@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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@@ -0,0 +1,6 @@
1
+ import{fr as r}from"./dynamicTexture-Cuby-VOT.js";const e="chromaticAberrationPixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform chromatic_aberration: f32;uniform radialIntensity: f32;uniform direction: vec2f;uniform centerPosition: vec2f;uniform screen_width: f32;uniform screen_height: f32;
2
+ #define CUSTOM_FRAGMENT_DEFINITIONS
3
+ @fragment
4
+ fn main(input: FragmentInputs)->FragmentOutputs {var centered_screen_pos: vec2f= vec2f(input.vUV.x-uniforms.centerPosition.x,input.vUV.y-uniforms.centerPosition.y);var directionOfEffect: vec2f=uniforms.direction;if(directionOfEffect.x==0. && directionOfEffect.y==0.){directionOfEffect=normalize(centered_screen_pos);}
5
+ var radius2: f32=centered_screen_pos.x*centered_screen_pos.x
6
+ + centered_screen_pos.y*centered_screen_pos.y;var radius: f32=sqrt(radius2);var ref_indices: vec3f= vec3f(-0.3,0.0,0.3);var ref_shiftX: f32=uniforms.chromatic_aberration*pow(radius,uniforms.radialIntensity)*directionOfEffect.x/uniforms.screen_width;var ref_shiftY: f32=uniforms.chromatic_aberration*pow(radius,uniforms.radialIntensity)*directionOfEffect.y/uniforms.screen_height;var ref_coords_r: vec2f=vec2f(input.vUV.x+ref_indices.r*ref_shiftX,input.vUV.y+ref_indices.r*ref_shiftY*0.5);var ref_coords_g: vec2f=vec2f(input.vUV.x+ref_indices.g*ref_shiftX,input.vUV.y+ref_indices.g*ref_shiftY*0.5);var ref_coords_b: vec2f=vec2f(input.vUV.x+ref_indices.b*ref_shiftX,input.vUV.y+ref_indices.b*ref_shiftY*0.5);var r=textureSample(textureSampler,textureSamplerSampler,ref_coords_r);var g=textureSample(textureSampler,textureSamplerSampler,ref_coords_g);var b=textureSample(textureSampler,textureSamplerSampler,ref_coords_b);var a=clamp(r.a+g.a+b.a,0.,1.);fragmentOutputs.color=vec4f(r.r,g.g,b.b,a);}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const f={name:e,shader:t};export{f as chromaticAberrationPixelShaderWGSL};
@@ -0,0 +1,17 @@
1
+ import{fr as c}from"./dynamicTexture-Cuby-VOT.js";const e="circleOfConfusionPixelShader",a=`uniform sampler2D depthSampler;varying vec2 vUV;
2
+ #ifndef COC_DEPTH_NOT_NORMALIZED
3
+ uniform vec2 cameraMinMaxZ;
4
+ #endif
5
+ uniform float focusDistance;uniform float cocPrecalculation;
6
+ #define CUSTOM_FRAGMENT_DEFINITIONS
7
+ void main(void)
8
+ {float depth=texture2D(depthSampler,vUV).r;
9
+ #define CUSTOM_COC_DEPTH
10
+ #ifdef COC_DEPTH_NOT_NORMALIZED
11
+ float pixelDistance=depth*1000.0;
12
+ #else
13
+ float pixelDistance=(cameraMinMaxZ.x+cameraMinMaxZ.y*depth)*1000.0;
14
+ #endif
15
+ #define CUSTOM_COC_PIXELDISTANCE
16
+ float coc=abs(cocPrecalculation*((focusDistance-pixelDistance)/pixelDistance));coc=clamp(coc,0.0,1.0);gl_FragColor=vec4(coc,coc,coc,1.0);}
17
+ `;c.ShadersStore[e]||(c.ShadersStore[e]=a);const i={name:e,shader:a};export{i as circleOfConfusionPixelShader};
@@ -0,0 +1,17 @@
1
+ import{fr as a}from"./dynamicTexture-Cuby-VOT.js";const e="circleOfConfusionPixelShader",r=`varying vUV: vec2f;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;
2
+ #ifndef COC_DEPTH_NOT_NORMALIZED
3
+ uniform cameraMinMaxZ: vec2f;
4
+ #endif
5
+ uniform focusDistance: f32;uniform cocPrecalculation: f32;
6
+ #define CUSTOM_FRAGMENT_DEFINITIONS
7
+ @fragment
8
+ fn main(input: FragmentInputs)->FragmentOutputs {var depth: f32=textureSample(depthSampler,depthSamplerSampler,input.vUV).r;
9
+ #define CUSTOM_COC_DEPTH
10
+ #ifdef COC_DEPTH_NOT_NORMALIZED
11
+ let pixelDistance=depth*1000.0;
