>{const p=U(i,d,c);o?o(e,p,new T(p,M.SceneLoaderError,c)):E.Error(p),u()},m=s?d=>{try{s(d)}catch(c){y("Error in onProgress callback",c)}}:void 0,h=()=>{if(a)try{a(e)}catch(d){y("Error in onSuccess callback",d)}e.removePendingData(f)};return await x(i,e,(d,c)=>{if(d.load){if(!d.load(e,c,i.rootUrl,y))return;e.loadingPluginName=d.name,h()}else d.loadAsync(e,c,i.rootUrl,m,i.name).then(()=>{e.loadingPluginName=d.name,h()}).catch(w=>{y(w.message,w)})},m,y,u,r,l,g)}async function ge(n,t,e){const{rootUrl:a="",onProgress:s,pluginExtension:o,name:r,pluginOptions:l}=e??{};await J(a,n,t,s,o,r,l)}async function Ae(n,t,e){return await ge(n,t,e)}async function J(n,t,e,a,s,o,r){return await new Promise((l,g)=>{try{B(n,t,e,i=>{l(i)},a,(i,f,u)=>{g(u||new Error(f))},s,o,r).catch(g)}catch(i){g(i)}})}async function I(n,t="",e=C.LastCreatedScene,a=null,s=null,o=null,r=null,l="",g={}){if(!e)return E.Error("No scene available to load asset container to"),null;const i=H(n,t);if(!i)return null;const f={};e.addPendingData(f);const u=()=>{e.removePendingData(f)},y=(d,c)=>{const p=U(i,d,c);o?o(e,p,new T(p,M.SceneLoaderError,c)):E.Error(p),u()},m=s?d=>{try{s(d)}catch(c){y("Error in onProgress callback",c)}}:void 0,h=d=>{if(a)try{a(d)}catch(c){y("Error in onSuccess callback",c)}e.removePendingData(f)};return await x(i,e,(d,c)=>{if(d.loadAssetContainer){const w=d.loadAssetContainer(e,c,i.rootUrl,y);if(!w)return;w.populateRootNodes(),e.loadingPluginName=d.name,h(w)}else d.loadAssetContainerAsync?d.loadAssetContainerAsync(e,c,i.rootUrl,m,i.name).then(w=>{w.populateRootNodes(),e.loadingPluginName=d.name,h(w)}).catch(w=>{y(w.message,w)}):y("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.")},m,y,u,r,l,g)}async function me(n,t,e){const{rootUrl:a="",onProgress:s,pluginExtension:o,name:r,pluginOptions:l}=e??{};return await Q(a,n,t,s,o,r,l)}async function Le(n,t,e){return await me(n,t,e)}async function Q(n,t,e,a,s,o,r){return await new Promise((l,g)=>{try{I(n,t,e,i=>{l(i)},a,(i,f,u)=>{g(u||new Error(f))},s,o,r).catch(g)}catch(i){g(i)}})}async function X(n,t="",e=C.LastCreatedScene,a=!0,s=0,o=null,r=null,l=null,g=null,i=null,f="",u={}){if(!e){E.Error("No scene available to load animations to");return}if(a){for(const c of e.animatables)c.reset();e.stopAllAnimations();const h=e.animationGroups.slice();for(const c of h)c.dispose();const d=e.getNodes();for(const c of d)c.animations&&(c.animations=[])}else switch(s){case 0:const h=e.animationGroups.slice();for(const d of h)d.dispose();break;case 1:for(const d of e.animationGroups)d.stop();break;case 2:for(const d of e.animationGroups)d.reset(),d.restart();break;case 3:break;default:E.Error("Unknown animation group loading mode value '"+s+"'");return}const y=e.animatables.length;await I(n,t,e,h=>{h.mergeAnimationsTo(e,e.animatables.slice(y),o),h.dispose(),e.onAnimationFileImportedObservable.notifyObservers(e),r&&r(e)},l,g,i,f,u)}async function ye(n,t,e){const{rootUrl:a="",overwriteAnimations:s,animationGroupLoadingMode:o,targetConverter:r,onProgress:l,pluginExtension:g,name:i,pluginOptions:f}=e??{};await Z(a,n,t,s,o,r,l,g,i,f)}async function Ce(n,t,e){return await ye(n,t,e)}async function Z(n,t,e,a,s,o,r,l,g,i){return await new Promise((f,u)=>{try{X(n,t,e,a,s,o,y=>{f(y)},r,(y,m,h)=>{u(h||new Error(m))},l,g,i).catch(u)}catch(y){u(y)}})}class D{static get ForceFullSceneLoadingForIncremental(){return S.ForceFullSceneLoadingForIncremental}static set ForceFullSceneLoadingForIncremental(t){S.ForceFullSceneLoadingForIncremental=t}static get ShowLoadingScreen(){return S.ShowLoadingScreen}static set ShowLoadingScreen(t){S.ShowLoadingScreen=t}static get loggingLevel(){return S.loggingLevel}static set loggingLevel(t){S.loggingLevel=t}static get CleanBoneMatrixWeights(){return S.CleanBoneMatrixWeights}static set CleanBoneMatrixWeights(t){S.CleanBoneMatrixWeights=t}static GetDefaultPlugin(){return G()}static GetPluginForExtension(t){return k(t,!0)?.plugin}static IsPluginForExtensionAvailable(t){return le(t)}static RegisterPlugin(t){_(t)}static ImportMesh(t,e,a,s,o,r,l,g,i,f){q(t,e,a,s,o,r,l,g,i,f).catch(u=>l?.(C.LastCreatedScene,u?.message,u))}static async ImportMeshAsync(t,e,a,s,o,r,l){return await Y(t,e,a,s,o,r,l)}static Load(t,e,a,s,o,r,l,g){K(t,e,a,s,o,r,l,g).catch(i=>r?.(C.LastCreatedScene,i?.message,i))}static async LoadAsync(t,e,a,s,o,r){return await z(t,e,a,s,o,r)}static Append(t,e,a,s,o,r,l,g){B(t,e,a,s,o,r,l,g).catch(i=>r?.(a??C.LastCreatedScene,i?.message,i))}static async AppendAsync(t,e,a,s,o,r){return await J(t,e,a,s,o,r)}static LoadAssetContainer(t,e,a,s,o,r,l,g){I(t,e,a,s,o,r,l,g).catch(i=>r?.(a??C.LastCreatedScene,i?.message,i))}static async LoadAssetContainerAsync(t,e,a,s,o,r){return await Q(t,e,a,s,o,r)}static ImportAnimations(t,e,a,s,o,r,l,g,i,f,u){X(t,e,a,s,o,r,l,g,i,f,u).catch(y=>i?.(a??C.LastCreatedScene,y?.message,y))}static async ImportAnimationsAsync(t,e,a,s,o,r,l,g,i,f,u){return await Z(t,e,a,s,o,r,g,f,u)}}D.NO_LOGGING=0;D.MINIMAL_LOGGING=1;D.SUMMARY_LOGGING=2;D.DETAILED_LOGGING=3;D.OnPluginActivatedObservable=V;export{ge as AppendSceneAsync,we as GetRegisteredSceneLoaderPluginMetadata,ye as ImportAnimationsAsync,be as ImportMeshAsync,me as LoadAssetContainerAsync,fe as LoadSceneAsync,_ as RegisterSceneLoaderPlugin,D as SceneLoader,$ as SceneLoaderAnimationGroupLoadingMode,Ae as appendSceneAsync,Ce as importAnimationsAsync,Le as loadAssetContainerAsync,Pe as loadSceneAsync,he as registerSceneLoaderPlugin};
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import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="screenSpaceCurvaturePixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var normalSampler: texture_2d<f32>;uniform curvature_ridge: f32;uniform curvature_valley: f32;
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#ifndef CURVATURE_OFFSET
