@fps-games/editor-deployment 0.2.3-beta.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (533) hide show
  1. package/bin/fps-editor-agent.mjs +5 -0
  2. package/bin/fps-editor-prepare.mjs +5 -0
  3. package/bin/fps-editor-project.mjs +18 -0
  4. package/bin/fps-editor-server.mjs +2 -0
  5. package/licenses/THIRD_PARTY_NOTICES.txt +7 -0
  6. package/manifest.json +2688 -0
  7. package/npm-shrinkwrap.json +21 -0
  8. package/package.json +44 -0
  9. package/public/assets/abstractAudioBus-BRAC2GY2.js +1 -0
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+ import{fr as e}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneVertex-BxK9aoI2.js";import"./morphTargetsVertex-B9xWvV_u.js";import"./meshUboDeclaration-Uj1CsoJP.js";const i="shadowMapVertexExtraDeclaration",d=`#if SM_NORMALBIAS==1
2
+ uniform lightDataSM: vec3f;
3
+ #endif
4
+ uniform biasAndScaleSM: vec3f;uniform depthValuesSM: vec2f;varying vDepthMetricSM: f32;
5
+ #if SM_USEDISTANCE==1
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+ varying vPositionWSM: vec3f;
7
+ #endif
8
+ #if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
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+ varying zSM: f32;
10
+ #endif
11
+ `;e.IncludesShadersStoreWGSL[i]||(e.IncludesShadersStoreWGSL[i]=d);const o="shadowMapVertexNormalBias",s=`#if SM_NORMALBIAS==1
12
+ #if SM_DIRECTIONINLIGHTDATA==1
13
+ var worldLightDirSM: vec3f=normalize(-uniforms.lightDataSM.xyz);
14
+ #else
15
+ var directionToLightSM: vec3f=uniforms.lightDataSM.xyz-worldPos.xyz;var worldLightDirSM: vec3f=normalize(directionToLightSM);
16
+ #endif
17
+ var ndlSM: f32=dot(vNormalW,worldLightDirSM);var sinNLSM: f32=sqrt(1.0-ndlSM*ndlSM);var normalBiasSM: f32=uniforms.biasAndScaleSM.y*sinNLSM;worldPos=vec4f(worldPos.xyz-vNormalW*normalBiasSM,worldPos.w);
18
+ #endif
19
+ `;e.IncludesShadersStoreWGSL[o]||(e.IncludesShadersStoreWGSL[o]=s);const t="shadowMapVertexMetric",n=`#if SM_USEDISTANCE==1
20
+ vertexOutputs.vPositionWSM=worldPos.xyz;
21
+ #endif
22
+ #if SM_DEPTHTEXTURE==1
23
+ #ifdef IS_NDC_HALF_ZRANGE
24
+ #define BIASFACTOR 0.5
25
+ #else
26
+ #define BIASFACTOR 1.0
27
+ #endif
28
+ #ifdef USE_REVERSE_DEPTHBUFFER
29
+ vertexOutputs.position.z-=uniforms.biasAndScaleSM.x*vertexOutputs.position.w*BIASFACTOR;
30
+ #else
31
+ vertexOutputs.position.z+=uniforms.biasAndScaleSM.x*vertexOutputs.position.w*BIASFACTOR;
32
+ #endif
33
+ #endif
34
+ #if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
35
+ vertexOutputs.zSM=vertexOutputs.position.z;vertexOutputs.position.z=0.0;
36
+ #elif SM_USEDISTANCE==0
37
+ #ifdef USE_REVERSE_DEPTHBUFFER
38
+ vertexOutputs.vDepthMetricSM=(-vertexOutputs.position.z+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
39
+ #else
40
+ vertexOutputs.vDepthMetricSM=(vertexOutputs.position.z+uniforms.depthValuesSM.x)/uniforms.depthValuesSM.y+uniforms.biasAndScaleSM.x;
41
+ #endif
42
+ #endif
43
+ `;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=n);const f={name:t,shader:n},M=Object.freeze(Object.defineProperty({__proto__:null,shadowMapVertexMetricWGSL:f},Symbol.toStringTag,{value:"Module"})),r="shadowMapVertexShader",a=`attribute position: vec3f;
44
+ #ifdef NORMAL
45
+ attribute normal: vec3f;
46
+ #endif
47
+ #include<bonesDeclaration>
48
+ #include<bakedVertexAnimationDeclaration>
49
+ #include<morphTargetsVertexGlobalDeclaration>
50
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
51
+ #ifdef INSTANCES
52
+ attribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;
53
+ #endif
54
+ #include<helperFunctions>
55
+ #include<sceneUboDeclaration>
56
+ #include<meshUboDeclaration>
57
+ #ifdef ALPHATEXTURE
58
+ varying vUV: vec2f;uniform diffuseMatrix: mat4x4f;
59
+ #ifdef UV1
60
+ attribute uv: vec2f;
61
+ #endif
62
+ #ifdef UV2
63
+ attribute uv2: vec2f;
64
+ #endif
65
+ #endif
66
+ #include<shadowMapVertexExtraDeclaration>
67
+ #include<clipPlaneVertexDeclaration>
68
+ #define CUSTOM_VERTEX_DEFINITIONS
69
+ @vertex
70
+ fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;
71
+ #ifdef UV1
72
+ var uvUpdated: vec2f=vertexInputs.uv;
73
+ #endif
74
+ #ifdef UV2
75
+ var uv2Updated: vec2f=vertexInputs.uv2;
76
+ #endif
77
+ #ifdef NORMAL
78
+ var normalUpdated: vec3f=vertexInputs.normal;
79
+ #endif
80
+ #include<morphTargetsVertexGlobal>
81
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
82
+ #include<instancesVertex>
83
+ #include<bonesVertex>
84
+ #include<bakedVertexAnimation>
85
+ var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
86
+ #ifdef NORMAL
87
+ var normWorldSM: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
88
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
89