12
+ #else
13
+ let pixelDistance: f32=(uniforms.cameraMinMaxZ.x+uniforms.cameraMinMaxZ.y*depth)*1000.0;
14
+ #endif
15
+ #define CUSTOM_COC_PIXELDISTANCE
16
+ var coc: f32=abs(uniforms.cocPrecalculation*((uniforms.focusDistance-pixelDistance)/pixelDistance));coc=clamp(coc,0.0,1.0);fragmentOutputs.color= vec4f(coc,coc,coc,1.0);}
17
+ `;a.ShadersStoreWGSL[e]||(a.ShadersStoreWGSL[e]=r);const n={name:e,shader:r};export{n as circleOfConfusionPixelShaderWGSL};
@@ -0,0 +1,46 @@
1
+ import{fr as e}from"./dynamicTexture-Cuby-VOT.js";const i="clipPlaneFragmentDeclaration",f=`#ifdef CLIPPLANE
2
+ varying fClipDistance: f32;
3
+ #endif
4
+ #ifdef CLIPPLANE2
5
+ varying fClipDistance2: f32;
6
+ #endif
7
+ #ifdef CLIPPLANE3
8
+ varying fClipDistance3: f32;
9
+ #endif
10
+ #ifdef CLIPPLANE4
11
+ varying fClipDistance4: f32;
12
+ #endif
13
+ #ifdef CLIPPLANE5
14
+ varying fClipDistance5: f32;
15
+ #endif
16
+ #ifdef CLIPPLANE6
17
+ varying fClipDistance6: f32;
18
+ #endif
19
+ `;e.IncludesShadersStoreWGSL[i]||(e.IncludesShadersStoreWGSL[i]=f);const d={name:i,shader:f},r=Object.freeze(Object.defineProperty({__proto__:null,clipPlaneFragmentDeclarationWGSL:d},Symbol.toStringTag,{value:"Module"})),n="clipPlaneFragment",a=`#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
20
+ if (false) {}
21
+ #endif
22
+ #ifdef CLIPPLANE
23
+ else if (fragmentInputs.fClipDistance>0.0)
24
+ {discard;}
25
+ #endif
26
+ #ifdef CLIPPLANE2
27
+ else if (fragmentInputs.fClipDistance2>0.0)
28
+ {discard;}
29
+ #endif
30
+ #ifdef CLIPPLANE3
31
+ else if (fragmentInputs.fClipDistance3>0.0)
32
+ {discard;}
33
+ #endif
34
+ #ifdef CLIPPLANE4
35
+ else if (fragmentInputs.fClipDistance4>0.0)
36
+ {discard;}
37
+ #endif
38
+ #ifdef CLIPPLANE5
39
+ else if (fragmentInputs.fClipDistance5>0.0)
40
+ {discard;}
41
+ #endif
42
+ #ifdef CLIPPLANE6
43
+ else if (fragmentInputs.fClipDistance6>0.0)
44
+ {discard;}
45
+ #endif
46
+ `;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=a);const t={name:n,shader:a},l=Object.freeze(Object.defineProperty({__proto__:null,clipPlaneFragmentWGSL:t},Symbol.toStringTag,{value:"Module"}));export{r as a,d as b,l as c,t as d};
@@ -0,0 +1,177 @@
1
+ import{fr as e}from"./dynamicTexture-Cuby-VOT.js";const t="bonesDeclaration",d=`#if NUM_BONE_INFLUENCERS>0
2
+ attribute matricesIndices : vec4f;attribute matricesWeights : vec4f;
3
+ #if NUM_BONE_INFLUENCERS>4
4
+ attribute matricesIndicesExtra : vec4f;attribute matricesWeightsExtra : vec4f;
5
+ #endif
6
+ #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
7
+ #ifdef BONETEXTURE
8
+ var boneSampler : texture_2d<f32>;
9
+ #else
10
+ uniform mBones : array<mat4x4f,BonesPerMesh>;
11
+ #endif
12
+ #ifdef BONES_VELOCITY_ENABLED
13
+ uniform mPreviousBones : array<mat4x4f,BonesPerMesh>;
14
+ #endif
15
+ #ifdef BONETEXTURE
16
+ fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4f
17
+ {let offset=i32(index) *4;
18
+ let m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4f(m0,m1,m2,m3);}
19
+ #endif
20
+ #endif
21
+ #endif
22
+ `;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=d);const u={name:t,shader:d},v=Object.freeze(Object.defineProperty({__proto__:null,bonesDeclarationWGSL:u},Symbol.toStringTag,{value:"Module"})),a="bakedVertexAnimationDeclaration",c=`#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
23
+ uniform bakedVertexAnimationTime: f32;uniform bakedVertexAnimationSettings: vec4<f32>;var bakedVertexAnimationTexture : texture_2d<f32>;
24
+ #ifdef INSTANCES
25