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#define CURVATURE_OFFSET 1
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#endif
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5
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fn curvature_soft_clamp(curvature: f32,control: f32)->f32
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6
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{if (curvature<0.5/control) {return curvature*(1.0-curvature*control);}
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7
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return 0.25/control;}
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8
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fn calculate_curvature(texel: vec2i,ridge: f32,valley: f32)->f32
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9
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{let normal_up =textureLoad(normalSampler,texel+vec2i(0, CURVATURE_OFFSET),0).rb;let normal_down =textureLoad(normalSampler,texel+vec2i(0,-CURVATURE_OFFSET),0).rb;let normal_left =textureLoad(normalSampler,texel+vec2i(-CURVATURE_OFFSET,0),0).rb;let normal_right=textureLoad(normalSampler,texel+vec2i( CURVATURE_OFFSET,0),0).rb;let normal_diff=((normal_up.g-normal_down.g)+(normal_right.r-normal_left.r));if (normal_diff<0.0) {return -2.0*curvature_soft_clamp(-normal_diff,valley);}
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return 2.0*curvature_soft_clamp(normal_diff,ridge);}
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#define CUSTOM_FRAGMENT_DEFINITIONS
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs
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{let texel=vec2i(fragmentInputs.position.xy);let baseColor=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vUV);let curvature=calculate_curvature(texel,uniforms.curvature_ridge,uniforms.curvature_valley);fragmentOutputs.color=vec4f(baseColor.rgb*(curvature+1.0),baseColor.a);}
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`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const l={name:e,shader:t};export{l as screenSpaceCurvaturePixelShaderWGSL};
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import{fr as i}from"./dynamicTexture-Cuby-VOT.js";const e="selectionPixelShader",f=`#ifdef INSTANCES
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flat varying float vSelectionId;
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#else
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uniform float selectionId;
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#endif
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#ifdef STORE_CAMERASPACE_Z
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varying float vViewPosZ;
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#else
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varying float vDepthMetric;
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#endif
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#ifdef ALPHATEST
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varying vec2 vUV;uniform sampler2D diffuseSampler;
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#endif
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#include<clipPlaneFragmentDeclaration>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void) {
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#define CUSTOM_FRAGMENT_MAIN_BEGIN
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#include<clipPlaneFragment>
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#ifdef ALPHATEST
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if (texture2D(diffuseSampler,vUV).a<0.4)
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discard;
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#endif
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#ifdef INSTANCES
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float id=vSelectionId;
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#else
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float id=selectionId;
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#endif
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#ifdef STORE_CAMERASPACE_Z
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gl_FragColor=vec4(id,vViewPosZ,0.0,1.0);
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#else
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gl_FragColor=vec4(id,vDepthMetric,0.0,1.0);
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#endif
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#define CUSTOM_FRAGMENT_MAIN_END
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}
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`;i.ShadersStore[e]||(i.ShadersStore[e]=f);const a={name:e,shader:f};export{a as selectionPixelShader};
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import{fr as i}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneFragment-Bgl3Usc4.js";const e="selectionPixelShader",f=`#ifdef INSTANCES
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2
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flat varying vSelectionId: f32;
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#else
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uniform selectionId: f32;
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#endif
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#ifdef STORE_CAMERASPACE_Z
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varying vViewPosZ: f32;
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#else
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9
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varying vDepthMetric: f32;
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#endif
