@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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+ void main(void)
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+ {gl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);}`;r.ShadersStore[e]||(r.ShadersStore[e]=o);const a={name:e,shader:o};export{a as rgbdDecodePixelShader};
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+ �n@M�?��� 9��l7���f�BS�h�Ҥb@� QǗd�:��(������WVA7�(a��A����ot��
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+ �� RM���+zW�լ$��b�8��^_�TK7%���Qw�;� a��Ok�$&�
4
+ ������Q���>��bU����
@@ -0,0 +1,5 @@
1
+ import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="rgbdDecodePixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
2
+ #include<helperFunctions>
3
+ #define CUSTOM_FRAGMENT_DEFINITIONS
4
+ @fragment
5
+ fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=vec4f(fromRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV)),1.0);}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const S={name:e,shader:t};export{S as rgbdDecodePixelShaderWGSL};
@@ -0,0 +1,5 @@
1
+ import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="rgbdEncodePixelShader",o=`varying vec2 vUV;uniform sampler2D textureSampler;
2
+ #include<helperFunctions>
3
+ #define CUSTOM_FRAGMENT_DEFINITIONS
4
+ void main(void)
5
+ {gl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);}`;r.ShadersStore[e]||(r.ShadersStore[e]=o);const a={name:e,shader:o};export{a as rgbdEncodePixelShader};
@@ -0,0 +1,3 @@
1
+ x ��Q���N��5�yE �6@7�&�(F,oBμ�n6�Y�4�$GӔ$%�M�:�$�֑�GA°�8ſ2%�R�҅��#�}�6���yⒿa7.(�����f�$��:��P�Y� ��6nc���W��݂
2
+ �#�O�#pW������Q�vZ�����^� ǃF��R(��/�
3
+ �� RC(X����-ց�����k��/}4�wC������ ��"���#l�|T㱿/�X�9���
@@ -0,0 +1,5 @@
1
+ import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="rgbdEncodePixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
2
+ #include<helperFunctions>
3
+ #define CUSTOM_FRAGMENT_DEFINITIONS
4
+ @fragment
5
+ fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=toRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb);}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const n={name:e,shader:t};export{n as rgbdEncodePixelShaderWGSL};
@@ -0,0 +1 @@
1
+ �@�ø���,ć�vh��˔��˅p.)�f2nS7��I��1��ea�Q�o E�����@���� ���9%�ϛ��T�WZ�bw��q_��j+��^ay9SF@��f�����d��v��ƙ4��v��+,�P+m��'�Pi%2��7ͮD�d��1$�^Y��ML�Ct����qj74�lUZ��'[N]�8�T� e��N�#�$dA�<(��I�o%vi8�n�I��x�e����݉$q�����I�MvA�:��ƿ_8&K,BF8K�[�D�ӄ;��x+6m��]�Y� 
@@ -0,0 +1 @@
1
+ import{gP as j,fm as S,bH as C,dk as E,go as F,fk as ee,eY as ne,dL as te,c$ 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 $;(function(n){n[n.Clean=0]="Clean",n[n.Stop=1]="Stop",n[n.Sync=2]="Sync",n[n.NoSync=3]="NoSync"})($||($={}));function se(n){return!!n.createPlugin}function oe(n){return!!n.name}const V=new te,L={};let O=!1;function G(){return L[".babylon"]}function ie(n){for(const t in L){const e=L[t];if(e.mimeType===n)return e}}function k(n,t){const e=L[n];return e||(E.Warn("Unable to find a plugin to load "+n+" files. Trying to use .babylon default plugin. 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If using es6, please import the plugin you wish to use before.