@fps-games/editor-deployment 0.2.3-beta.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bin/fps-editor-agent.mjs +5 -0
- package/bin/fps-editor-prepare.mjs +5 -0
- package/bin/fps-editor-project.mjs +18 -0
- package/bin/fps-editor-server.mjs +2 -0
- package/licenses/THIRD_PARTY_NOTICES.txt +7 -0
- package/manifest.json +2688 -0
- package/npm-shrinkwrap.json +21 -0
- package/package.json +44 -0
- package/public/assets/abstractAudioBus-BRAC2GY2.js +1 -0
- package/public/assets/animation-C6iNAO1g.js +1 -0
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- package/public/assets/animationGroup-C74XVFRE.js +1 -0
- package/public/assets/animationGroup-C74XVFRE.js.br +0 -0
- package/public/assets/animationGroup-C74XVFRE.js.gz +0 -0
- package/public/assets/arcRotateCamera-CIQYNBBJ.js +1 -0
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- package/public/assets/arcRotateCamera-CIQYNBBJ.js.gz +0 -0
- package/public/assets/babylon-core-PuGyjHMj.js +13882 -0
- package/public/assets/babylon-core-PuGyjHMj.js.br +0 -0
- package/public/assets/babylon-core-PuGyjHMj.js.gz +0 -0
- package/public/assets/babylon-core-S0gBQJVe.js +1 -0
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- package/public/assets/babylon-core-S0gBQJVe.js.gz +0 -0
- package/public/assets/basisTextureLoader-BdapVvhf.js +1 -0
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- package/public/assets/bumpVertex-DMhnr4dz.js +173 -0
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- package/public/assets/chromaticAberration.fragment-BgX-2zxS.js +7 -0
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- package/public/assets/chromaticAberration.fragment-D7t6Txg4.js +6 -0
- package/public/assets/chromaticAberration.fragment-D7t6Txg4.js.br +0 -0
- package/public/assets/chromaticAberration.fragment-D7t6Txg4.js.gz +0 -0
- package/public/assets/circleOfConfusion.fragment-D1RtHaPm.js +17 -0
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- package/public/assets/clipPlaneFragment-Bgl3Usc4.js +46 -0
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- package/public/assets/clipPlaneVertex-BxK9aoI2.js +177 -0
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- package/public/assets/color.fragment-BUdIBar6.js +20 -0
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- package/public/assets/dynamicTexture-Cuby-VOT.js +1329 -0
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- package/public/assets/editor-core-plugin-host-c2002442.js +1 -0
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- package/public/assets/exrTextureLoader-D39k4eK_.js +1 -0
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import{fr as e}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneVertex-BxK9aoI2.js";import"./morphTargetsVertex-B9xWvV_u.js";import"./meshUboDeclaration-Uj1CsoJP.js";const i="shadowMapVertexExtraDeclaration",d=`#if SM_NORMALBIAS==1
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uniform lightDataSM: vec3f;
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#endif
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uniform biasAndScaleSM: vec3f;uniform depthValuesSM: vec2f;varying vDepthMetricSM: f32;
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#if SM_USEDISTANCE==1
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varying vPositionWSM: vec3f;
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#endif
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#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
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varying zSM: f32;
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#endif
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`;e.IncludesShadersStoreWGSL[i]||(e.IncludesShadersStoreWGSL[i]=d);const o="shadowMapVertexNormalBias",s=`#if SM_NORMALBIAS==1
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#if SM_DIRECTIONINLIGHTDATA==1
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var worldLightDirSM: vec3f=normalize(-uniforms.lightDataSM.xyz);
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#else
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var directionToLightSM: vec3f=uniforms.lightDataSM.xyz-worldPos.xyz;var worldLightDirSM: vec3f=normalize(directionToLightSM);
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#endif
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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);
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#endif
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`;e.IncludesShadersStoreWGSL[o]||(e.IncludesShadersStoreWGSL[o]=s);const t="shadowMapVertexMetric",n=`#if SM_USEDISTANCE==1
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vertexOutputs.vPositionWSM=worldPos.xyz;
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#endif
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#if SM_DEPTHTEXTURE==1
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#ifdef IS_NDC_HALF_ZRANGE
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#endif
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#ifdef USE_REVERSE_DEPTHBUFFER
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vertexOutputs.position.z-=uniforms.biasAndScaleSM.x*vertexOutputs.position.w*BIASFACTOR;
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#else
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vertexOutputs.position.z+=uniforms.biasAndScaleSM.x*vertexOutputs.position.w*BIASFACTOR;
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#endif
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#endif
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#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
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vertexOutputs.zSM=vertexOutputs.position.z;vertexOutputs.position.z=0.0;
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#elif SM_USEDISTANCE==0
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#ifdef USE_REVERSE_DEPTHBUFFER
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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;
|
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|
+
#endif
|
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|
+
#endif
|
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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;
|
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|
+
#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
|
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|
+
attribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;
|
|
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|
+
#endif
|
|
54
|
+
#include<helperFunctions>
|
|
55
|
+
#include<sceneUboDeclaration>
|
|
56
|
+
#include<meshUboDeclaration>
|
|
57
|
+
#ifdef ALPHATEXTURE
|
|
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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
|
|
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;
|
|
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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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|
+
#ifdef NORMAL
|
|
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|
+
var normalUpdated: vec3f=vertexInputs.normal;
|
|
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|
+
#endif
|
|
80
|
+
#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>
|
|
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};
|
|
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|
|
Binary file
|
|
@@ -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};
|
|
Binary file
|
|
Binary file
|
|