+ var vNormalW: vec3f=normalUpdated/ vec3f(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);
90
+ #else
91
+ #ifdef NONUNIFORMSCALING
92
+ normWorldSM=transposeMat3(inverseMat3(normWorldSM));
93
+ #endif
94
+ var vNormalW: vec3f=normalize(normWorldSM*normalUpdated);
95
+ #endif
96
+ #endif
97
+ #include<shadowMapVertexNormalBias>
98
+ vertexOutputs.position=scene.viewProjection*worldPos;
99
+ #include<shadowMapVertexMetric>
100
+ #ifdef ALPHATEXTURE
101
+ #ifdef UV1
102
+ vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
103
+ #endif
104
+ #ifdef UV2
105
+ vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
106
+ #endif
107
+ #endif
108
+ #include<clipPlaneVertex>
109
+ }`;e.ShadersStoreWGSL[r]||(e.ShadersStoreWGSL[r]=a);const l={name:r,shader:a},p=Object.freeze(Object.defineProperty({__proto__:null,shadowMapVertexShaderWGSL:l},Symbol.toStringTag,{value:"Module"}));export{f as a,l as b,p as c,M as s};
@@ -0,0 +1,119 @@
1
+ import{fr as e}from"./dynamicTexture-Cuby-VOT.js";import"./meshUboDeclaration-Cr5YhBB1.js";const r="sceneVertexDeclaration",S=`uniform mat4 viewProjection;
2
+ #ifdef MULTIVIEW
3
+ uniform mat4 viewProjectionR;
4
+ #endif
5
+ uniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;
6
+ `;e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]=S);const a="meshVertexDeclaration",f=`uniform mat4 world;uniform float visibility;
7
+ `;e.IncludesShadersStore[a]||(e.IncludesShadersStore[a]=f);const t="shadowMapVertexDeclaration",M=`#include<sceneVertexDeclaration>
8
+ #include<meshVertexDeclaration>
9
+ `;e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=M);const n="shadowMapUboDeclaration",u=`layout(std140,column_major) uniform;
10
+ #include<sceneUboDeclaration>
11
+ #include<meshUboDeclaration>
12
+ `;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=u);const d="shadowMapVertexExtraDeclaration",m=`#if SM_NORMALBIAS==1
13
+ uniform vec3 lightDataSM;
14
+ #endif
15
+ uniform vec3 biasAndScaleSM;uniform vec2 depthValuesSM;varying float vDepthMetricSM;
16
+ #if SM_USEDISTANCE==1
17
+ varying vec3 vPositionWSM;
18
+ #endif
19
+ #if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
20
+ varying float zSM;
21
+ #endif
22
+ `;e.IncludesShadersStore[d]||(e.IncludesShadersStore[d]=m);const l="shadowMapVertexNormalBias",h=`#if SM_NORMALBIAS==1
23
+ #if SM_DIRECTIONINLIGHTDATA==1
24
+ vec3 worldLightDirSM=normalize(-lightDataSM.xyz);
25
+ #else
26
+ vec3 directionToLightSM=lightDataSM.xyz-worldPos.xyz;vec3 worldLightDirSM=normalize(directionToLightSM);
27
+ #endif
28
+ float ndlSM=dot(vNormalW,worldLightDirSM);float sinNLSM=sqrt(1.0-ndlSM*ndlSM);float normalBiasSM=biasAndScaleSM.y*sinNLSM;worldPos.xyz-=vNormalW*normalBiasSM;
29
+ #endif
30
+ `;e.IncludesShadersStore[l]||(e.IncludesShadersStore[l]=h);const i="shadowMapVertexMetric",s=`#if SM_USEDISTANCE==1
31
+ vPositionWSM=worldPos.xyz;
32
+ #endif
33
+ #if SM_DEPTHTEXTURE==1
34
+ #ifdef IS_NDC_HALF_ZRANGE
35
+ #define BIASFACTOR 0.5
36
+ #else
37
+ #define BIASFACTOR 1.0
38
+ #endif
39
+ #ifdef USE_REVERSE_DEPTHBUFFER
40
+ gl_Position.z-=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;
41
+ #else
42
+ gl_Position.z+=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;
43
+ #endif
44
+ #endif
45
+ #if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
46
+ zSM=gl_Position.z;gl_Position.z=0.0;
47
+ #elif SM_USEDISTANCE==0
48
+ #ifdef USE_REVERSE_DEPTHBUFFER
49
+ vDepthMetricSM=(-gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
50
+ #else
51
+ vDepthMetricSM=(gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
52
+ #endif
53
+ #endif
54
+ `;e.IncludesShadersStore[i]||(e.IncludesShadersStore[i]=s);const v={name:i,shader:s},_=Object.freeze(Object.defineProperty({__proto__:null,shadowMapVertexMetric:v},Symbol.toStringTag,{value:"Module"})),o="shadowMapVertexShader",c=`attribute vec3 position;
55
+ #ifdef NORMAL
56
+ attribute vec3 normal;
57
+ #endif
58
+ #include<bonesDeclaration>
59
+ #include<bakedVertexAnimationDeclaration>
60
+ #include<morphTargetsVertexGlobalDeclaration>
61
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
62
+ #ifdef INSTANCES
63
+ attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;
64
+ #endif
65
+ #include<helperFunctions>
66
+ #include<__decl__shadowMapVertex>
67
+ #ifdef ALPHATEXTURE
68
+ varying vec2 vUV;uniform mat4 diffuseMatrix;
69
+ #ifdef UV1
70
+ attribute vec2 uv;
71
+ #endif
72
+ #ifdef UV2
73
+ attribute vec2 uv2;
74
+ #endif
75
+ #endif
76
+ #include<shadowMapVertexExtraDeclaration>
77
+ #include<clipPlaneVertexDeclaration>
78
+ #define CUSTOM_VERTEX_DEFINITIONS
79
+ void main(void)
80
+ {vec3 positionUpdated=position;
81
+ #ifdef UV1