`;if(V.notifyObservers(m),i&&(m.canDirectLoad&&m.canDirectLoad(n.url)||!ae(n.url))){if(m.directLoad){const P=m.directLoad(t,i);P instanceof Promise?P.then(A=>{e(m,A)}).catch(A=>{s("Error in directLoad of _loadData: "+A,A)}):e(m,P)}else e(m,i);return}const h=u.isBinary,d=(P,A)=>{if(t.isDisposed){s("Scene has been disposed");return}e(m,P,A)};let c=null,p=!1;m.onDisposeObservable?.add(()=>{p=!0,c&&(c.abort(),c=null),o()});const w=()=>{if(p)return;const P=(A,N)=>{s(A?.statusText,N)};if(!m.loadFile&&n.rawData)throw"Plugin does not support loading ArrayBufferView.";c=m.loadFile?m.loadFile(t,n.rawData||n.file||n.url,n.rootUrl,d,a,h,P,l):t._loadFile(n.file||n.url,d,a,!0,h,P)},v=t.getEngine();let b=v.enableOfflineSupport;if(b){let P=!1;for(const A of t.disableOfflineSupportExceptionRules)if(A.test(n.url)){P=!0;break}b=!P}b&&W.OfflineProviderFactory?t.offlineProvider=W.OfflineProviderFactory(n.url,w,v.disableManifestCheck):w()})}function H(n,t){let e,a,s=null,o=null;if(!t)e=n,a=F.GetFilename(n),n=F.GetFolderPath(n);else if(oe(t))e=`file:${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};
@@ -0,0 +1,15 @@
1
+ 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;
2
+ #ifndef CURVATURE_OFFSET
3
+ #define CURVATURE_OFFSET 1
4
+ #endif
5
+ fn curvature_soft_clamp(curvature: f32,control: f32)->f32
6
+ {if (curvature<0.5/control) {return curvature*(1.0-curvature*control);}
7
+ return 0.25/control;}
8
+ fn calculate_curvature(texel: vec2i,ridge: f32,valley: f32)->f32
9
+ {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);}
10
+ return 2.0*curvature_soft_clamp(normal_diff,ridge);}
11
+ #define CUSTOM_FRAGMENT_DEFINITIONS
12
+ @fragment
13
+ fn main(input: FragmentInputs)->FragmentOutputs
14
+ {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);}
15
+ `;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const l={name:e,shader:t};export{l as screenSpaceCurvaturePixelShaderWGSL};
@@ -0,0 +1,35 @@
1
+ import{fr as i}from"./dynamicTexture-Cuby-VOT.js";const e="selectionPixelShader",f=`#ifdef INSTANCES
2
+ flat varying float vSelectionId;
3
+ #else
4
+ uniform float selectionId;
5
+ #endif
6
+ #ifdef STORE_CAMERASPACE_Z
7
+ varying float vViewPosZ;
8
+ #else
9
+ varying float vDepthMetric;
10
+ #endif
11
+ #ifdef ALPHATEST
12
+ varying vec2 vUV;uniform sampler2D diffuseSampler;
13
+ #endif
14
+ #include<clipPlaneFragmentDeclaration>
15
+ #define CUSTOM_FRAGMENT_DEFINITIONS
16
+ void main(void) {
17
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
18
+ #include<clipPlaneFragment>
19
+ #ifdef ALPHATEST
20
+ if (texture2D(diffuseSampler,vUV).a<0.4)
21
+ discard;
22
+ #endif
23
+ #ifdef INSTANCES
24
+ float id=vSelectionId;
25
+ #else
26
+ float id=selectionId;
27
+ #endif
28
+ #ifdef STORE_CAMERASPACE_Z
29
+ gl_FragColor=vec4(id,vViewPosZ,0.0,1.0);
30
+ #else
31
+ gl_FragColor=vec4(id,vDepthMetric,0.0,1.0);
32
+ #endif
33
+ #define CUSTOM_FRAGMENT_MAIN_END
34
+ }
35
+ `;i.ShadersStore[e]||(i.ShadersStore[e]=f);const a={name:e,shader:f};export{a as selectionPixelShader};
@@ -0,0 +1,35 @@
1
+ import{fr as i}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneFragment-Bgl3Usc4.js";const e="selectionPixelShader",f=`#ifdef INSTANCES
2
+ flat varying vSelectionId: f32;
3
+ #else
4
+ uniform selectionId: f32;
5
+ #endif
6
+ #ifdef STORE_CAMERASPACE_Z
7
+ varying vViewPosZ: f32;
8
+ #else
9