@@ -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};
|
|
Binary file
|
|
Binary file
|
|
@@ -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
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default:
|
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+
return vec4(0.0,0.0,0.0,1.0); }}
|
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|
+
float extractChannel(vec4 color,int channelIndex) {switch (channelIndex) {case 0:
|
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+
return color.r;
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case 1:
|
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return color.g;
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case 2:
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+
return color.b;
|
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+
default:
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return color.a; }}
|
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+
#endif
|
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+
void main() {vec2 uv=vUV;
|
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+
#ifdef RED_FROM_TEXTURE
|
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+
vec4 redSample=sampleTexture(redTextureIndex,uv);float r=extractChannel(redSample,redSourceChannel);
|
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#else
|
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|
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float r=redConstantValue;
|
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|
+
#endif
|
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|
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#ifdef GREEN_FROM_TEXTURE
|
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|
+
vec4 greenSample=sampleTexture(greenTextureIndex,uv);float g=extractChannel(greenSample,greenSourceChannel);
|
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#else
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float g=greenConstantValue;
|
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#endif
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#ifdef BLUE_FROM_TEXTURE
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+
vec4 blueSample=sampleTexture(blueTextureIndex,uv);float b=extractChannel(blueSample,blueSourceChannel);
|
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|
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#else
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float b=blueConstantValue;
|
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#endif
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#ifdef ALPHA_FROM_TEXTURE
|
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vec4 alphaSample=sampleTexture(alphaTextureIndex,uv);float a=extractChannel(alphaSample,alphaSourceChannel);
|
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|
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#else
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+
float a=alphaConstantValue;
|
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|
+
#endif
|
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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};
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@@ -0,0 +1,76 @@
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1
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import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="textureMergerPixelShader",n=`#ifdef USE_TEXTURE0
|
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2
|
+
var inputTexture0Sampler: sampler;var inputTexture0: texture_2d<f32>;
|
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3
|
+
#endif
|
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4
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#ifdef USE_TEXTURE1
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var inputTexture1Sampler: sampler;var inputTexture1: texture_2d<f32>;
|
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|
+
#endif
|
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7
|
+
#ifdef USE_TEXTURE2
|
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8
|
+
var inputTexture2Sampler: sampler;var inputTexture2: texture_2d<f32>;
|
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|
+
#endif
|
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|
+
#ifdef USE_TEXTURE3
|
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|
+
var inputTexture3Sampler: sampler;var inputTexture3: texture_2d<f32>;
|
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12
|
+
#endif
|
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|
+
#ifdef RED_FROM_TEXTURE
|
|
14
|
+
uniform redTextureIndex: i32;uniform redSourceChannel: i32;
|
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|
+
#else
|
|
16
|
+
uniform redConstantValue: f32;
|
|
17
|
+
#endif
|
|
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|
+
#ifdef GREEN_FROM_TEXTURE
|
|
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|
+
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};
|
|
Binary file
|
|
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|
|
@@ -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};
|
|
Binary file
|
|
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|
|
@@ -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);
|
|
Binary file
|
|
Binary file
|
|
@@ -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);
|
|
Binary file
|
|
@@ -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)));}
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5
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+
fn integrateDirectional(eyeDist: f32,viewDir: vec3f,lightDir: vec3f)->vec3f {let phaseG=uniforms.extinctionPhaseG.w;
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6
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+
#ifdef USE_EXTINCTION
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7
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+
let extinction=uniforms.extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3f(1.0)-exp(-extinction*eyeDist))/extinction;
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8
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+
#else
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9
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+
return vec3f(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3f(eyeDist);
|
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10
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+
#endif
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11
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+
}
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12
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+
@fragment
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13
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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;}
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14
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+
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);}
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15
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+
`;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=i);const o={name:e,shader:i};export{o as volumetricLightingRenderVolumePixelShaderWGSL};
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@@ -0,0 +1,13 @@
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1
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+
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};
|