+ attribute bakedVertexAnimationSettingsInstanced : vec4<f32>;
26
+ #endif
27
+ fn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>
28
+ {let offset=i32(index)*4;let frameUV=i32(frame);let m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);let m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);let m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);let m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);return mat4x4<f32>(m0,m1,m2,m3);}
29
+ #endif
30
+ `;e.IncludesShadersStoreWGSL[a]||(e.IncludesShadersStoreWGSL[a]=c);const n="clipPlaneVertexDeclaration",m=`#ifdef CLIPPLANE
31
+ uniform vClipPlane: vec4<f32>;varying fClipDistance: f32;
32
+ #endif
33
+ #ifdef CLIPPLANE2
34
+ uniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;
35
+ #endif
36
+ #ifdef CLIPPLANE3
37
+ uniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;
38
+ #endif
39
+ #ifdef CLIPPLANE4
40
+ uniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;
41
+ #endif
42
+ #ifdef CLIPPLANE5
43
+ uniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;
44
+ #endif
45
+ #ifdef CLIPPLANE6
46
+ uniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;
47
+ #endif
48
+ `;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=m);const I={name:n,shader:m},A=Object.freeze(Object.defineProperty({__proto__:null,clipPlaneVertexDeclarationWGSL:I},Symbol.toStringTag,{value:"Module"})),s="instancesVertex",x=`#ifdef INSTANCES
49
+ var finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);
50
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
51
+ var finalPreviousWorld=mat4x4<f32>(
52
+ vertexInputs.previousWorld0,vertexInputs.previousWorld1,
53
+ vertexInputs.previousWorld2,vertexInputs.previousWorld3);
54
+ #endif
55
+ #ifdef THIN_INSTANCES
56
+ #if !defined(WORLD_UBO)
57
+ finalWorld=uniforms.world*finalWorld;
58
+ #else
59
+ finalWorld=mesh.world*finalWorld;
60
+ #endif
61
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
62
+ finalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;
63
+ #endif
64
+ #endif
65
+ #else
66
+ #if !defined(WORLD_UBO)
67
+ var finalWorld=uniforms.world;
68
+ #else
69
+ var finalWorld=mesh.world;
70
+ #endif
71
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
72
+ var finalPreviousWorld=uniforms.previousWorld;
73
+ #endif
74
+ #endif
75
+ `;e.IncludesShadersStoreWGSL[s]||(e.IncludesShadersStoreWGSL[s]=x);const r="bonesVertex",o=`#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
76
+ #if NUM_BONE_INFLUENCERS>0
77
+ var influence : mat4x4<f32>;
78
+ #ifdef BONETEXTURE
79
+ influence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];
80
+ #if NUM_BONE_INFLUENCERS>1
81
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];
82
+ #endif
83
+ #if NUM_BONE_INFLUENCERS>2
84
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];
85
+ #endif
86
+ #if NUM_BONE_INFLUENCERS>3
87
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];
88
+ #endif
89
+ #if NUM_BONE_INFLUENCERS>4
90
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];
91
+ #endif
92
+ #if NUM_BONE_INFLUENCERS>5
93
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];
94
+ #endif
95
+ #if NUM_BONE_INFLUENCERS>6
96
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];
97
+ #endif
98
+ #if NUM_BONE_INFLUENCERS>7
99
+ influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];
100
+ #endif
101
+ #else
102
+ influence=uniforms.mBones[i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
103
+ #if NUM_BONE_INFLUENCERS>1
104
+ influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