82
+ vec2 uvUpdated=uv;
83
+ #endif
84
+ #ifdef UV2
85
+ vec2 uv2Updated=uv2;
86
+ #endif
87
+ #ifdef NORMAL
88
+ vec3 normalUpdated=normal;
89
+ #endif
90
+ #include<morphTargetsVertexGlobal>
91
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
92
+ #include<instancesVertex>
93
+ #include<bonesVertex>
94
+ #include<bakedVertexAnimation>
95
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
96
+ #ifdef NORMAL
97
+ mat3 normWorldSM=mat3(finalWorld);
98
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
99
+ vec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);
100
+ #else
101
+ #ifdef NONUNIFORMSCALING
102
+ normWorldSM=transposeMat3(inverseMat3(normWorldSM));
103
+ #endif
104
+ vec3 vNormalW=normalize(normWorldSM*normalUpdated);
105
+ #endif
106
+ #endif
107
+ #include<shadowMapVertexNormalBias>
108
+ gl_Position=viewProjection*worldPos;
109
+ #include<shadowMapVertexMetric>
110
+ #ifdef ALPHATEXTURE
111
+ #ifdef UV1
112
+ vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
113
+ #endif
114
+ #ifdef UV2
115
+ vUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
116
+ #endif
117
+ #endif
118
+ #include<clipPlaneVertex>
119
+ }`;e.ShadersStore[o]||(e.ShadersStore[o]=c);const p={name:o,shader:c},A=Object.freeze(Object.defineProperty({__proto__:null,shadowMapVertexShader:p},Symbol.toStringTag,{value:"Module"}));export{_ as a,p as b,A as c,v as s};
@@ -0,0 +1,4 @@
1
+ import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const a="shadowMapFragmentSoftTransparentShadow",o=`#if SM_SOFTTRANSPARENTSHADOW==1
2
+ if ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x*alpha) {discard;}
3
+ #endif
4
+ `;r.IncludesShadersStoreWGSL[a]||(r.IncludesShadersStoreWGSL[a]=o);const t={name:a,shader:o};export{t as shadowMapFragmentSoftTransparentShadowWGSL};
@@ -0,0 +1,4 @@
1
+ import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const a="shadowMapFragmentSoftTransparentShadow",o=`#if SM_SOFTTRANSPARENTSHADOW==1
2
+ if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM.x*alpha) discard;
3
+ #endif
4
+ `;r.IncludesShadersStore[a]||(r.IncludesShadersStore[a]=o);const t={name:a,shader:o};export{t as shadowMapFragmentSoftTransparentShadow};
@@ -0,0 +1,8 @@
1
+ import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="sharpenPixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;uniform sharpnessAmounts: vec2f;
2
+ #define CUSTOM_FRAGMENT_DEFINITIONS
3
+ @fragment
4
+ fn main(input: FragmentInputs)->FragmentOutputs {var onePixel: vec2f= vec2f(1.0,1.0)/uniforms.screenSize;var color: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var edgeDetection: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(0,-1)) +
5
+ textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(-1,0)) +
6
+ textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(1,0)) +
7
+ textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(0,1)) -
8
+ color*4.0;fragmentOutputs.color=max(vec4f(color.rgb*uniforms.sharpnessAmounts.y,color.a)-(uniforms.sharpnessAmounts.x* vec4f(edgeDetection.rgb,0)),vec4f(0.));}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const m={name:e,shader:t};export{m as sharpenPixelShaderWGSL};
@@ -0,0 +1,84 @@
1
+ import{fr as n}from"./dynamicTexture-Cuby-VOT.js";const e="textureMergerPixelShader",r=`#ifdef USE_TEXTURE0
2
+ uniform sampler2D inputTexture0;
3
+ #endif
4
+ #ifdef USE_TEXTURE1
5
+ uniform sampler2D inputTexture1;
6
+ #endif
7
+ #ifdef USE_TEXTURE2
8
+ uniform sampler2D inputTexture2;
9
+ #endif
10
+ #ifdef USE_TEXTURE3
11
+ uniform sampler2D inputTexture3;
12
+ #endif
13
+ #ifdef RED_FROM_TEXTURE
14
+ uniform int redTextureIndex;uniform int redSourceChannel;
15
+ #else
16
+ uniform float redConstantValue;
17
+ #endif
18
+ #ifdef GREEN_FROM_TEXTURE
19
+ uniform int greenTextureIndex;uniform int greenSourceChannel;
20
+ #else
21
+ uniform float greenConstantValue;
22
+ #endif
23
+ #ifdef BLUE_FROM_TEXTURE
24
+ uniform int blueTextureIndex;uniform int blueSourceChannel;
25
+ #else
26
+ uniform float blueConstantValue;
27
+ #endif
28
+ #ifdef ALPHA_FROM_TEXTURE
29
+ uniform int alphaTextureIndex;uniform int alphaSourceChannel;
30
+ #else
31
+ uniform float alphaConstantValue;
32
+ #endif
33
+ varying vec2 vUV;
34
+ #if defined(RED_FROM_TEXTURE) || defined(GREEN_FROM_TEXTURE) || defined(BLUE_FROM_TEXTURE) || defined(ALPHA_FROM_TEXTURE)
35
+ vec4 sampleTexture(int textureIndex,vec2 uv) {switch (textureIndex) {
36
+ #ifdef USE_TEXTURE0
37
+ case 0:
38
+ return texture2D(inputTexture0,uv);
39
+ #endif
40
+ #ifdef USE_TEXTURE1
41
+ case 1:
42
+ return texture2D(inputTexture1,uv);
43
+ #endif
44
+ #ifdef USE_TEXTURE2
45
+ case 2:
46