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#ifdef ALPHATEST
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varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
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#endif
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#include<clipPlaneFragmentDeclaration>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {
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#define CUSTOM_FRAGMENT_MAIN_BEGIN
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#include<clipPlaneFragment>
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#ifdef ALPHATEST
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if (textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV).a<0.4) {discard;}
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#endif
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#ifdef INSTANCES
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var id: f32=fragmentInputs.vSelectionId;
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#else
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var id: f32=uniforms.selectionId;
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#endif
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#ifdef STORE_CAMERASPACE_Z
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fragmentOutputs.color=vec4(id,fragmentInputs.vViewPosZ,0.0,1.0);
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#else
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fragmentOutputs.color=vec4(id,fragmentInputs.vDepthMetric,0.0,1.0);
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32
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+
#endif
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#define CUSTOM_FRAGMENT_MAIN_END
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}
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`;i.ShadersStoreWGSL[e]||(i.ShadersStoreWGSL[e]=f);const t={name:e,shader:f};export{t as selectionPixelShaderWGSL};
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import{fr as t}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneVertex-BxK9aoI2.js";import"./morphTargetsVertex-B9xWvV_u.js";import"./instancesDeclaration-B2a0VuuR.js";const e="selectionVertexShader",i=`attribute position: vec3f;
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#ifdef INSTANCES
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3
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attribute instanceSelectionId: f32;
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#endif
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#include<bonesDeclaration>
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6
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#include<bakedVertexAnimationDeclaration>
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7
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#include<morphTargetsVertexGlobalDeclaration>
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#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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9
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#include<clipPlaneVertexDeclaration>
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10
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+
#include<instancesDeclaration>
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uniform viewProjection: mat4x4f;
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#ifdef STORE_CAMERASPACE_Z
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uniform view: mat4x4f;
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#else
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uniform depthValues: vec2f;
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#endif
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#ifdef INSTANCES
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flat varying vSelectionId: f32;
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#endif
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#ifdef STORE_CAMERASPACE_Z
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varying vViewPosZ: f32;
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#else
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varying vDepthMetric: f32;
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#endif
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#ifdef ALPHATEST
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varying vUV: vec2f;uniform diffuseMatrix: mat4x4f;
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#ifdef UV1
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attribute uv: vec2f;
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#endif
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#ifdef UV2
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attribute uv2: vec2f;
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#endif
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#endif
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#define CUSTOM_VERTEX_DEFINITIONS
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@vertex
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fn main(input: VertexInputs)->FragmentInputs {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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var positionUpdated: vec3f=vertexInputs.position;
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#ifdef UV1
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var uvUpdated: vec2f=vertexInputs.uv;
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#endif
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#ifdef UV2
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var uv2Updated: vec2f=vertexInputs.uv2;