105
+ #endif
106
+ #if NUM_BONE_INFLUENCERS>2
107
+ influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
108
+ #endif
109
+ #if NUM_BONE_INFLUENCERS>3
110
+ influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
111
+ #endif
112
+ #if NUM_BONE_INFLUENCERS>4
113
+ influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
114
+ #endif
115
+ #if NUM_BONE_INFLUENCERS>5
116
+ influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
117
+ #endif
118
+ #if NUM_BONE_INFLUENCERS>6
119
+ influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
120
+ #endif
121
+ #if NUM_BONE_INFLUENCERS>7
122
+ influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
123
+ #endif
124
+ #endif
125
+ finalWorld=finalWorld*influence;
126
+ #endif
127
+ #endif
128
+ `;e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=o);const E={name:r,shader:o},T=Object.freeze(Object.defineProperty({__proto__:null,bonesVertexWGSL:E},Symbol.toStringTag,{value:"Module"})),f="bakedVertexAnimation",p=`#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
129
+ {
130
+ #ifdef INSTANCES
131
+ let VATStartFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.x;let VATEndFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.y;let VATOffsetFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.z;let VATSpeed: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.w;
132
+ #else
133
+ let VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;let VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;let VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;let VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;
134
+ #endif
135
+ let totalFrames: f32=VATEndFrame-VATStartFrame+1.0;let time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;let frameCorrection: f32=select(1.0,0.0,time<1.0);let numOfFrames: f32=totalFrames-frameCorrection;var VATFrameNum: f32=fract(time)*numOfFrames;VATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;VATFrameNum=floor(VATFrameNum);VATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;var VATInfluence : mat4x4<f32>;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[0],VATFrameNum)*vertexInputs.matricesWeights[0];
136
+ #if NUM_BONE_INFLUENCERS>1
137
+ VATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[1],VATFrameNum)*vertexInputs.matricesWeights[1];
138
+ #endif
139
+ #if NUM_BONE_INFLUENCERS>2
140
+ VATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[2],VATFrameNum)*vertexInputs.matricesWeights[2];
141
+ #endif
142
+ #if NUM_BONE_INFLUENCERS>3
143
+ VATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[3],VATFrameNum)*vertexInputs.matricesWeights[3];
144
+ #endif
145
+ #if NUM_BONE_INFLUENCERS>4
146
+ VATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[0],VATFrameNum)*vertexInputs.matricesWeightsExtra[0];
147
+ #endif
148
+ #if NUM_BONE_INFLUENCERS>5
149
+ VATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[1],VATFrameNum)*vertexInputs.matricesWeightsExtra[1];
150
+ #endif
151
+ #if NUM_BONE_INFLUENCERS>6
152
+ VATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[2],VATFrameNum)*vertexInputs.matricesWeightsExtra[2];
153
+ #endif
154
+ #if NUM_BONE_INFLUENCERS>7
155
+ VATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[3],VATFrameNum)*vertexInputs.matricesWeightsExtra[3];
156
+ #endif
157
+ finalWorld=finalWorld*VATInfluence;}
158
+ #endif
159
+ `;e.IncludesShadersStoreWGSL[f]||(e.IncludesShadersStoreWGSL[f]=p);const i="clipPlaneVertex",l=`#ifdef CLIPPLANE
160
+ vertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);