+ return texture2D(inputTexture2,uv);
47
+ #endif
48
+ #ifdef USE_TEXTURE3
49
+ case 3:
50
+ return texture2D(inputTexture3,uv);
51
+ #endif
52
+ default:
53
+ return vec4(0.0,0.0,0.0,1.0); }}
54
+ float extractChannel(vec4 color,int channelIndex) {switch (channelIndex) {case 0:
55
+ return color.r;
56
+ case 1:
57
+ return color.g;
58
+ case 2:
59
+ return color.b;
60
+ default:
61
+ return color.a; }}
62
+ #endif
63
+ void main() {vec2 uv=vUV;
64
+ #ifdef RED_FROM_TEXTURE
65
+ vec4 redSample=sampleTexture(redTextureIndex,uv);float r=extractChannel(redSample,redSourceChannel);
66
+ #else
67
+ float r=redConstantValue;
68
+ #endif
69
+ #ifdef GREEN_FROM_TEXTURE
70
+ vec4 greenSample=sampleTexture(greenTextureIndex,uv);float g=extractChannel(greenSample,greenSourceChannel);
71
+ #else
72
+ float g=greenConstantValue;
73
+ #endif
74
+ #ifdef BLUE_FROM_TEXTURE
75
+ vec4 blueSample=sampleTexture(blueTextureIndex,uv);float b=extractChannel(blueSample,blueSourceChannel);
76
+ #else
77
+ float b=blueConstantValue;
78
+ #endif
79
+ #ifdef ALPHA_FROM_TEXTURE
80
+ vec4 alphaSample=sampleTexture(alphaTextureIndex,uv);float a=extractChannel(alphaSample,alphaSourceChannel);
81
+ #else
82
+ float a=alphaConstantValue;
83
+ #endif
84
+ gl_FragColor=vec4(r,g,b,a);}`;n.ShadersStore[e]||(n.ShadersStore[e]=r);const a={name:e,shader:r};export{a as textureMergerPixelShader};
@@ -0,0 +1,76 @@
1
+ import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="textureMergerPixelShader",n=`#ifdef USE_TEXTURE0
2
+ var inputTexture0Sampler: sampler;var inputTexture0: texture_2d<f32>;
3
+ #endif
4
+ #ifdef USE_TEXTURE1
5
+ var inputTexture1Sampler: sampler;var inputTexture1: texture_2d<f32>;
6
+ #endif
7
+ #ifdef USE_TEXTURE2
8
+ var inputTexture2Sampler: sampler;var inputTexture2: texture_2d<f32>;
9
+ #endif
10
+ #ifdef USE_TEXTURE3
11
+ var inputTexture3Sampler: sampler;var inputTexture3: texture_2d<f32>;
12
+ #endif
13
+ #ifdef RED_FROM_TEXTURE
14
+ uniform redTextureIndex: i32;uniform redSourceChannel: i32;
15
+ #else
16
+ uniform redConstantValue: f32;
17
+ #endif
18
+ #ifdef GREEN_FROM_TEXTURE
19
+ uniform greenTextureIndex: i32;uniform greenSourceChannel: i32;
20
+ #else
21
+ uniform greenConstantValue: f32;
22
+ #endif
23
+ #ifdef BLUE_FROM_TEXTURE
24
+ uniform blueTextureIndex: i32;uniform blueSourceChannel: i32;
25
+ #else
26
+ uniform blueConstantValue: f32;
27
+ #endif
28
+ #ifdef ALPHA_FROM_TEXTURE
29
+ uniform alphaTextureIndex: i32;uniform alphaSourceChannel: i32;
30
+ #else
31
+ uniform alphaConstantValue: f32;
32
+ #endif
33
+ varying vUV: vec2f;
34
+ #if defined(RED_FROM_TEXTURE) || defined(GREEN_FROM_TEXTURE) || defined(BLUE_FROM_TEXTURE) || defined(ALPHA_FROM_TEXTURE)
35
+ fn sampleTexture(textureIndex: i32,uv: vec2f)->vec4f {switch (textureIndex) {
36
+ #ifdef USE_TEXTURE0
37
+ case 0: {return textureSample(inputTexture0,inputTexture0Sampler,uv);}
38
+ #endif
39
+ #ifdef USE_TEXTURE1
40
+ case 1: {return textureSample(inputTexture1,inputTexture1Sampler,uv);}
41
+ #endif
42
+ #ifdef USE_TEXTURE2
43
+ case 2: {return textureSample(inputTexture2,inputTexture2Sampler,uv);}
44
+ #endif
45
+ #ifdef USE_TEXTURE3
46
+ case 3: {return textureSample(inputTexture3,inputTexture3Sampler,uv);}
47
+ #endif
48
+ default: {return vec4f(0.0,0.0,0.0,1.0); }}}
49
+ fn extractChannel(color: vec4f,channelIndex: i32)->f32 {switch (channelIndex) {case 0: {return color.r; }
50
+ case 1: {return color.g; }
51
+ case 2: {return color.b; }
52
+ default: {return color.a; }}}
53
+ #endif
54
+ @fragment
55
+ fn main(input: FragmentInputs)->FragmentOutputs {let uv: vec2f=input.vUV;
56
+ #ifdef RED_FROM_TEXTURE
57
+ let redSample: vec4f=sampleTexture(uniforms.redTextureIndex,uv);let r: f32=extractChannel(redSample,uniforms.redSourceChannel);
58
+ #else
59
+ let r: f32=uniforms.redConstantValue;
60
+ #endif
61
+ #ifdef GREEN_FROM_TEXTURE
62
+ let greenSample: vec4f=sampleTexture(uniforms.greenTextureIndex,uv);let g: f32=extractChannel(greenSample,uniforms.greenSourceChannel);
63
+ #else
64
+ let g: f32=uniforms.greenConstantValue;
65
+ #endif
66
+ #ifdef BLUE_FROM_TEXTURE
67
+ let blueSample: vec4f=sampleTexture(uniforms.blueTextureIndex,uv);let b: f32=extractChannel(blueSample,uniforms.blueSourceChannel);
68
+ #else
69
+ let b: f32=uniforms.blueConstantValue;
70
+ #endif
71
+ #ifdef ALPHA_FROM_TEXTURE
72
+ let alphaSample: vec4f=sampleTexture(uniforms.alphaTextureIndex,uv);let a: f32=extractChannel(alphaSample,uniforms.alphaSourceChannel);
73
+ #else
74
+ let a: f32=uniforms.alphaConstantValue;
75
+ #endif
76
+ fragmentOutputs.color=vec4f(r,g,b,a);}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=n);const u={name:e,shader:n};export{u as textureMergerPixelShaderWGSL};
