@fps-games/editor-deployment 0.2.3-beta.3

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-prepare.mjs +5 -0
  2. package/bin/fps-editor-server.mjs +2 -0
  3. package/licenses/THIRD_PARTY_NOTICES.txt +7 -0
  4. package/manifest.json +2685 -0
  5. package/npm-shrinkwrap.json +19 -0
  6. package/package.json +38 -0
  7. package/public/assets/abstractAudioBus-DKeLA-55.js +1 -0
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+ uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;
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+ #ifdef SPECULARTERM
4
+ uniform vLightSpecular{X}: vec4f;
5
+ #else
6
+ var vLightSpecular{X}: vec4f= vec4f(0.);
7
+ #endif
8
+ #ifdef SHADOW{X}
9
+ #ifdef SHADOWCSM{X}
10
+ uniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;
11
+ #elif defined(SHADOWCUBE{X})
12
+ #else
13
+ varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
14
+ #endif
15
+ uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;
16
+ #endif
17
+ #ifdef SPOTLIGHT{X}
18
+ uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;
19
+ #elif defined(POINTLIGHT{X})
20
+ uniform vLightFalloff{X}: vec4f;
21
+ #elif defined(HEMILIGHT{X})
22
+ uniform vLightGround{X}: vec3f;
23
+ #endif
24
+ #if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
25
+ uniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;
26
+ #endif
27
+ #endif
28
+ `;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=r);const i="defaultVertexShader",n=`#include<defaultUboDeclaration>
29
+ #define CUSTOM_VERTEX_BEGIN
30
+ attribute position: vec3f;
31
+ #ifdef NORMAL
32
+ attribute normal: vec3f;
33
+ #endif
34
+ #ifdef TANGENT
35
+ attribute tangent: vec4f;
36
+ #endif
37
+ #ifdef UV1
38
+ attribute uv: vec2f;
39
+ #endif
40
+ #include<uvAttributeDeclaration>[2..7]
41
+ #ifdef VERTEXCOLOR
42
+ attribute color: vec4f;
43
+ #endif
44
+ #include<helperFunctions>
45
+ #include<bonesDeclaration>
46
+ #include<bakedVertexAnimationDeclaration>
47
+ #include<instancesDeclaration>
48
+ #include<prePassVertexDeclaration>
49
+ #include<mainUVVaryingDeclaration>[1..7]
50
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
51
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
52
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
53
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
54
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
55
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
56
+ #if defined(SPECULARTERM)
57
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
58
+ #endif
59
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
60
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
61
+ varying vPositionW: vec3f;
62
+ #ifdef NORMAL
63
+ varying vNormalW: vec3f;
64
+ #endif
65
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
66
+ varying vColor: vec4f;
67
+ #endif
68
+ #include<bumpVertexDeclaration>
69
+ #include<clipPlaneVertexDeclaration>
70
+ #include<fogVertexDeclaration>
71
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
72
+ #include<morphTargetsVertexGlobalDeclaration>
73
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
74
+ #ifdef REFLECTIONMAP_SKYBOX
75
+ varying vPositionUVW: vec3f;
76
+ #endif
77
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
78
+ varying vDirectionW: vec3f;
79
+ #endif
80
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
81
+ varying vViewDepth: f32;
82
+ #endif
83
+ #include<logDepthDeclaration>
84
+ #define CUSTOM_VERTEX_DEFINITIONS
85
+ @vertex
86
+ fn main(input : VertexInputs)->FragmentInputs {
87
+ #define CUSTOM_VERTEX_MAIN_BEGIN
88
+ var positionUpdated: vec3f=vertexInputs.position;
89
+ #ifdef NORMAL
90
+ var normalUpdated: vec3f=vertexInputs.normal;
91
+ #endif
92
+ #ifdef TANGENT
93
+ var tangentUpdated: vec4f=vertexInputs.tangent;