+ varying vDepthMetric: f32;
10
+ #endif
11
+ #ifdef ALPHATEST
12
+ varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
13
+ #endif
14
+ #include<clipPlaneFragmentDeclaration>
15
+ #define CUSTOM_FRAGMENT_DEFINITIONS
16
+ @fragment
17
+ fn main(input: FragmentInputs)->FragmentOutputs {
18
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
19
+ #include<clipPlaneFragment>
20
+ #ifdef ALPHATEST
21
+ if (textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV).a<0.4) {discard;}
22
+ #endif
23
+ #ifdef INSTANCES
24
+ var id: f32=fragmentInputs.vSelectionId;
25
+ #else
26
+ var id: f32=uniforms.selectionId;
27
+ #endif
28
+ #ifdef STORE_CAMERASPACE_Z
29
+ fragmentOutputs.color=vec4(id,fragmentInputs.vViewPosZ,0.0,1.0);
30
+ #else
31
+ fragmentOutputs.color=vec4(id,fragmentInputs.vDepthMetric,0.0,1.0);
32
+ #endif
33
+ #define CUSTOM_FRAGMENT_MAIN_END
34
+ }
35
+ `;i.ShadersStoreWGSL[e]||(i.ShadersStoreWGSL[e]=f);const t={name:e,shader:f};export{t as selectionPixelShaderWGSL};
@@ -0,0 +1,74 @@
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="selectionVertexShader",i=`attribute position: vec3f;
2
+ #ifdef INSTANCES
3
+ attribute instanceSelectionId: f32;
4
+ #endif
5
+ #include<bonesDeclaration>
6
+ #include<bakedVertexAnimationDeclaration>
7
+ #include<morphTargetsVertexGlobalDeclaration>
8
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
9
+ #include<clipPlaneVertexDeclaration>
10
+ #include<instancesDeclaration>
11
+ uniform viewProjection: mat4x4f;
12
+ #ifdef STORE_CAMERASPACE_Z
13
+ uniform view: mat4x4f;
14
+ #else
15
+ uniform depthValues: vec2f;
16
+ #endif
17
+ #ifdef INSTANCES
18
+ flat varying vSelectionId: f32;
19
+ #endif
20
+ #ifdef STORE_CAMERASPACE_Z
21
+ varying vViewPosZ: f32;
22
+ #else
23
+ varying vDepthMetric: f32;
24
+ #endif
25
+ #ifdef ALPHATEST
26
+ varying vUV: vec2f;uniform diffuseMatrix: mat4x4f;
27
+ #ifdef UV1
28
+ attribute uv: vec2f;
29
+ #endif
30
+ #ifdef UV2
31
+ attribute uv2: vec2f;
32
+ #endif
33
+ #endif
34
+ #define CUSTOM_VERTEX_DEFINITIONS
35
+ @vertex
36
+ fn main(input: VertexInputs)->FragmentInputs {
37
+ #define CUSTOM_VERTEX_MAIN_BEGIN
38
+ var positionUpdated: vec3f=vertexInputs.position;
39
+ #ifdef UV1
40
+ var uvUpdated: vec2f=vertexInputs.uv;
41
+ #endif
42
+ #ifdef UV2
43
+ var uv2Updated: vec2f=vertexInputs.uv2;
44
+ #endif
45
+ #include<morphTargetsVertexGlobal>
46
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
47
+ #include<instancesVertex>
48
+ #include<bonesVertex>
49
+ #include<bakedVertexAnimation>
50
+ var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;
51
+ #ifdef ALPHATEST
52
+ #ifdef UV1
53
+ vertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uvUpdated,1.0,0.0)).xy;
54
+ #endif
55
+ #ifdef UV2
56
+ vertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uv2Updated,1.0,0.0)).xy;
57
+ #endif
58
+ #endif
59
+ #ifdef STORE_CAMERASPACE_Z
60
+ vertexOutputs.vViewPosZ=(uniforms.view*worldPos).z;
61
+ #else
62
+ #ifdef USE_REVERSE_DEPTHBUFFER
63
+ vertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
64
+ #else
65
+ vertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
66
+ #endif
67
+ #endif
68
+ #ifdef INSTANCES
69
+ vertexOutputs.vSelectionId=vertexInputs.instanceSelectionId;
70
+ #endif
71