@@ -0,0 +1 @@
1
+ import{dk as d}from"./dynamicTexture-Cuby-VOT.js";const R=1,U=2,N=3,O=9,L=10,k=11,Y=48,z=4,P=0,B=1,C=2,M=3;function I(o){let n=0;return{id_length:o[n++],colormap_type:o[n++],image_type:o[n++],colormap_index:o[n++]|o[n++]<<8,colormap_length:o[n++]|o[n++]<<8,colormap_size:o[n++],origin:[o[n++]|o[n++]<<8,o[n++]|o[n++]<<8],width:o[n++]|o[n++]<<8,height:o[n++]|o[n++]<<8,pixel_size:o[n++],flags:o[n]}}function A(o,n){if(n.length<19){d.Error("Unable to load TGA file - Not enough data to contain header");return}let c=18;const r=I(n);if(r.id_length+c>n.length){d.Error("Unable to load TGA file - Not enough data");return}c+=r.id_length;let _=!1,f=!1,p=!1;switch(r.image_type){case O:_=!0;case R:f=!0;break;case L:_=!0;case U:break;case k:_=!0;case N:p=!0;break}let m;const u=r.pixel_size>>3,g=r.width*r.height*u;let s;if(f&&(s=n.subarray(c,c+=r.colormap_length*(r.colormap_size>>3))),_){m=new Uint8Array(g);let G,x,y,w=0;const E=new Uint8Array(u);for(;c<g&&w<g;)if(G=n[c++],x=(G&127)+1,G&128){for(y=0;y<u;++y)E[y]=n[c++];for(y=0;y<x;++y)m.set(E,w+y*u);w+=u*x}else{for(x*=u,y=0;y<x;++y)m[w+y]=n[c++];w+=x}}else m=n.subarray(c,c+(f?r.width*r.height:g));let h,a,i,t,e,l;switch((r.flags&Y)>>z){default:case C:h=0,i=1,l=r.width,a=0,t=1,e=r.height;break;case P:h=0,i=1,l=r.width,a=r.height-1,t=-1,e=-1;break;case M:h=r.width-1,i=-1,l=-1,a=0,t=1,e=r.height;break;case B:h=r.width-1,i=-1,l=-1,a=r.height-1,t=-1,e=-1;break}const b="_getImageData"+(p?"Grey":"")+r.pixel_size+"bits",D=K[b](r,s,m,a,t,e,h,i,l);o.getEngine()._uploadDataToTextureDirectly(o,D)}function S(o,n,c,r,_,f,p,m,u){const g=c,s=n,h=o.width,a=o.height;let i,t=0,e,l;const b=new Uint8Array(h*a*4);for(l=r;l!==f;l+=_)for(e=p;e!==u;e+=m,t++)i=g[t],b[(e+h*l)*4+3]=255,b[(e+h*l)*4+2]=s[i*3+0],b[(e+h*l)*4+1]=s[i*3+1],b[(e+h*l)*4+0]=s[i*3+2];return b}function j(o,n,c,r,_,f,p,m,u){const g=c,s=o.width,h=o.height;let a,i=0,t,e;const l=new Uint8Array(s*h*4);for(e=r;e!==f;e+=_)for(t=p;t!==u;t+=m,i+=2){a=g[i+0]+(g[i+1]<<8);const b=((a&31744)>>10)*255/31|0,D=((a&992)>>5)*255/31|0,T=(a&31)*255/31|0;l[(t+s*e)*4+0]=b,l[(t+s*e)*4+1]=D,l[(t+s*e)*4+2]=T,l[(t+s*e)*4+3]=a&32768?0:255}return l}function v(o,n,c,r,_,f,p,m,u){const g=c,s=o.width,h=o.height;let a=0,i,t;const e=new Uint8Array(s*h*4);for(t=r;t!==f;t+=_)for(i=p;i!==u;i+=m,a+=3)e[(i+s*t)*4+3]=255,e[(i+s*t)*4+2]=g[a+0],e[(i+s*t)*4+1]=g[a+1],e[(i+s*t)*4+0]=g[a+2];return e}function H(o,n,c,r,_,f,p,m,u){const g=c,s=o.width,h=o.height;let a=0,i,t;const e=new Uint8Array(s*h*4);for(t=r;t!==f;t+=_)for(i=p;i!==u;i+=m,a+=4)e[(i+s*t)*4+2]=g[a+0],e[(i+s*t)*4+1]=g[a+1],e[(i+s*t)*4+0]=g[a+2],e[(i+s*t)*4+3]=g[a+3];return e}function X(o,n,c,r,_,f,p,m,u){const g=c,s=o.width,h=o.height;let a,i=0,t,e;const l=new Uint8Array(s*h*4);for(e=r;e!==f;e+=_)for(t=p;t!==u;t+=m,i++)a=g[i],l[(t+s*e)*4+0]=a,l[(t+s*e)*4+1]=a,l[(t+s*e)*4+2]=a,l[(t+s*e)*4+3]=255;return l}function F(o,n,c,r,_,f,p,m,u){const g=c,s=o.width,h=o.height;let a=0,i,t;const e=new Uint8Array(s*h*4);for(t=r;t!==f;t+=_)for(i=p;i!==u;i+=m,a+=2)e[(i+s*t)*4+0]=g[a+0],e[(i+s*t)*4+1]=g[a+0],e[(i+s*t)*4+2]=g[a+0],e[(i+s*t)*4+3]=g[a+1];return e}const K={GetTGAHeader:I,UploadContent:A,_getImageData8bits:S,_getImageData16bits:j,_getImageData24bits:v,_getImageData32bits:H,_getImageDataGrey8bits:X,_getImageDataGrey16bits:F};class q{constructor(){this.supportCascades=!1}loadCubeData(){throw".env not supported in Cube."}loadData(n,c,r){const _=new Uint8Array(n.buffer,n.byteOffset,n.byteLength),f=I(_);r(f.width,f.height,c.generateMipMaps,!1,()=>{A(c,_)})}}const Q=Object.freeze(Object.defineProperty({__proto__:null,_TGATextureLoader:q},Symbol.toStringTag,{value:"Module"}));export{I as G,K as T,A as U,q as _,Q as t};
@@ -0,0 +1,20 @@
1
+ import{fr as e}from"./dynamicTexture-Cuby-VOT.js";const d="fogVertexDeclaration",n=`#ifdef FOG
2
+ varying vec3 vFogDistance;
3
+ #endif
4
+ `;e.IncludesShadersStore[d]||(e.IncludesShadersStore[d]=n);const o="fogVertex",f=`#ifdef FOG
5
+ vFogDistance=(view*worldPos).xyz;
6
+ #endif
7
+ `;e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]=f);const r="vertexColorMixing",i=`#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
8
+ vColor=vec4(1.0);
9
+ #ifdef VERTEXCOLOR
10
+ #ifdef VERTEXALPHA
11
+ vColor*=colorUpdated;
12
+ #else
13
+ vColor.rgb*=colorUpdated.rgb;
14
+ #endif
15
+ #endif
16
+ #ifdef INSTANCESCOLOR
17
+ vColor*=instanceColor;
18
+ #endif
19
+ #endif
20
+ `;e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]=i);
@@ -0,0 +1,24 @@
1
+ import{fr as e}from"./dynamicTexture-Cuby-VOT.js";const t="fogVertexDeclaration",s=`#ifdef FOG
2
+ varying vFogDistance: vec3f;
3
+ #endif