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#endif
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#include<morphTargetsVertexGlobal>
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#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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#include<instancesVertex>
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#include<bonesVertex>
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#include<bakedVertexAnimation>
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var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;
|
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|
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#ifdef ALPHATEST
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#ifdef UV1
|
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vertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uvUpdated,1.0,0.0)).xy;
|
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#endif
|
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|
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#ifdef UV2
|
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vertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uv2Updated,1.0,0.0)).xy;
|
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#endif
|
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|
+
#endif
|
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|
+
#ifdef STORE_CAMERASPACE_Z
|
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|
+
vertexOutputs.vViewPosZ=(uniforms.view*worldPos).z;
|
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|
+
#else
|
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#ifdef USE_REVERSE_DEPTHBUFFER
|
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|
+
vertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
|
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|
+
#else
|
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|
+
vertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
|
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|
+
#endif
|
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|
+
#endif
|
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|
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#ifdef INSTANCES
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|
+
vertexOutputs.vSelectionId=vertexInputs.instanceSelectionId;
|
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+
#endif
|
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+
#include<clipPlaneVertex>
|
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|
+
#define CUSTOM_VERTEX_MAIN_END
|
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|
+
}
|
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74
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+
`;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=i);const o={name:e,shader:i};export{o as selectionVertexShaderWGSL};
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import{fr as i}from"./dynamicTexture-Cuby-VOT.js";const e="selectionVertexShader",t=`attribute vec3 position;
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#ifdef INSTANCES
|
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3
|
+
attribute float instanceSelectionId;
|
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|
+
#endif
|
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5
|
+
#include<bonesDeclaration>
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6
|
+
#include<bakedVertexAnimationDeclaration>
|
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7
|
+
#include<morphTargetsVertexGlobalDeclaration>
|
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8
|
+
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
|
|
9
|
+
#include<clipPlaneVertexDeclaration>
|
|
10
|
+
#include<instancesDeclaration>
|
|
11
|
+
uniform mat4 viewProjection;
|
|
12
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
13
|
+
uniform mat4 view;
|
|
14
|
+
#else
|
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15
|
+
uniform vec2 depthValues;
|
|
16
|
+
#endif
|
|
17
|
+
#ifdef INSTANCES
|
|
18
|
+
flat varying float vSelectionId;
|
|
19
|
+
#endif
|
|
20
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
21
|
+
varying float vViewPosZ;
|
|
22
|
+
#else
|
|
23
|
+
varying float vDepthMetric;
|
|
24
|
+
#endif
|
|
25
|
+
#ifdef ALPHATEST
|
|
26
|
+
varying vec2 vUV;uniform mat4 diffuseMatrix;
|
|
27
|
+
#ifdef UV1
|
|
28
|
+
attribute vec2 uv;
|
|
29
|
+
#endif
|
|
30
|
+
#ifdef UV2
|
|
31
|
+
attribute vec2 uv2;
|
|
32
|
+
#endif
|
|
33
|
+
#endif
|
|
34
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
35
|
+
void main(void) {
|
|
36
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
37
|
+
vec3 positionUpdated=position;
|
|
38
|
+
#ifdef UV1
|
|
39
|
+
vec2 uvUpdated=uv;
|
|
40
|
+
#endif
|
|
41
|
+
#ifdef UV2
|
|
42
|
+
vec2 uv2Updated=uv2;
|
|
43
|
+
#endif
|
|
44
|
+
#include<morphTargetsVertexGlobal>
|
|
45
|
+
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
|
46
|
+
#include<instancesVertex>
|
|
47
|
+
#include<bonesVertex>
|
|
48
|
+
#include<bakedVertexAnimation>
|
|
49
|
+
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);gl_Position=viewProjection*worldPos;
|
|
50
|
+
#ifdef ALPHATEST
|
|
51
|
+
#ifdef UV1
|
|
52
|
+
vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
|
|
53
|
+
#endif
|
|
54
|
+
#ifdef UV2
|
|
55
|
+
vUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
|
|
56
|
+
#endif
|
|
57
|
+
#endif
|
|
58
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
59
|
+
vViewPosZ=(view*worldPos).z;
|
|
60
|
+
#else
|
|
61
|
+
#ifdef USE_REVERSE_DEPTHBUFFER
|
|
62
|
+
vDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));
|
|
63
|
+
#else
|
|
64
|
+
vDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));
|
|
65
|
+
#endif
|
|
66
|
+
#endif
|
|
67
|
+
#ifdef INSTANCES
|
|
68
|
+
vSelectionId=instanceSelectionId;
|
|
69
|
+
#endif
|
|
70
|
+
#include<clipPlaneVertex>
|
|
71
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
72
|
+
}
|
|
73
|
+
`;i.ShadersStore[e]||(i.ShadersStore[e]=t);const n={name:e,shader:t};export{n as selectionVertexShader};
|
|
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|
|
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|
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
import{fr as t}from"./dynamicTexture-Cuby-VOT.js";const e="selectionOutlinePixelShader",o=`uniform sampler2D maskSampler;uniform sampler2D depthSampler;varying vec2 vUV;uniform vec2 screenSize;uniform vec3 outlineColor;uniform float outlineThickness;uniform float occlusionStrength;uniform float occlusionThreshold;
|
|
2
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
3
|
+
void main(void) {
|
|
4
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
5
|
+
vec2 texelSize=1.0/screenSize;vec2 sampleOffset=texelSize*outlineThickness;
|
|
6
|
+
#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
7
|
+
vec2 maskTopCenter=texture2D(maskSampler,vUV+vec2(0.0,sampleOffset.y)).rg;vec2 maskTopRight=texture2D(maskSampler,vUV+sampleOffset).rg;vec2 maskMiddleCenter=texture2D(maskSampler,vUV).rg;vec2 maskMiddleRight=texture2D(maskSampler,vUV+vec2(sampleOffset.x,0.0)).rg;
|
|
8
|
+
#endif
|
|
9
|
+
#if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
10
|
+
vec2 maskTopLeft=texture2D(maskSampler,vUV+vec2(-sampleOffset.x,sampleOffset.y)).rg;vec2 maskMiddleLeft=texture2D(maskSampler,vUV+vec2(-sampleOffset.x,0.0)).rg;vec2 maskBottomRight=texture2D(maskSampler,vUV+vec2(sampleOffset.x,-sampleOffset.y)).rg;vec2 maskBottomCenter=texture2D(maskSampler,vUV+vec2(0.0,-sampleOffset.y)).rg;vec2 maskBottomLeft=texture2D(maskSampler,vUV+vec2(-sampleOffset.x,-sampleOffset.y)).rg;
|
|
11
|
+
#endif
|
|
12
|
+
#ifdef OUTLINELAYER_SAMPLING_TRIDIRECTIONAL
|
|
13
|
+
vec3 gradient=vec3(
|
|
14
|
+
maskMiddleCenter.r-maskMiddleRight.r,
|
|
15
|
+
maskMiddleCenter.r-maskTopCenter.r,
|
|
16
|
+
maskMiddleCenter.r-maskTopRight.r
|
|
17
|
+
);float edgeStrength=length(gradient);
|
|
18
|
+
#elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
19
|
+
float gradientX=
|
|
20
|
+
(maskTopLeft.r+2.0*maskMiddleLeft.r+maskBottomLeft.r) -
|
|
21
|
+
(maskTopRight.r+2.0*maskMiddleRight.r+maskBottomRight.r);float gradientY=
|
|
22
|
+
(maskBottomLeft.r+2.0*maskBottomCenter.r+maskBottomRight.r) -
|
|
23
|
+
(maskTopLeft.r+2.0*maskTopCenter.r+maskTopRight.r);float edgeStrength=length(vec2(gradientX,gradientY));
|
|
24
|
+
#endif
|
|
25
|
+
float outlineMask=step(0.5,edgeStrength);
|
|
26
|
+
#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
27
|
+
float depthTopCenter=texture2D(depthSampler,vUV+vec2(0.0,sampleOffset.y)).r;float depthTopRight=texture2D(depthSampler,vUV+sampleOffset).r;float depthMiddleCenter=texture2D(depthSampler,vUV).r;float depthMiddleRight=texture2D(depthSampler,vUV+vec2(sampleOffset.x,0.0)).r;
|
|
28
|
+
#endif
|
|
29
|
+
#if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
30
|
+
float depthTopLeft=texture2D(depthSampler,vUV+vec2(-sampleOffset.x,sampleOffset.y)).r;float depthMiddleLeft=texture2D(depthSampler,vUV+vec2(-sampleOffset.x,0.0)).r;float depthBottomRight=texture2D(depthSampler,vUV+vec2(sampleOffset.x,-sampleOffset.y)).r;float depthBottomCenter=texture2D(depthSampler,vUV+vec2(0.0,-sampleOffset.y)).r;float depthBottomLeft=texture2D(depthSampler,vUV+vec2(-sampleOffset.x,-sampleOffset.y)).r;
|
|
31
|
+
#endif
|
|
32
|
+
#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
33
|
+
float occlusionTopCenter=step(occlusionThreshold,abs(maskTopCenter.g-depthTopCenter));float occlusionTopRight=step(occlusionThreshold,abs(maskTopRight.g-depthTopRight));float occlusionMiddleCenter=step(occlusionThreshold,abs(maskMiddleCenter.g-depthMiddleCenter));float occlusionMiddleRight=step(occlusionThreshold,abs(maskMiddleRight.g-depthMiddleRight));
|
|
34
|
+
#endif
|
|
35
|
+
#if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
36
|
+
float occlusionTopLeft=step(occlusionThreshold,abs(maskTopLeft.g-depthTopLeft));float occlusionMiddleLeft=step(occlusionThreshold,abs(maskMiddleLeft.g-depthMiddleLeft));float occlusionBottomRight=step(occlusionThreshold,abs(maskBottomRight.g-depthBottomRight));float occlusionBottomCenter=step(occlusionThreshold,abs(maskBottomCenter.g-depthBottomCenter));float occlusionBottomLeft=step(occlusionThreshold,abs(maskBottomLeft.g-depthBottomLeft));
|
|
37
|
+
#endif
|
|
38
|
+
float occlusionFactor=occlusionMiddleCenter;
|
|
39
|
+
#ifdef OUTLINELAYER_SAMPLING_TRIDIRECTIONAL
|
|
40
|
+
occlusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionMiddleRight);
|
|
41
|
+
#elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
42
|
+
occlusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionTopLeft);occlusionFactor=min(occlusionFactor,occlusionMiddleRight);occlusionFactor=min(occlusionFactor,occlusionMiddleLeft);occlusionFactor=min(occlusionFactor,occlusionBottomRight);occlusionFactor=min(occlusionFactor,occlusionBottomCenter);occlusionFactor=min(occlusionFactor,occlusionBottomLeft);
|
|
43
|
+
#endif
|
|
44
|
+
float finalOutlineMask=outlineMask*(1.0-occlusionStrength*occlusionFactor);gl_FragColor=vec4(outlineColor,finalOutlineMask);
|
|
45
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
46
|
+
}
|
|
47
|
+
`;t.ShadersStore[e]||(t.ShadersStore[e]=o);const i={name:e,shader:o};export{i as selectionOutlinePixelShader};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,48 @@
|
|
|
1
|
+