161
+ #endif
162
+ #ifdef CLIPPLANE2
163
+ vertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);
164
+ #endif
165
+ #ifdef CLIPPLANE3
166
+ vertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);
167
+ #endif
168
+ #ifdef CLIPPLANE4
169
+ vertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);
170
+ #endif
171
+ #ifdef CLIPPLANE5
172
+ vertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);
173
+ #endif
174
+ #ifdef CLIPPLANE6
175
+ vertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);
176
+ #endif
177
+ `;e.IncludesShadersStoreWGSL[i]||(e.IncludesShadersStoreWGSL[i]=l);const N={name:i,shader:l},V=Object.freeze(Object.defineProperty({__proto__:null,clipPlaneVertexWGSL:N},Symbol.toStringTag,{value:"Module"}));export{u as a,v as b,T as c,E as d,V as e,A as f,I as g,N as h};
@@ -0,0 +1,20 @@
1
+ import{fr as o}from"./dynamicTexture-Cuby-VOT.js";import"./fogFragmentDeclaration-kfcrkpgB.js";const e="colorPixelShader",r=`#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
2
+ #define VERTEXCOLOR
3
+ varying vec4 vColor;
4
+ #else
5
+ uniform vec4 color;
6
+ #endif
7
+ #include<clipPlaneFragmentDeclaration>
8
+ #include<fogFragmentDeclaration>
9
+ #define CUSTOM_FRAGMENT_DEFINITIONS
10
+ void main(void) {
11
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
12
+ #include<clipPlaneFragment>
13
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
14
+ gl_FragColor=vColor;
15
+ #else
16
+ gl_FragColor=color;
17
+ #endif
18
+ #include<fogFragment>(color,gl_FragColor)
19
+ #define CUSTOM_FRAGMENT_MAIN_END
20
+ }`;o.ShadersStore[e]||(o.ShadersStore[e]=r);const d={name:e,shader:r};export{d as colorPixelShader};
@@ -0,0 +1,21 @@
1
+ import{fr as n}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneFragment-Bgl3Usc4.js";import"./fogFragmentDeclaration-CzUy86ul.js";const e="colorPixelShader",r=`#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
2
+ #define VERTEXCOLOR
3
+ varying vColor: vec4f;
4
+ #else
5
+ uniform color: vec4f;
6
+ #endif
7
+ #include<clipPlaneFragmentDeclaration>
8
+ #include<fogFragmentDeclaration>
9
+ #define CUSTOM_FRAGMENT_DEFINITIONS
10
+ @fragment
11
+ fn main(input: FragmentInputs)->FragmentOutputs {
12
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
13
+ #include<clipPlaneFragment>
14
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
15
+ fragmentOutputs.color=input.vColor;
16
+ #else
17
+ fragmentOutputs.color=uniforms.color;
18
+ #endif
19
+ #include<fogFragment>(color,fragmentOutputs.color)
20
+ #define CUSTOM_FRAGMENT_MAIN_END
21
+ }`;n.ShadersStoreWGSL[e]||(n.ShadersStoreWGSL[e]=r);const d={name:e,shader:r};export{d as colorPixelShaderWGSL};
@@ -0,0 +1,39 @@
1
+ import{fr as i}from"./dynamicTexture-Cuby-VOT.js";import"./vertexColorMixing-CwuEx4gP.js";const e="colorVertexShader",o=`attribute vec3 position;
2
+ #ifdef VERTEXCOLOR
3
+ attribute vec4 color;
4
+ #endif
5
+ #include<bonesDeclaration>
6
+ #include<bakedVertexAnimationDeclaration>
7
+ #include<clipPlaneVertexDeclaration>
8
+ #include<fogVertexDeclaration>
9
+ #ifdef FOG
10
+ uniform mat4 view;
11
+ #endif
12
+ #include<instancesDeclaration>
13
+ uniform mat4 viewProjection;
14
+ #ifdef MULTIVIEW
15
+ uniform mat4 viewProjectionR;
16
+ #endif
17
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
18
+ varying vec4 vColor;
19
+ #endif
20
+ #define CUSTOM_VERTEX_DEFINITIONS
21
+ void main(void) {
22
+ #define CUSTOM_VERTEX_MAIN_BEGIN
23
+ #ifdef VERTEXCOLOR
24
+ vec4 colorUpdated=color;
25
+ #endif