4
+ `;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=s);const r="fogVertex",n=`#ifdef FOG
5
+ #ifdef SCENE_UBO
6
+ vertexOutputs.vFogDistance=(scene.view*worldPos).xyz;
7
+ #else
8
+ vertexOutputs.vFogDistance=(uniforms.view*worldPos).xyz;
9
+ #endif
10
+ #endif
11
+ `;e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=n);const o="vertexColorMixing",d=`#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
12
+ vertexOutputs.vColor=vec4f(1.0);
13
+ #ifdef VERTEXCOLOR
14
+ #ifdef VERTEXALPHA
15
+ vertexOutputs.vColor*=vertexInputs.color;
16
+ #else
17
+ vertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);
18
+ #endif
19
+ #endif
20
+ #ifdef INSTANCESCOLOR
21
+ vertexOutputs.vColor*=vertexInputs.instanceColor;
22
+ #endif
23
+ #endif
24
+ `;e.IncludesShadersStoreWGSL[o]||(e.IncludesShadersStoreWGSL[o]=d);
@@ -0,0 +1,2 @@
1
+ �@�v�[�ʳ��9�m<�x�H�=�D�S0�%up_�)牶EH�t|���u
2
+ �ˎ���~JyShkQ�� ��T����鞟m6�}��_��<c�����0��bz�4�m
@@ -0,0 +1,12 @@
1
+ import{fr as t}from"./dynamicTexture-Cuby-VOT.js";const e="volumetricLightingBlendVolumePixelShader",r=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;uniform invProjection: mat4x4<f32>;uniform outputTextureSize: vec2f;
2
+ #ifdef USE_EXTINCTION
3
+ uniform extinction: vec3f;
4
+ #endif
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ @fragment
7
+ fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);
8
+ #ifdef USE_EXTINCTION
9
+ let depth=textureLoad(depthSampler,vec2u(fragmentInputs.position.xy),0).r;let ndc=vec4f((fragmentInputs.position.xy/uniforms.outputTextureSize)*2.-1.,depth,1.0);var viewPos=uniforms.invProjection*ndc;viewPos=viewPos/viewPos.w;let eyeDist=length(viewPos);fragmentOutputs.color2=vec4f(exp(-uniforms.extinction*eyeDist),1.0);
10
+ #endif
11
+ }
12
+ `;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=r);const n={name:e,shader:r};export{n as volumetricLightingBlendVolumePixelShaderWGSL};
@@ -0,0 +1,11 @@
1
+ import{fr as o}from"./dynamicTexture-Cuby-VOT.js";const e="volumetricLightingBlendVolumePixelShader",r=`varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D depthSampler;uniform mat4 invProjection;uniform vec2 outputTextureSize;
2
+ #ifdef USE_EXTINCTION
3
+ uniform vec3 extinction;
4
+ #endif
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ void main(void) {gl_FragColor=texture2D(textureSampler,vUV);
7
+ #ifdef USE_EXTINCTION
8
+ float depth=texelFetch(depthSampler,ivec2(gl_FragCoord.xy),0).r;vec4 ndc=vec4((gl_FragCoord.xy/outputTextureSize)*2.-1.,depth*2.-1.,1.0);vec4 viewPos=invProjection*ndc;viewPos=viewPos/viewPos.w;float eyeDist=length(viewPos);gl_FragColor2=vec4(exp(-extinction*eyeDist),1.0);
9
+ #endif
10
+ }
11
+ `;o.ShadersStore[e]||(o.ShadersStore[e]=r);const t={name:e,shader:r};export{t as volumetricLightingBlendVolumePixelShader};
@@ -0,0 +1,15 @@
1
+ import{fr as t}from"./dynamicTexture-Cuby-VOT.js";import"./meshUboDeclaration-Uj1CsoJP.js";const e="volumetricLightingRenderVolumePixelShader",i=`#include<sceneUboDeclaration>
2
+ #include<meshUboDeclaration>
3
+ uniform invViewProjection: mat4x4<f32>;uniform lightDir: vec3f;
4
+ uniform outputTextureSize: vec2f;uniform extinctionPhaseG: vec4f;uniform lightPower: vec3f;uniform textureRatio: vec2f;var depthTexture: texture_2d<f32>;varying vWorldPos: vec4f;fn henyeyGreenstein(g: f32,cosTheta: f32)->f32 {let denom=1+g*g-2*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}
5
+ fn integrateDirectional(eyeDist: f32,viewDir: vec3f,lightDir: vec3f)->vec3f {let phaseG=uniforms.extinctionPhaseG.w;
6
+ #ifdef USE_EXTINCTION
7
+ let extinction=uniforms.extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3f(1.0)-exp(-extinction*eyeDist))/extinction;
8
+ #else
9
+ return vec3f(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3f(eyeDist);
10
+ #endif
11
+ }
12
+ @fragment
13
+ fn main(input: FragmentInputs)->FragmentOutputs {let depth=textureLoad(depthTexture,vec2u(fragmentInputs.position.xy*uniforms.textureRatio),0).r;var worldPos=fragmentInputs.vWorldPos;if (fragmentInputs.position.z>depth) {let ndc=vec4f((fragmentInputs.position.xy/uniforms.outputTextureSize)*2.-1.,depth,1.0);worldPos=uniforms.invViewProjection*ndc;worldPos=worldPos/worldPos.w;}
14
+ var viewDir=worldPos.xyz-scene.vEyePosition.xyz;let eyeDist=length(viewDir);viewDir=viewDir/eyeDist;let fSign=select(-1.0,1.0,fragmentInputs.frontFacing);let integral=integrateDirectional(eyeDist,-viewDir,uniforms.lightDir);fragmentOutputs.color=vec4f(uniforms.lightPower*integral*fSign,1.0);}
15
+ `;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=i);const o={name:e,shader:i};export{o as volumetricLightingRenderVolumePixelShaderWGSL};
@@ -0,0 +1,13 @@