import{fr as t}from"./dynamicTexture-Cuby-VOT.js";const e="selectionOutlinePixelShader",l=`var maskSamplerSampler: sampler;var maskSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;varying vUV: vec2f;uniform screenSize: vec2f;uniform outlineColor: vec3f;uniform outlineThickness: f32;uniform occlusionStrength: f32;uniform occlusionThreshold: f32;
|
|
2
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
3
|
+
@fragment
|
|
4
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
5
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
6
|
+
let texelSize: vec2f=1.0/uniforms.screenSize;let sampleOffset: vec2f=texelSize*uniforms.outlineThickness;
|
|
7
|
+
#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
8
|
+
let maskTopCenter: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).rg;let maskTopRight: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).rg;let maskMiddleCenter: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV,0.0).rg;let maskMiddleRight: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).rg;
|
|
9
|
+
#endif
|
|
10
|
+
#if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
11
|
+
let maskTopLeft: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,sampleOffset.y),0.0).rg;let maskMiddleLeft: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,0.0),0.0).rg;let maskBottomRight: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,-sampleOffset.y),0.0).rg;let maskBottomCenter: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(0.0,-sampleOffset.y),0.0).rg;let maskBottomLeft: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,-sampleOffset.y),0.0).rg;
|
|
12
|
+
#endif
|
|
13
|
+
#ifdef OUTLINELAYER_SAMPLING_TRIDIRECTIONAL
|
|
14
|
+
let gradient: vec3f=vec3f(
|
|
15
|
+
maskMiddleCenter.r-maskMiddleRight.r,
|
|
16
|
+
maskMiddleCenter.r-maskTopCenter.r,
|
|
17
|
+
maskMiddleCenter.r-maskTopRight.r
|
|
18
|
+
);let edgeStrength: f32=length(gradient);
|
|
19
|
+
#elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
20
|
+
let gradientX: f32 =
|
|
21
|
+
(maskTopLeft.r+2.0*maskMiddleLeft.r+maskBottomLeft.r) -
|
|
22
|
+
(maskTopRight.r+2.0*maskMiddleRight.r+maskBottomRight.r);let gradientY: f32 =
|
|
23
|
+
(maskBottomLeft.r+2.0*maskBottomCenter.r+maskBottomRight.r) -
|
|
24
|
+
(maskTopLeft.r+2.0*maskTopCenter.r+maskTopRight.r);let edgeStrength: f32=length(vec2f(gradientX,gradientY));
|
|
25
|
+
#endif
|
|
26
|
+
let outlineMask: f32=step(0.5,edgeStrength);
|
|
27
|
+
#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
|
|
28
|
+
let depthTopCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).r;let depthTopRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).r;let depthMiddleCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV,0.0).r;let depthMiddleRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).r;
|
|
29
|
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#endif
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#if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
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let depthTopLeft: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,sampleOffset.y),0.0).r;let depthMiddleLeft: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,0.0),0.0).r;let depthBottomRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,-sampleOffset.y),0.0).r;let depthBottomCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(0.0,-sampleOffset.y),0.0).r;let depthBottomLeft: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,-sampleOffset.y),0.0).r;
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#endif
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#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
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+
let occlusionTopCenter: f32=step(uniforms.occlusionThreshold,abs(maskTopCenter.g-depthTopCenter));let occlusionTopRight: f32=step(uniforms.occlusionThreshold,abs(maskTopRight.g-depthTopRight));let occlusionMiddleCenter: f32=step(uniforms.occlusionThreshold,abs(maskMiddleCenter.g-depthMiddleCenter));let occlusionMiddleRight: f32=step(uniforms.occlusionThreshold,abs(maskMiddleRight.g-depthMiddleRight));
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#endif
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+
#if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
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let occlusionTopLeft: f32=step(uniforms.occlusionThreshold,abs(maskTopLeft.g-depthTopLeft));let occlusionMiddleLeft: f32=step(uniforms.occlusionThreshold,abs(maskMiddleLeft.g-depthMiddleLeft));let occlusionBottomRight: f32=step(uniforms.occlusionThreshold,abs(maskBottomRight.g-depthBottomRight));let occlusionBottomCenter: f32=step(uniforms.occlusionThreshold,abs(maskBottomCenter.g-depthBottomCenter));let occlusionBottomLeft: f32=step(uniforms.occlusionThreshold,abs(maskBottomLeft.g-depthBottomLeft));
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#endif
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var occlusionFactor: f32=occlusionMiddleCenter;
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#ifdef OUTLINELAYER_SAMPLING_TRIDIRECTIONAL
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occlusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionMiddleRight);
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+
#elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
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+
occlusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionTopLeft);occlusionFactor=min(occlusionFactor,occlusionMiddleRight);occlusionFactor=min(occlusionFactor,occlusionMiddleLeft);occlusionFactor=min(occlusionFactor,occlusionBottomRight);occlusionFactor=min(occlusionFactor,occlusionBottomCenter);occlusionFactor=min(occlusionFactor,occlusionBottomLeft);
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+