94
+ #endif
95
+ #ifdef UV1
96
+ var uvUpdated: vec2f=vertexInputs.uv;
97
+ #endif
98
+ #ifdef UV2
99
+ var uv2Updated: vec2f=vertexInputs.uv2;
100
+ #endif
101
+ #ifdef VERTEXCOLOR
102
+ var colorUpdated: vec4f=vertexInputs.color;
103
+ #endif
104
+ #include<morphTargetsVertexGlobal>
105
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
106
+ #ifdef REFLECTIONMAP_SKYBOX
107
+ vertexOutputs.vPositionUVW=positionUpdated;
108
+ #endif
109
+ #define CUSTOM_VERTEX_UPDATE_POSITION
110
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
111
+ #include<instancesVertex>
112
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
113
+ vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
114
+ #endif
115
+ #include<bonesVertex>
116
+ #include<bakedVertexAnimation>
117
+ var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);
118
+ #ifdef NORMAL
119
+ var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
120
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
121
+ vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
122
+ #else
123
+ #ifdef NONUNIFORMSCALING
124
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
125
+ #endif
126
+ vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
127
+ #endif
128
+ #endif
129
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
130
+ #ifdef MULTIVIEW
131
+ if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
132
+ #else
133
+ vertexOutputs.position=scene.viewProjection*worldPos;
134
+ #endif
135
+ vertexOutputs.vPositionW= worldPos.xyz;
136
+ #ifdef PREPASS
137
+ #include<prePassVertex>
138
+ #endif
139
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
140
+ vertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);
141
+ #endif
142
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
143
+ #ifdef RIGHT_HANDED
144
+ vertexOutputs.vViewDepth=-(scene.view*worldPos).z;
145
+ #else
146
+ vertexOutputs.vViewDepth=(scene.view*worldPos).z;
147
+ #endif
148
+ #endif
149
+ #ifndef UV1
150
+ var uvUpdated: vec2f=vec2f(0.,0.);
151
+ #endif
152
+ #ifdef MAINUV1
153
+ vertexOutputs.vMainUV1=uvUpdated;
154
+ #endif
155
+ #ifndef UV2
156
+ var uv2Updated: vec2f=vec2f(0.,0.);
157
+ #endif
158
+ #ifdef MAINUV2
159
+ vertexOutputs.vMainUV2=uv2Updated;
160
+ #endif
161
+ #include<uvVariableDeclaration>[3..7]
162
+ #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
163
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
164
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
165
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
166
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
167
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
168
+ #if defined(SPECULARTERM)
169
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
170
+ #endif
171
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
172
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
173
+ #include<bumpVertex>
174
+ #include<clipPlaneVertex>
175
+ #include<fogVertex>
176
+ #include<shadowsVertex>[0..maxSimultaneousLights]
177
+ #include<vertexColorMixing>
178
+ #include<logDepthVertex>
179
+ #define CUSTOM_VERTEX_MAIN_END
180
+ }
181
+ `;e.ShadersStoreWGSL[i]||(e.ShadersStoreWGSL[i]=n);const s={name:i,shader:n};export{s as defaultVertexShaderWGSL};
@@ -0,0 +1,5 @@
1
+ import{fp as f}from"./standardMaterial-CgDYhl-K.js";import"./meshUboDeclaration-B5FWJmqY.js";const o="defaultUboDeclaration",i=`uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
2
+ #define ADDITIONAL_UBO_DECLARATION
3
+ #include<sceneUboDeclaration>
4
+ #include<meshUboDeclaration>
5
+ `;f.IncludesShadersStoreWGSL[o]||(f.IncludesShadersStoreWGSL[o]=i);
@@ -0,0 +1,7 @@
1
+ import{fp as e}from"./standardMaterial-CgDYhl-K.js";import"./meshUboDeclaration-DthvNL2q.js";const o="defaultUboDeclaration",i=`layout(std140,column_major) uniform;uniform Material