1
+ import{fr as t}from"./dynamicTexture-Cuby-VOT.js";import"./babylon-core-PuGyjHMj.js";import"./meshUboDeclaration-Cr5YhBB1.js";import"./animationGroup-C74XVFRE.js";import"./animation-C6iNAO1g.js";import"./lazy-Cj-01uhW.js";import"./workerPool-H9Ji3mCo.js";import"./easing-DbzzrXOl.js";import"./abstractAudioBus-BRAC2GY2.js";import"./webAudioBus-BkMWEG1L.js";import"./webAudioMainBus-DYcQXAkm.js";import"./arcRotateCamera-CIQYNBBJ.js";import"./flowGraphJsonPointerParserBlock-urEWktqi.js";import"./flowGraphCachedOperationBlock-BysRM-Ha.js";import"./flowGraphConsoleLogBlock-BBxVDGOV.js";import"./flowGraphBranchBlock-CV_leJX3.js";import"./flowGraphDoNBlock-COo31G00.js";import"./flowGraphForLoopBlock-UxZSh8US.js";import"./flowGraphThrottleBlock-CldHJDs6.js";import"./flowGraphMultiGateBlock-BuKmvqC8.js";import"./flowGraphSwitchBlock-E7meS39u.js";import"./flowGraphWaitAllBlock-CAW7HgUP.js";import"./flowGraphCounterBlock-xdcRCw4l.js";import"./flowGraphWhileLoopBlock-DRP9_Zd1.js";import"./flowGraphDebounceBlock-Q_f2x-ID.js";import"./flowGraphFlipFlopBlock-B8znf-3o.js";import"./flowGraphSequenceBlock-D0-_bFV3.js";import"./flowGraphSetDelayBlock-B8946WOc.js";import"./flowGraphCancelDelayBlock-BK6tDTGy.js";import"./flowGraphPlayAnimationBlock-DDVrE__n.js";import"./flowGraphStopAnimationBlock-z4ou311H.js";import"./flowGraphPauseAnimationBlock-T_-VP-t5.js";import"./flowGraphInterpolationBlock-DuRc3LX7.js";import"./flowGraphEasingBlock-jGW-fKIB.js";import"./flowGraphBezierCurveEasingBlock-Izh7s0Zh.js";import"./flowGraphConditionalDataBlock-D7OU_UOM.js";import"./flowGraphGetVariableBlock-BkCEyiL6.js";import"./flowGraphSetVariableBlock-0dns_CH6.js";import"./flowGraphTransformCoordinatesSystemBlock-pYdpcwK7.js";import"./flowGraphGetPropertyBlock-D--vcmMS.js";import"./flowGraphSetPropertyBlock-Cx0IyW-a.js";import"./flowGraphConstantBlock-Cn3ZMGR0.js";import"./flowGraphGetAssetBlock-B3zYUZmJ.js";import"./flowGraphDataSwitchBlock-dY8TSZtd.js";import"./flowGraphMathBlocks-CGTCQVqz.js";import"./flowGraphBinaryOperationBlock-BRfalQP5.js";import"./flowGraphUnaryOperationBlock-s-kJ99D8.js";import"./flowGraphMathCombineExtractBlocks-DDHGbRPt.js";import"./flowGraphMatrixMathBlocks-Bwp1BysB.js";import"./flowGraphVectorMathBlocks-D7iofIoY.js";import"./flowGraphTypeToTypeBlocks-CYfvLPJ-.js";import"./flowGraphContextBlock-BS3b2XbE.js";import"./flowGraphArrayIndexBlock-C8nTWR8h.js";import"./flowGraphCodeExecutionBlock-CQABvaP8.js";import"./flowGraphIndexOfBlock-C4ipR7YB.js";import"./flowGraphFunctionReferenceBlock-c3ZQWBhk.js";import"./flowGraphMeshPickEventBlock-2wkqhQCG.js";import"./flowGraphSceneReadyEventBlock-ClJu3s64.js";import"./flowGraphReceiveCustomEventBlock-DKfLODu3.js";import"./flowGraphSendCustomEventBlock-CdKQeuma.js";import"./flowGraphSceneTickEventBlock-3ZNr4eqw.js";import"./flowGraphPointerOutEventBlock-Cx15Sf5R.js";import"./flowGraphPointerOverEventBlock-DzzHa-dN.js";import"./glowMapGeneration.fragment-DwJ3bpr6.js";import"./glowMapGeneration.vertex-mAWUJxSB.js";import"./glowMapGeneration.fragment-mDEHNZRi.js";import"./clipPlaneFragment-Bgl3Usc4.js";import"./glowMapGeneration.vertex-BACa9-r4.js";import"./clipPlaneVertex-BxK9aoI2.js";import"./morphTargetsVertex-B9xWvV_u.js";import"./instancesDeclaration-B2a0VuuR.js";import"./glowMapMerge.fragment-0Im35OVD.js";import"./glowMapMerge.vertex-8A2ntYoS.js";import"./glowBlurPostProcess.fragment-CS_rTtUL.js";import"./glowMapMerge.fragment-BXHfrWgL.js";import"./glowMapMerge.vertex-Cnm-5WLT.js";import"./glowBlurPostProcess.fragment-G_xfSiIr.js";import"./shadowMap.fragment-BEwhnKOg.js";import"./shadowMap.vertex-ImOoSjTb.js";import"./meshUboDeclaration-Uj1CsoJP.js";import"./depthBoxBlur.fragment-BtTv8wid.js";import"./shadowMapFragmentSoftTransparentShadow-BmxybqRD.js";import"./shadowMap.fragment-CVar4C4N.js";import"./shadowMap.vertex-Q2d15P5z.js";import"./depthBoxBlur.fragment-DViDG6Vb.js";import"./shadowMapFragmentSoftTransparentShadow-D6ZvWsNy.js";import"./iesTextureLoader-B8AoKSG2.js";import"./sceneLoader-CDreObGG.js";import"./openpbrMaterial-Dc7VVRl6.js";import"./pbr.vertex-w2ZWBdHy.js";import"./harmonicsFunctions-BQTTvws3.js";import"./bumpVertex-DpGOKCkn.js";import"./mainUVVaryingDeclaration-OBB3LR8s.js";import"./vertexColorMixing-DRlcGbEu.js";import"./logDepthDeclaration-XDsVKoT0.js";import"./logDepthVertex-CkFa6uAf.js";import"./pbr.fragment-Bo4XM7Ct.js";import"./oitFragment-ZUHesxAg.js";import"./fogFragmentDeclaration-CzUy86ul.js";import"./logDepthFragment-BPP-rBiT.js";import"./pbr.vertex-BezAbBHx.js";import"./bumpVertex-DMhnr4dz.js";import"./harmonicsFunctions-DtIiYWL1.js";import"./mainUVVaryingDeclaration-DdwP8xi_.js";import"./vertexColorMixing-CwuEx4gP.js";import"./logDepthDeclaration-CeLLOhuK.js";import"./logDepthVertex-H6E8NLz1.js";import"./pbr.fragment-T2xKI2J0.js";import"./oitFragment-CK8Y-Z-q.js";import"./fogFragmentDeclaration-kfcrkpgB.js";import"./logDepthFragment-CDaMyvfH.js";import"./ddsTextureLoader-s5HptTVZ.js";import"./dds-3J0FZYX1.js";import"./ktxTextureLoader-DTr7AKqG.js";import"./tgaTextureLoader-D7Pjisvo.js";import"./hdrTextureLoader-Dqvpv0kr.js";import"./basisTextureLoader-BdapVvhf.js";import"./exrTextureLoader-D39k4eK_.js";import"./default.fragment-C4zjkcFb.js";import"./defaultUboDeclaration-C8GCosBM.js";import"./default.fragment-C4xg7O-P.js";import"./defaultUboDeclaration-D26o_DDO.js";import"./default.vertex-A8wQopNr.js";import"./default.vertex-YrvIUn4x.js";import"./mesh.vertexData.functions-BXkNVxNr.js";import"./color.fragment-BUdIBar6.js";import"./color.vertex-CaMOSKlC.js";import"./color.fragment-CDn4ZgkT.js";import"./color.vertex-dgbB6mhK.js";import"./lodCube.fragment-CI1eTppS.js";import"./lod.fragment-BuvQbBhE.js";import"./lodCube.fragment-yDzV1teg.js";import"./lod.fragment-Cp0eqGjl.js";import"./rgbdDecode.fragment-BQ16CsAv.js";import"./rgbdEncode.fragment-CmDv6yEZ.js";import"./rgbdDecode.fragment-D_2CJy2O.js";import"./rgbdEncode.fragment-QRg2h8KC.js";import"./passCube.fragment-wvJ8mb6_.js";import"./passCube.fragment-Ch6aeybh.js";import"./sharpen.fragment-CI40r28S.js";import"./grain.fragment-BMGi-Hgp.js";import"./grain.fragment-CH9zg05c.js";import"./chromaticAberration.fragment-BgX-2zxS.js";import"./chromaticAberration.fragment-D7t6Txg4.js";import"./depthOfFieldMerge.fragment-DCspcdWZ.js";import"./depthOfFieldMerge.fragment-Ds-g4Ln8.js";import"./circleOfConfusion.fragment-D1RtHaPm.js";import"./circleOfConfusion.fragment-D8geMRma.js";import"./depth.fragment-Bn8G24s-.js";import"./depth.vertex-B2lrdlJh.js";import"./outline.fragment-BK0vgcx7.js";import"./outline.vertex-CHR7GZYH.js";import"./outline.fragment-DQK2JikO.js";import"./outline.vertex-CKcILDiL.js";const i="volumetricLightingRenderVolumePixelShader",r=`#include<__decl__sceneFragment>
2
+ uniform mat4 invViewProjection;uniform vec3 lightDir;
3
+ uniform vec2 outputTextureSize;uniform vec4 extinctionPhaseG;uniform vec3 lightPower;uniform vec2 textureRatio;uniform sampler2D depthTexture;varying vec4 vWorldPos;float henyeyGreenstein(float g,float cosTheta) {float denom=1.0+g*g-2.0*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}
4
+ vec3 integrateDirectional(float eyeDist,vec3 viewDir,vec3 lightDir) {float phaseG=extinctionPhaseG.w;
5
+ #ifdef USE_EXTINCTION
6
+ vec3 extinction=extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3(1.0)-exp(-extinction*eyeDist))/extinction;
7
+ #else
8
+ return vec3(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3(eyeDist);
9
+ #endif
10
+ }
11
+ void main(void) {float depth=texelFetch(depthTexture,ivec2(gl_FragCoord.xy*textureRatio),0).r;vec4 worldPos=vWorldPos;if (gl_FragCoord.z>depth) {vec4 ndc=vec4((gl_FragCoord.xy/outputTextureSize)*2.0-1.0,depth*2.0-1.0,1.0);worldPos=invViewProjection*ndc;worldPos=worldPos/worldPos.w;}
12
+ vec3 viewDir=worldPos.xyz-vEyePosition.xyz;float eyeDist=length(viewDir);viewDir=viewDir/eyeDist;float fSign=gl_FrontFacing ? 1.0 : -1.0;vec3 integral=integrateDirectional(eyeDist,-viewDir,lightDir);gl_FragColor=vec4(lightPower*integral*fSign,1.0);}
13
+ `;t.ShadersStore[i]||(t.ShadersStore[i]=r);const Mt={name:i,shader:r};export{Mt as volumetricLightingRenderVolumePixelShader};
@@ -0,0 +1,4 @@
1
+ import{fr as o}from"./dynamicTexture-Cuby-VOT.js";import"./shadowMap.vertex-Q2d15P5z.js";import"./meshUboDeclaration-Cr5YhBB1.js";const e="volumetricLightingRenderVolumeVertexShader",r=`#include<__decl__sceneVertex>
2
+ #include<__decl__meshVertex>
3
+ attribute vec3 position;varying vec4 vWorldPos;void main(void) {vec4 worldPos=world*vec4(position,1.0);vWorldPos=worldPos;gl_Position=viewProjection*worldPos;}
4
+ `;o.ShadersStore[e]||(o.ShadersStore[e]=r);const n={name:e,shader:r};export{n as volumetricLightingRenderVolumeVertexShader};
@@ -0,0 +1,5 @@
1
+ import{fr as t}from"./dynamicTexture-Cuby-VOT.js";import"./meshUboDeclaration-Uj1CsoJP.js";const e="volumetricLightingRenderVolumeVertexShader",o=`#include<sceneUboDeclaration>
2
+ #include<meshUboDeclaration>
3
+ attribute position : vec3f;varying vWorldPos: vec4f;@vertex
4
+ fn main(input : VertexInputs)->FragmentInputs {let worldPos=mesh.world*vec4f(vertexInputs.position,1.0);vertexOutputs.vWorldPos=worldPos;vertexOutputs.position=scene.viewProjection*worldPos;}
5
+ `;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=o);const i={name:e,shader:o};export{i as volumetricLightingRenderVolumeVertexShaderWGSL};