#endif
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+
let finalOutlineMask: f32=outlineMask*(1.0-uniforms.occlusionStrength*occlusionFactor);fragmentOutputs.color=vec4f(uniforms.outlineColor,finalOutlineMask);
|
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46
|
+
#define CUSTOM_FRAGMENT_MAIN_END
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+
}
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48
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+
`;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=l);const r={name:e,shader:l};export{r as selectionOutlinePixelShaderWGSL};
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1
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+
import{fr as e}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneFragment-Bgl3Usc4.js";const t="bayerDitherFunctions",S=`fn bayerDither2(_P: vec2f)->f32 {return ((2.0*_P.y+_P.x+1.0)%(4.0));}
|
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2
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+
fn bayerDither4(_P: vec2f)->f32 {var P1: vec2f=((_P)%(2.0));
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3
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+
var P2: vec2f=floor(0.5*((_P)%(4.0)));
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4
|
+
return 4.0*bayerDither2(P1)+bayerDither2(P2);}
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5
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+
fn bayerDither8(_P: vec2f)->f32 {var P1: vec2f=((_P)%(2.0));
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6
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+
var P2: vec2f=floor(0.5 *((_P)%(4.0)));
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7
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+
var P4: vec2f=floor(0.25*((_P)%(8.0)));
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8
|
+
return 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);}
|
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9
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+
`;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=S);const n="shadowMapFragmentExtraDeclaration",s=`#if SM_FLOAT==0
|
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10
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+
#include<packingFunctions>
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11
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+
#endif
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12
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+
#if SM_SOFTTRANSPARENTSHADOW==1
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13
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+
#include<bayerDitherFunctions>
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14
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+
uniform softTransparentShadowSM: vec2f;
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15
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+
#endif
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16
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+
varying vDepthMetricSM: f32;
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17
|
+
#if SM_USEDISTANCE==1
|
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18
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+
uniform lightDataSM: vec3f;varying vPositionWSM: vec3f;
|
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19
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+
#endif
|
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20
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+
uniform biasAndScaleSM: vec3f;uniform depthValuesSM: vec2f;
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+
#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
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22
|
+
varying zSM: f32;
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23
|
+
#endif
|
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24
|
+
`;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=s);const a="shadowMapFragment",i=`var depthSM: f32=fragmentInputs.vDepthMetricSM;
|
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25
|
+
#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
|
|
26
|
+
#if SM_USEDISTANCE==1
|
|
27
|
+
depthSM=(length(fragmentInputs.vPositionWSM-uniforms.lightDataSM)+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
|
|
28
|
+
#else
|
|
29
|
+
#ifdef USE_REVERSE_DEPTHBUFFER
|
|
30
|
+
depthSM=(-fragmentInputs.zSM+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
|
|
31
|
+
#else
|
|
32
|
+
depthSM=(fragmentInputs.zSM+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
|
|
33
|
+
#endif
|
|
34
|
+
#endif
|
|
35
|
+
depthSM=clamp(depthSM,0.0,1.0);
|
|
36
|
+
#ifdef USE_REVERSE_DEPTHBUFFER
|
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37
|
+
fragmentOutputs.fragDepth=clamp(1.0-depthSM,0.0,1.0);
|
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38
|
+
#else
|
|
39
|
+
fragmentOutputs.fragDepth=clamp(depthSM,0.0,1.0);
|
|
40
|
+
#endif
|
|
41
|
+
#elif SM_USEDISTANCE==1
|
|
42
|
+
depthSM=(length(fragmentInputs.vPositionWSM-uniforms.lightDataSM)+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
|
|
43
|
+
#endif
|
|
44
|
+
#if SM_ESM==1
|
|
45
|
+
depthSM=clamp(exp(-min(87.,uniforms.biasAndScaleSM.z*depthSM)),0.,1.);
|
|
46
|
+
#endif
|
|
47
|
+
#if SM_FLOAT==1
|
|
48
|
+
fragmentOutputs.color= vec4f(depthSM,1.0,1.0,1.0);
|
|
49
|
+
#else
|
|
50
|
+
fragmentOutputs.color=pack(depthSM);
|
|
51
|
+
#endif
|
|
52
|
+
`;e.IncludesShadersStoreWGSL[a]||(e.IncludesShadersStoreWGSL[a]=i);const o={name:a,shader:i},l=Object.freeze(Object.defineProperty({__proto__:null,shadowMapFragmentWGSL:o},Symbol.toStringTag,{value:"Module"})),r="shadowMapPixelShader",f=`#include<shadowMapFragmentExtraDeclaration>