2
+ {vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionPosition;vec3 vReflectionSize;
3
+ #define ADDITIONAL_UBO_DECLARATION
4
+ };
5
+ #include<sceneUboDeclaration>
6
+ #include<meshUboDeclaration>
7
+ `;e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]=i);
@@ -0,0 +1,40 @@
1
+ import{fp as i}from"./standardMaterial-CgDYhl-K.js";import"./clipPlaneFragment-Da_1RMjt.js";const e="depthPixelShader",t=`#ifdef ALPHATEST
2
+ varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
3
+ #endif
4
+ #include<clipPlaneFragmentDeclaration>
5
+ varying vDepthMetric: f32;
6
+ #ifdef PACKED
7
+ #include<packingFunctions>
8
+ #endif
9
+ #ifdef STORE_CAMERASPACE_Z
10
+ varying vViewPos: vec4f;
11
+ #endif
12
+ #define CUSTOM_FRAGMENT_DEFINITIONS
13
+ @fragment
14
+ fn main(input: FragmentInputs)->FragmentOutputs {
15
+ #include<clipPlaneFragment>
16
+ #ifdef ALPHATEST
17
+ if (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}
18
+ #endif
19
+ #ifdef STORE_CAMERASPACE_Z
20
+ #ifdef PACKED
21
+ fragmentOutputs.color=pack(input.vViewPos.z);
22
+ #else
23
+ fragmentOutputs.color= vec4f(input.vViewPos.z,0.0,0.0,1.0);
24
+ #endif
25
+ #else
26
+ #ifdef NONLINEARDEPTH
27
+ #ifdef PACKED
28
+ fragmentOutputs.color=pack(input.position.z);
29
+ #else
30
+ fragmentOutputs.color= vec4f(input.position.z,0.0,0.0,0.0);
31
+ #endif
32
+ #else
33
+ #ifdef PACKED
34
+ fragmentOutputs.color=pack(input.vDepthMetric);
35
+ #else
36
+ fragmentOutputs.color= vec4f(input.vDepthMetric,0.0,0.0,1.0);
37
+ #endif
38
+ #endif
39
+ #endif
40
+ }`;i.ShadersStoreWGSL[e]||(i.ShadersStoreWGSL[e]=t);const r={name:e,shader:t};export{r as depthPixelShaderWGSL};
@@ -0,0 +1,2 @@
1
+ � ��X�9���w���k��I����Qq�����_S?ӕڋ[dQ$�:(�8�=dS}�Q/����K=�ik
2
+ ����l�wz�����2-������Uq��D�5v���1J�PZ�1��Ye��c��Џ����OB�\��f[dFh�/��S]��g7'����'�: ��C�����A�FA`t��1nnթH���^�1cuFO�e�l_PV?A��M^&�e]�V�(��R7�Oѹ�2���;3#l�0�.3��!�G,����2��v;T����A=�4 NB`{�
@@ -0,0 +1,57 @@
1
+ import{fp as t}from"./standardMaterial-CgDYhl-K.js";import"./clipPlaneVertex-B8PIfZU_.js";import"./morphTargetsVertex-DHRA_mKb.js";import"./instancesDeclaration-DpE3Y0C1.js";const e="depthVertexShader",i=`attribute position: vec3f;
2
+ #include<bonesDeclaration>
3
+ #include<bakedVertexAnimationDeclaration>
4
+ #include<morphTargetsVertexGlobalDeclaration>
5
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
6
+ #include<clipPlaneVertexDeclaration>
7
+ #include<instancesDeclaration>
8
+ uniform viewProjection: mat4x4f;uniform depthValues: vec2f;
9
+ #if defined(ALPHATEST) || defined(NEED_UV)
10
+ varying vUV: vec2f;uniform diffuseMatrix: mat4x4f;
11
+ #ifdef UV1
12
+ attribute uv: vec2f;
13
+ #endif
14
+ #ifdef UV2
15
+ attribute uv2: vec2f;
16
+ #endif
17
+ #endif
18
+ #ifdef STORE_CAMERASPACE_Z
19
+ uniform view: mat4x4f;varying vViewPos: vec4f;
20
+ #endif
21
+ varying vDepthMetric: f32;
22
+ #define CUSTOM_VERTEX_DEFINITIONS
23
+ @vertex
24
+ fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;
25
+ #ifdef UV1
26
+ var uvUpdated: vec2f=vertexInputs.uv;
27
+ #endif
28
+ #ifdef UV2
29
+ var uv2Updated: vec2f=vertexInputs.uv2;
30
+ #endif
31
+ #include<morphTargetsVertexGlobal>
32
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
33
+ #include<instancesVertex>
34
+ #include<bonesVertex>
35
+ #include<bakedVertexAnimation>
36
+ var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
37
+ #include<clipPlaneVertex>
38
+ vertexOutputs.position=uniforms.viewProjection*worldPos;
39
+ #ifdef STORE_CAMERASPACE_Z
40
+ vertexOutputs.vViewPos=uniforms.view*worldPos;
41
+ #else
42
+ #ifdef USE_REVERSE_DEPTHBUFFER
43
+ vertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
44
+ #else
45
+ vertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