26
+ #include<instancesVertex>
27
+ #include<bonesVertex>
28
+ #include<bakedVertexAnimation>
29
+ vec4 worldPos=finalWorld*vec4(position,1.0);
30
+ #ifdef MULTIVIEW
31
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
32
+ #else
33
+ gl_Position=viewProjection*worldPos;
34
+ #endif
35
+ #include<clipPlaneVertex>
36
+ #include<fogVertex>
37
+ #include<vertexColorMixing>
38
+ #define CUSTOM_VERTEX_MAIN_END
39
+ }`;i.ShadersStore[e]||(i.ShadersStore[e]=o);const t={name:e,shader:o};export{t as colorVertexShader};
@@ -0,0 +1,5 @@
1
+ � �ؚ���K2��]7p:��K�w�ղ��Ӑ�����Ԓ���K���2�����f�`/�́~ہ�*d������,�� ���U{
2
+ R՜��:��ѷ��
3
+ _���P2������?P�i��V.c����oUb�>�7��)��]�3�A���CPHir�#��Xۍ����� �-2�İ�#S�P�t�Dm(��`9Dϓ����X ��x��X��f��$� 'w�4`{�)G~l�i�"�o“j�H4�%P�F�p������쳯�g��4ra��5��$��3[f�o�Xh
4
+ �|BEp��)�=>�{��aS�����zO]s|�;������ۛ"�P9��rV��ԧ��;��
5
+ �5�������h}�T�
@@ -0,0 +1,32 @@
1
+ import{fr as i}from"./dynamicTexture-Cuby-VOT.js";import"./clipPlaneVertex-BxK9aoI2.js";import"./vertexColorMixing-DRlcGbEu.js";import"./instancesDeclaration-B2a0VuuR.js";const e="colorVertexShader",n=`attribute position: vec3f;
2
+ #ifdef VERTEXCOLOR
3
+ attribute color: vec4f;
4
+ #endif
5
+ #include<bonesDeclaration>
6
+ #include<bakedVertexAnimationDeclaration>
7
+ #include<clipPlaneVertexDeclaration>
8
+ #include<fogVertexDeclaration>
9
+ #ifdef FOG
10
+ uniform view: mat4x4f;
11
+ #endif
12
+ #include<instancesDeclaration>
13
+ uniform viewProjection: mat4x4f;
14
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
15
+ varying vColor: vec4f;
16
+ #endif
17
+ #define CUSTOM_VERTEX_DEFINITIONS
18
+ @vertex
19
+ fn main(input : VertexInputs)->FragmentInputs {
20
+ #define CUSTOM_VERTEX_MAIN_BEGIN
21
+ #ifdef VERTEXCOLOR
22
+ var colorUpdated: vec4f=vertexInputs.color;
23
+ #endif
24
+ #include<instancesVertex>
25
+ #include<bonesVertex>
26
+ #include<bakedVertexAnimation>
27
+ var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;
28
+ #include<clipPlaneVertex>
29
+ #include<fogVertex>
30
+ #include<vertexColorMixing>
31
+ #define CUSTOM_VERTEX_MAIN_END
32
+ }`;i.ShadersStoreWGSL[e]||(i.ShadersStoreWGSL[e]=n);const a={name:e,shader:n};export{a as colorVertexShaderWGSL};
@@ -0,0 +1 @@
1
+ import{c5 as x,gl as w,X as O,dk as H,aY as it}from"./dynamicTexture-Cuby-VOT.js";const ut=542327876,K=131072,Q=512,V=4,Z=64,$=131072;function E(_){return _.charCodeAt(0)+(_.charCodeAt(1)<<8)+(_.charCodeAt(2)<<16)+(_.charCodeAt(3)<<24)}function yt(_){return String.fromCharCode(_&255,_>>8&255,_>>16&255,_>>24&255)}const S=E("DXT1"),v=E("DXT3"),tt=E("DXT5"),N=E("DX10"),rt=113,et=116,at=2,ft=10,Ft=88,W=31,pt=0,Ct=1,st=2,ot=3,T=4,nt=7,Y=20,ct=21,Gt=22,bt=23,Bt=24,mt=25,Rt=26,_t=28,ht=32;class A{static GetDDSInfo(a){const o=new Int32Array(a.buffer,a.byteOffset,W),s=new Int32Array(a.buffer,a.byteOffset,W+4);let n=1;o[st]&K&&(n=Math.max(1,o[nt]));const u=o[ct],F=u===N?s[ht]:0;let r=0;switch(u){case rt:r=2;break;case et:r=1;break;case N:if(F===ft){r=2;break}if(F===at){r=1;break}}return{width:o[T],height:o[ot],mipmapCount:n,isFourCC:(o[Y]&V)===V,isRGB:(o[Y]&Z)===Z,isLuminance:(o[Y]&$)===$,isCube:(o[_t]&Q)===Q,isCompressed:u===S||u===v||u===tt,dxgiFormat:F,textureType:r}}static _GetHalfFloatAsFloatRGBAArrayBuffer(a,o,s,n,u,F){const r=new Float32Array(n),c=new Uint16Array(u,s);let t=0;for(let e=0;e<o;e++)for(let l=0;l<a;l++){const f=(l+e*a)*4;r[t]=x(c[f]),r[t+1]=x(c[f+1]),r[t+2]=x(c[f+2]),A.StoreLODInAlphaChannel?r[t+3]=F:r[t+3]=x(c[f+3]),t+=4}return r}static _GetHalfFloatRGBAArrayBuffer(a,o,s,n,u,F){if(A.StoreLODInAlphaChannel){const