|
|
53
|
+
#ifdef ALPHATEXTURE
|
|
54
|
+
varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
|
|
55
|
+
#endif
|
|
56
|
+
#include<clipPlaneFragmentDeclaration>
|
|
57
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
58
|
+
@fragment
|
|
59
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
60
|
+
#include<clipPlaneFragment>
|
|
61
|
+
#ifdef ALPHATEXTURE
|
|
62
|
+
var opacityMap: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV);var alphaFromAlphaTexture: f32=opacityMap.a;
|
|
63
|
+
#if SM_SOFTTRANSPARENTSHADOW==1
|
|
64
|
+
if (uniforms.softTransparentShadowSM.y==1.0) {opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alphaFromAlphaTexture=opacityMap.x+opacityMap.y+opacityMap.z;}
|
|
65
|
+
#endif
|
|
66
|
+
#ifdef ALPHATESTVALUE
|
|
67
|
+
if (alphaFromAlphaTexture<ALPHATESTVALUE) {discard;}
|
|
68
|
+
#endif
|
|
69
|
+
#endif
|
|
70
|
+
#if SM_SOFTTRANSPARENTSHADOW==1
|
|
71
|
+
#ifdef ALPHATEXTURE
|
|
72
|
+
if ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x*alphaFromAlphaTexture) {discard;}
|
|
73
|
+
#else
|
|
74
|
+
if ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x) {discard;}
|
|
75
|
+
#endif
|
|
76
|
+
#endif
|
|
77
|
+
#include<shadowMapFragment>
|
|
78
|
+
}`;e.ShadersStoreWGSL[r]||(e.ShadersStoreWGSL[r]=f);const d={name:r,shader:f},M=Object.freeze(Object.defineProperty({__proto__:null,shadowMapPixelShaderWGSL:d},Symbol.toStringTag,{value:"Module"}));export{o as a,d as b,M as c,l as s};
|
|
Binary file
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|
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|
|
@@ -0,0 +1,79 @@
|
|
|
1
|
+
import{fr as e}from"./dynamicTexture-Cuby-VOT.js";const t="bayerDitherFunctions",S=`float bayerDither2(vec2 _P) {return mod(2.0*_P.y+_P.x+1.0,4.0);}
|
|
2
|
+
float bayerDither4(vec2 _P) {vec2 P1=mod(_P,2.0);
|
|
3
|
+
vec2 P2=floor(0.5*mod(_P,4.0));
|
|
4
|
+
return 4.0*bayerDither2(P1)+bayerDither2(P2);}
|
|
5
|
+
float bayerDither8(vec2 _P) {vec2 P1=mod(_P,2.0);
|
|
6
|
+
vec2 P2=floor(0.5 *mod(_P,4.0));
|
|
7
|
+
vec2 P4=floor(0.25*mod(_P,8.0));
|
|
8
|
+
return 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);}
|
|
9
|
+
`;e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=S);const d="shadowMapFragmentExtraDeclaration",n=`#if SM_FLOAT==0
|
|
10
|
+
#include<packingFunctions>
|
|
11
|
+
#endif
|
|
12
|
+
#if SM_SOFTTRANSPARENTSHADOW==1
|
|
13
|
+
#include<bayerDitherFunctions>
|
|
14
|
+
uniform vec2 softTransparentShadowSM;
|
|
15
|
+
#endif
|
|
16
|
+
varying float vDepthMetricSM;
|
|
17
|
+
#if SM_USEDISTANCE==1
|
|
18
|
+
uniform vec3 lightDataSM;varying vec3 vPositionWSM;
|
|
19
|
+
#endif
|
|
20
|
+
uniform vec3 biasAndScaleSM;uniform vec2 depthValuesSM;
|
|
21
|
+
#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
|
|
22
|
+
varying float zSM;
|
|
23
|
+
#endif
|
|
24
|
+
`;e.IncludesShadersStore[d]||(e.IncludesShadersStore[d]=n);const a="shadowMapFragment",i=`float depthSM=vDepthMetricSM;
|
|
25
|
+
#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
|
|
26
|
+
#if SM_USEDISTANCE==1
|
|
27
|
+
depthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
|
|
28
|
+
#else
|
|
29
|
+
#ifdef USE_REVERSE_DEPTHBUFFER
|
|
30
|
+
depthSM=(-zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
|
|
31
|
+
#else
|
|
32
|
+
depthSM=(zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
|
|
33
|
+
#endif
|
|
34
|
+
#endif
|
|
35
|
+
depthSM=clamp(depthSM,0.0,1.0);
|
|
36
|
+
#ifdef USE_REVERSE_DEPTHBUFFER
|
|
37
|
+
gl_FragDepth=clamp(1.0-depthSM,0.0,1.0);
|
|
38
|
+
#else
|
|
39
|
+
gl_FragDepth=clamp(depthSM,0.0,1.0);
|
|
40
|
+
#endif
|
|
41
|
+
#elif SM_USEDISTANCE==1
|
|
42
|
+
depthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
|
|
43
|
+
#endif
|
|
44
|
+
#if SM_ESM==1
|
|
45
|
+
depthSM=clamp(exp(-min(87.,biasAndScaleSM.z*depthSM)),0.,1.);
|
|
46
|
+
#endif
|
|
47
|
+
#if SM_FLOAT==1
|
|
48
|
+
gl_FragColor=vec4(depthSM,1.0,1.0,1.0);
|
|
49
|
+
#else
|
|
50
|
+
gl_FragColor=pack(depthSM);
|
|
51
|
+
#endif
|
|
52
|
+
return;`;e.IncludesShadersStore[a]||(e.IncludesShadersStore[a]=i);const l={name:a,shader:i},f=Object.freeze(Object.defineProperty({__proto__:null,shadowMapFragment:l},Symbol.toStringTag,{value:"Module"})),r="shadowMapPixelShader",o=`#include<shadowMapFragmentExtraDeclaration>
|
|
53
|
+
#ifdef ALPHATEXTURE
|
|
54
|
+
varying vec2 vUV;uniform sampler2D diffuseSampler;
|
|
55
|
+
#endif
|
|
56
|
+
#include<clipPlaneFragmentDeclaration>
|
|
57
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
58
|
+
void main(void)
|
|
59
|
+
{
|
|
60
|
+
#include<clipPlaneFragment>
|
|
61
|
+
#ifdef ALPHATEXTURE
|
|
62
|
+
vec4 opacityMap=texture2D(diffuseSampler,vUV);float alphaFromAlphaTexture=opacityMap.a;
|
|
63
|
+
#if SM_SOFTTRANSPARENTSHADOW==1
|
|
64
|
+
if (softTransparentShadowSM.y==1.0) {opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alphaFromAlphaTexture=opacityMap.x+opacityMap.y+opacityMap.z;}
|
|
65
|
+
#endif
|
|
66
|
+
#ifdef ALPHATESTVALUE
|
|
67
|
+
if (alphaFromAlphaTexture<ALPHATESTVALUE)
|
|
68
|
+
discard;
|
|
69
|
+
#endif
|
|
70
|
+
#endif
|
|
71
|
+
#if SM_SOFTTRANSPARENTSHADOW==1
|
|
72
|
+
#ifdef ALPHATEXTURE
|
|
73
|
+
if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM.x*alphaFromAlphaTexture) discard;
|
|
74
|
+
#else
|
|
75
|
+
if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM.x) discard;
|
|
76
|
+
#endif
|
|
77
|
+
#endif
|
|
78
|
+
#include<shadowMapFragment>
|
|
79
|
+
}`;e.ShadersStore[r]||(e.ShadersStore[r]=o);const s={name:r,shader:o},h=Object.freeze(Object.defineProperty({__proto__:null,shadowMapPixelShader:s},Symbol.toStringTag,{value:"Module"}));export{f as a,s as b,h as c,l as s};
|
|
Binary file
|