46
+ #endif
47
+ #endif
48
+ #if defined(ALPHATEST) || defined(BASIC_RENDER)
49
+ #ifdef UV1
50
+ vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
51
+ #endif
52
+ #ifdef UV2
53
+ vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
54
+ #endif
55
+ #endif
56
+ }
57
+ `;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=i);const o={name:e,shader:i};export{o as depthVertexShaderWGSL};
@@ -0,0 +1,6 @@
1
+ import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="depthBoxBlurPixelShader",o=`varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;
2
+ #define CUSTOM_FRAGMENT_DEFINITIONS
3
+ void main(void)
4
+ {vec4 colorDepth=vec4(0.0);for (int x=-OFFSET; x<=OFFSET; x++)
5
+ for (int y=-OFFSET; y<=OFFSET; y++)
6
+ colorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);gl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));}`;r.ShadersStore[e]||(r.ShadersStore[e]=o);const S={name:e,shader:o};export{S as depthBoxBlurPixelShader};
@@ -0,0 +1,5 @@
1
+ import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="depthBoxBlurPixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;
2
+ #define CUSTOM_FRAGMENT_DEFINITIONS
3
+ @fragment
4
+ fn main(input: FragmentInputs)->FragmentOutputs {var colorDepth: vec4f=vec4f(0.0);for (var x: i32=-OFFSET; x<=OFFSET; x++) {for (var y: i32=-OFFSET; y<=OFFSET; y++) {colorDepth+=textureSample(textureSampler,textureSamplerSampler,input.vUV+ vec2f(f32(x),f32(y))/uniforms.screenSize);}}
5
+ fragmentOutputs.color=(colorDepth/ f32((OFFSET*2+1)*(OFFSET*2+1)));}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const a={name:e,shader:t};export{a as depthBoxBlurPixelShaderWGSL};
@@ -0,0 +1,21 @@
1
+ import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="depthOfFieldMergePixelShader",l=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var circleOfConfusionSamplerSampler: sampler;var circleOfConfusionSampler: texture_2d<f32>;var blurStep0Sampler: sampler;var blurStep0: texture_2d<f32>;
2
+ #if BLUR_LEVEL>0
3
+ var blurStep1Sampler: sampler;var blurStep1: texture_2d<f32>;
4
+ #endif
5
+ #if BLUR_LEVEL>1
6
+ var blurStep2Sampler: sampler;var blurStep2: texture_2d<f32>;
7
+ #endif
8
+ #define CUSTOM_FRAGMENT_DEFINITIONS
9
+ @fragment
10
+ fn main(input: FragmentInputs)->FragmentOutputs {var coc: f32=textureSampleLevel(circleOfConfusionSampler,circleOfConfusionSamplerSampler,input.vUV,0.0).r;
11
+ #if BLUR_LEVEL==0
12
+ var original: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var blurred0: vec4f=textureSampleLevel(blurStep0,blurStep0Sampler,input.vUV,0.0);fragmentOutputs.color=mix(original,blurred0,coc);
13
+ #endif
14
+ #if BLUR_LEVEL==1
15
+ if(coc<0.5){var original: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);fragmentOutputs.color=mix(original,blurred1,coc/0.5);}else{var blurred0: vec4f=textureSampleLevel(blurStep0,blurStep0Sampler,input.vUV,0.0);var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);fragmentOutputs.color=mix(blurred1,blurred0,(coc-0.5)/0.5);}
16
+ #endif
17
+ #if BLUR_LEVEL==2
18
+ if(coc<0.33){var original: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var blurred2: vec4f=textureSampleLevel(blurStep2,blurStep2Sampler,input.vUV,0.0);fragmentOutputs.color=mix(original,blurred2,coc/0.33);}else if(coc<0.66){var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);var blurred2: vec4f=textureSampleLevel(blurStep2,blurStep2Sampler,input.vUV,0.0);fragmentOutputs.color=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{var blurred0: vec4f=textureSampleLevel(blurStep0,blurStep0Sampler,input.vUV,0.0);var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);fragmentOutputs.color=mix(blurred1,blurred0,(coc-0.66)/0.34);}
19
+ #endif
20
+ }
21