r=new Uint16Array(n),c=new Uint16Array(u,s);let t=0;for(let e=0;e<o;e++)for(let l=0;l<a;l++){const f=(l+e*a)*4;r[t]=c[f],r[t+1]=c[f+1],r[t+2]=c[f+2],r[t+3]=w(F),t+=4}return r}return new Uint16Array(u,s,n)}static _GetFloatRGBAArrayBuffer(a,o,s,n,u,F){if(A.StoreLODInAlphaChannel){const r=new Float32Array(n),c=new Float32Array(u,s);let t=0;for(let e=0;e<o;e++)for(let l=0;l<a;l++){const f=(l+e*a)*4;r[t]=c[f],r[t+1]=c[f+1],r[t+2]=c[f+2],r[t+3]=F,t+=4}return r}return new Float32Array(u,s,n)}static _GetFloatAsHalfFloatRGBAArrayBuffer(a,o,s,n,u,F){const r=new Uint16Array(n),c=new Float32Array(u,s);let t=0;for(let e=0;e<o;e++)for(let l=0;l<a;l++)r[t]=w(c[t]),r[t+1]=w(c[t+1]),r[t+2]=w(c[t+2]),A.StoreLODInAlphaChannel?r[t+3]=w(F):r[t+3]=w(c[t+3]),t+=4;return r}static _GetFloatAsUIntRGBAArrayBuffer(a,o,s,n,u,F){const r=new Uint8Array(n),c=new Float32Array(u,s);let t=0;for(let e=0;e<o;e++)for(let l=0;l<a;l++){const f=(l+e*a)*4;r[t]=O(c[f])*255,r[t+1]=O(c[f+1])*255,r[t+2]=O(c[f+2])*255,A.StoreLODInAlphaChannel?r[t+3]=F:r[t+3]=O(c[f+3])*255,t+=4}return r}static _GetHalfFloatAsUIntRGBAArrayBuffer(a,o,s,n,u,F){const r=new Uint8Array(n),c=new Uint16Array(u,s);let t=0;for(let e=0;e<o;e++)for(let l=0;l<a;l++){const f=(l+e*a)*4;r[t]=O(x(c[f]))*255,r[t+1]=O(x(c[f+1]))*255,r[t+2]=O(x(c[f+2]))*255,A.StoreLODInAlphaChannel?r[t+3]=F:r[t+3]=O(x(c[f+3]))*255,t+=4}return r}static _GetRGBAArrayBuffer(a,o,s,n,u,F,r,c,t){const e=new Uint8Array(n),l=new Uint8Array(u,s);let f=0;for(let m=0;m<o;m++)for(let i=0;i<a;i++){const y=(i+m*a)*4;e[f]=l[y+F],e[f+1]=l[y+r],e[f+2]=l[y+c],e[f+3]=l[y+t],f+=4}return e}static _ExtractLongWordOrder(a){return a===0||a===255||a===-16777216?0:1+A._ExtractLongWordOrder(a>>8)}static _GetRGBArrayBuffer(a,o,s,n,u,F,r,c){const t=new Uint8Array(n),e=new Uint8Array(u,s);let l=0;for(let f=0;f<o;f++)for(let m=0;m<a;m++){const i=(m+f*a)*3;t[l]=e[i+F],t[l+1]=e[i+r],t[l+2]=e[i+c],l+=3}return t}static _GetLuminanceArrayBuffer(a,o,s,n,u){const F=new Uint8Array(n),r=new Uint8Array(u,s);let c=0;for(let t=0;t<o;t++)for(let e=0;e<a;e++){const l=e+t*a;F[c]=r[l],c++}return F}static UploadDDSLevels(a,o,s,n,u,F,r=-1,c,t=!0){let e=null;n.sphericalPolynomial&&(e=[]);const l=!!a.getCaps().s3tc;o.generateMipMaps=u;const f=new Int32Array(s.buffer,s.byteOffset,W);let m,i,y,p=0,b,h,X,I,L=0,M=1;if(f[pt]!==ut){H.Error("Invalid magic number in DDS header");return}if(!n.isFourCC&&!n.isRGB&&!n.isLuminance){H.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");return}if(n.isCompressed&&!l){H.Error("Compressed textures are not supported on this platform.");return}let C=f[Gt];b=f[Ct]+4;let g=!1;if(n.isFourCC)switch(m=f[ct],m){case S:M=8,L=33777;break;case v:M=16,L=33778;break;case tt:M=16,L=33779;break;case rt:g=!0,C=64;break;case et:g=!0,C=128;break;case N:{b+=5*4;let B=!1;switch(n.dxgiFormat){case ft:g=!0,C=64,B=!0;break;case at:g=!0,C=128,B=!0;break;case Ft:n.isRGB=!0,n.isFourCC=!1,C=32,B=!0;break}if(B)break}default:H.Error(["Unsupported FourCC code:",yt(m)]);return}const j=A._ExtractLongWordOrder(f[bt]),q=A._ExtractLongWordOrder(f[Bt]),J=A._ExtractLongWordOrder(f[mt]),lt=A._ExtractLongWordOrder(f[Rt]);g&&(L=a._getRGBABufferInternalSizedFormat(n.textureType)),X=1,f[st]&K&&u!==!1&&(X=Math.max(1,f[nt]));const At=c||0,k=a.getCaps();for(let B=At;B<F;B++){for(i=f[T],y=f[ot],I=0;I<X;++I){if(r===-1||r===I){const G=r===-1?I:0;if(!n.isCompressed&&n.isFourCC){o.format=5,p=i*y*4;let R=null;if(a._badOS||a._badDesktopOS||!k.textureHalfFloat&&!k.textureFloat)C===128?