+ #include<clipPlaneVertex>
72
+ #define CUSTOM_VERTEX_MAIN_END
73
+ }
74
+ `;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=i);const o={name:e,shader:i};export{o as selectionVertexShaderWGSL};
@@ -0,0 +1,73 @@
1
+ import{fr as i}from"./dynamicTexture-Cuby-VOT.js";const e="selectionVertexShader",t=`attribute vec3 position;
2
+ #ifdef INSTANCES
3
+ attribute float instanceSelectionId;
4
+ #endif
5
+ #include<bonesDeclaration>
6
+ #include<bakedVertexAnimationDeclaration>
7
+ #include<morphTargetsVertexGlobalDeclaration>
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
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};
@@ -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};
@@ -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
+ #endif
30
+ #if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
31
+ 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;
32
+ #endif
33
+ #if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
34
+ 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));
35
+ #endif
36
+ #if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
37
+ 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));
38
+ #endif
39
+ var occlusionFactor: f32=occlusionMiddleCenter;
40
+ #ifdef OUTLINELAYER_SAMPLING_TRIDIRECTIONAL
41
+ occlusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionMiddleRight);
42
+ #elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
43
+ 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);
44
+ #endif
45
+ let finalOutlineMask: f32=outlineMask*(1.0-uniforms.occlusionStrength*occlusionFactor);fragmentOutputs.color=vec4f(uniforms.outlineColor,finalOutlineMask);
46
+ #define CUSTOM_FRAGMENT_MAIN_END
47
+ }
48
+ `;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=l);const r={name:e,shader:l};export{r as selectionOutlinePixelShaderWGSL};
@@ -0,0 +1,78 @@
1
+ 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));}
2
+ fn bayerDither4(_P: vec2f)->f32 {var P1: vec2f=((_P)%(2.0));
3
+ var P2: vec2f=floor(0.5*((_P)%(4.0)));
4
+ return 4.0*bayerDither2(P1)+bayerDither2(P2);}
5
+ fn bayerDither8(_P: vec2f)->f32 {var P1: vec2f=((_P)%(2.0));
6
+ var P2: vec2f=floor(0.5 *((_P)%(4.0)));
7
+ var P4: vec2f=floor(0.25*((_P)%(8.0)));
8
+ return 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);}
9
+ `;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=S);const n="shadowMapFragmentExtraDeclaration",s=`#if SM_FLOAT==0
10
+ #include<packingFunctions>
11
+ #endif
12
+ #if SM_SOFTTRANSPARENTSHADOW==1
13
+ #include<bayerDitherFunctions>
14
+ uniform softTransparentShadowSM: vec2f;
15
+ #endif
16
+ varying vDepthMetricSM: f32;
17
+ #if SM_USEDISTANCE==1
18
+ uniform lightDataSM: vec3f;varying vPositionWSM: vec3f;
19
+ #endif
20
+ uniform biasAndScaleSM: vec3f;uniform depthValuesSM: vec2f;
21
+ #if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
22
+ varying zSM: f32;
23
+ #endif
24
+ `;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=s);const a="shadowMapFragment",i=`var depthSM: f32=fragmentInputs.vDepthMetricSM;
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
37
+ fragmentOutputs.fragDepth=clamp(1.0-depthSM,0.0,1.0);
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};
@@ -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};