+ `;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=l);const u={name:e,shader:l};export{u as depthOfFieldMergePixelShaderWGSL};
@@ -0,0 +1,26 @@
1
+ import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="depthOfFieldMergePixelShader",l=`#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
2
+ #define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)
3
+ #else
4
+ #define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)
5
+ #endif
6
+ uniform sampler2D textureSampler;varying vec2 vUV;uniform sampler2D circleOfConfusionSampler;uniform sampler2D blurStep0;
7
+ #if BLUR_LEVEL>0
8
+ uniform sampler2D blurStep1;
9
+ #endif
10
+ #if BLUR_LEVEL>1
11
+ uniform sampler2D blurStep2;
12
+ #endif
13
+ #define CUSTOM_FRAGMENT_DEFINITIONS
14
+ void main(void)
15
+ {float coc=TEXTUREFUNC(circleOfConfusionSampler,vUV,0.0).r;
16
+ #if BLUR_LEVEL==0
17
+ vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);gl_FragColor=mix(original,blurred0,coc);
18
+ #endif
19
+ #if BLUR_LEVEL==1
20
+ if(coc<0.5){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(original,blurred1,coc/0.5);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);}
21
+ #endif
22
+ #if BLUR_LEVEL==2
23
+ if(coc<0.33){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(original,blurred2,coc/0.33);}else if(coc<0.66){vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);}
24
+ #endif
25
+ }
26
+ `;r.ShadersStore[e]||(r.ShadersStore[e]=l);const o={name:e,shader:l};export{o as depthOfFieldMergePixelShader};
@@ -0,0 +1 @@
1
+ import{r as I}from"./standardMaterial-CgDYhl-K.js";class e{constructor(){this._easingMode=e.EASINGMODE_EASEIN}setEasingMode(s){const t=Math.min(Math.max(s,0),2);this._easingMode=t}getEasingMode(){return this._easingMode}easeInCore(s){throw new Error("You must implement this method")}ease(s){switch(this._easingMode){case e.EASINGMODE_EASEIN:return this.easeInCore(s);case e.EASINGMODE_EASEOUT:return 1-this.easeInCore(1-s)}return s>=.5?(1-this.easeInCore((1-s)*2))*.5+.5:this.easeInCore(s*2)*.5}}e.EASINGMODE_EASEIN=0;e.EASINGMODE_EASEOUT=1;e.EASINGMODE_EASEINOUT=2;class S extends e{easeInCore(s){return s=Math.max(0,Math.min(1,s)),1-Math.sqrt(1-s*s)}}class w extends e{constructor(s=1){super(),this.amplitude=s}easeInCore(s){const t=Math.max(0,this.amplitude);return Math.pow(s,3)-s*t*Math.sin(3.141592653589793*s)}}class A extends e{constructor(s=3,t=2){super(),this.bounces=s,this.bounciness=t}easeInCore(s){const t=Math.max(0,this.bounces);let n=this.bounciness;n<=1&&(n=1.001);const a=Math.pow(n,t),c=1-n,h=(1-a)/c+a*.5,m=s*h,x=Math.log(-m*(1-n)+1)/Math.log(n),u=Math.floor(x),p=u+1,i=(1-Math.pow(n,u))/(c*h),l=(1-Math.pow(n,p))/(c*h),E=(i+l)*.5,M=s-E,r=E-i;return-Math.pow(1/n,t-u)/(r*r)*(M-r)*(M+r)}}class N extends e{easeInCore(s){return s*s*s}}class O extends e{constructor(s=3,t=3){super(),this.oscillations=s,this.springiness=t}easeInCore(s){let t;const n=Math.max(0,this.oscillations),a=Math.max(0,this.springiness);return a==0?t=s:t=(Math.exp(a*s)-1)/(Math.exp(a)-1),t*Math.sin((6.283185307179586*n+1.5707963267948966)*s)}}class b extends e{constructor(s=2){super(),this.exponent=s}easeInCore(s){return this.exponent<=0?s:(Math.exp(this.exponent*s)-1)/(Math.exp(this.exponent)-1)}}class f extends e{constructor(s=2){super(),this.power=s}easeInCore(s){const t=Math.max(0,this.power);return Math.pow(s,t)}}class _ extends e{easeInCore(s){return s*s}}class y extends e{easeInCore(s){return s*s*s*s}}class D extends e{easeInCore(s){return s*s*s*s*s}}class G extends e{easeInCore(s){return 1-Math.sin(1.5707963267948966*(1-s))}}class B extends e{constructor(s=0,t=0,n=1,a=1){super(),this.x1=s,this.y1=t,this.x2=n,this.y2=a}easeInCore(s){return I.Interpolate(s,this.x1,this.y1,this.x2,this.y2)}}export{w as B,S as C,e as E,f as P,_ as Q,G as S,B as a,A as b,N as c,O as d,b as e,y as f,D as g};