(R=A._GetFloatAsUIntRGBAArrayBuffer(i,y,s.byteOffset+b,p,s.buffer,G),e&&G==0&&e.push(A._GetFloatRGBAArrayBuffer(i,y,s.byteOffset+b,p,s.buffer,G))):C===64&&(R=A._GetHalfFloatAsUIntRGBAArrayBuffer(i,y,s.byteOffset+b,p,s.buffer,G),e&&G==0&&e.push(A._GetHalfFloatAsFloatRGBAArrayBuffer(i,y,s.byteOffset+b,p,s.buffer,G))),o.type=0;else{const P=k.textureFloat&&(t&&k.textureFloatLinearFiltering||!t),D=k.textureHalfFloat&&(t&&k.textureHalfFloatLinearFiltering||!t),z=(C===128||C===64&&!D)&&P?1:(C===64||C===128&&!P)&&D?2:0;let U,d=null;switch(C){case 128:{switch(z){case 1:U=A._GetFloatRGBAArrayBuffer,d=null;break;case 2:U=A._GetFloatAsHalfFloatRGBAArrayBuffer,d=A._GetFloatRGBAArrayBuffer;break;case 0:U=A._GetFloatAsUIntRGBAArrayBuffer,d=A._GetFloatRGBAArrayBuffer;break}break}default:{switch(z){case 1:U=A._GetHalfFloatAsFloatRGBAArrayBuffer,d=null;break;case 2:U=A._GetHalfFloatRGBAArrayBuffer,d=A._GetHalfFloatAsFloatRGBAArrayBuffer;break;case 0:U=A._GetHalfFloatAsUIntRGBAArrayBuffer,d=A._GetHalfFloatAsFloatRGBAArrayBuffer;break}break}}o.type=z,R=U(i,y,s.byteOffset+b,p,s.buffer,G),e&&G==0&&e.push(d?d(i,y,s.byteOffset+b,p,s.buffer,G):R)}R&&a._uploadDataToTextureDirectly(o,R,B,G)}else if(n.isRGB)o.type=0,C===24?(o.format=4,p=i*y*3,h=A._GetRGBArrayBuffer(i,y,s.byteOffset+b,p,s.buffer,j,q,J),a._uploadDataToTextureDirectly(o,h,B,G)):(o.format=5,p=i*y*4,h=A._GetRGBAArrayBuffer(i,y,s.byteOffset+b,p,s.buffer,j,q,J,lt),a._uploadDataToTextureDirectly(o,h,B,G));else if(n.isLuminance){const R=a._getUnpackAlignement(),P=i;p=Math.floor((i+R-1)/R)*R*(y-1)+P,h=A._GetLuminanceArrayBuffer(i,y,s.byteOffset+b,p,s.buffer),o.format=1,o.type=0,a._uploadDataToTextureDirectly(o,h,B,G)}else p=Math.max(4,i)/4*Math.max(4,y)/4*M,h=new Uint8Array(s.buffer,s.byteOffset+b,p),o.type=0,a._uploadCompressedDataToTextureDirectly(o,L,i,y,h,B,G)}b+=C?i*y*(C/8):p,i*=.5,y*=.5,i=Math.max(1,i),y=Math.max(1,y)}if(c!==void 0)break}e&&e.length>0?n.sphericalPolynomial=it.ConvertCubeMapToSphericalPolynomial({size:f[T],right:e[0],left:e[1],up:e[2],down:e[3],front:e[4],back:e[5],format:5,type:1,gammaSpace:!1}):n.sphericalPolynomial=void 0}}A.StoreLODInAlphaChannel=!1;export{A as DDSTools};
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@@ -0,0 +1 @@
1
+ import{fE as t}from"./dynamicTexture-Cuby-VOT.js";import{DDSTools as n}from"./dds-3J0FZYX1.js";class c{constructor(){this.supportCascades=!0}loadCubeData(p,i,m,o){const e=i.getEngine();let a,l=!1,d=1e3;if(Array.isArray(p))for(let s=0;s<p.length;s++){const h=p[s];a=n.GetDDSInfo(h),i.width=a.width,i.height=a.height,l=(a.isRGB||a.isLuminance||a.mipmapCount>1)&&i.generateMipMaps,e._unpackFlipY(a.isCompressed),n.UploadDDSLevels(e,i,h,a,l,6,-1,s),!a.isFourCC&&a.mipmapCount===1?e.generateMipMapsForCubemap(i):d=a.mipmapCount-1}else{const s=p;a=n.GetDDSInfo(s),i.width=a.width,i.height=a.height,m&&(a.sphericalPolynomial=new t),l=(a.isRGB||a.isLuminance||a.mipmapCount>1)&&i.generateMipMaps,e._unpackFlipY(a.isCompressed),n.UploadDDSLevels(e,i,s,a,l,6),!a.isFourCC&&a.mipmapCount===1?e.generateMipMapsForCubemap(i,!1):d=a.mipmapCount-1}e._setCubeMapTextureParams(i,l,d),i.isReady=!0,i.onLoadedObservable.notifyObservers(i),i.onLoadedObservable.clear(),o&&o({isDDS:!0,width:i.width,info:a,data:p,texture:i})}loadData(p,i,m){const o=n.GetDDSInfo(p),e=(o.isRGB||o.isLuminance||o.mipmapCount>1)&&i.generateMipMaps&&Math.max(o.width,o.height)>>o.mipmapCount-1===1;m(o.width,o.height,e,o.isFourCC,()=>{n.UploadDDSLevels(i.getEngine(),i,p,o,e,1)})}}export{c as _DDSTextureLoader};