@galacean/effects-plugin-model 1.4.5-alpha.0 → 1.5.0-alpha.0
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/dist/index.js +3 -3
- package/dist/index.min.js +2 -2
- package/dist/index.mjs +3 -3
- package/dist/loader.mjs +2 -2
- package/package.json +4 -4
package/dist/index.js
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@@ -3,7 +3,7 @@
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* Description: Galacean Effects player model plugin
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* Author: Ant Group CO., Ltd.
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* Contributors: 飂兮
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* Version: v1.
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* Version: v1.5.0-alpha.0
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*/
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'use strict';
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@@ -3743,7 +3743,7 @@ var shadowPassFrag = "#define FEATURES\n#include <shadowCommon.vert.glsl>\n#incl
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var skyboxVert = "precision highp float;\n#define FEATURES\n#include <webglCompatibility.glsl>\nvsIn vec3 a_Position;vsOut vec3 v_CameraDir;uniform mat4 u_InvViewProjectionMatrix;void main(){vec4 dir=u_InvViewProjectionMatrix*vec4(a_Position.xy,1,1);v_CameraDir=normalize(dir.xyz/dir.w);gl_Position=vec4(a_Position.xy,0.99999,1);}";
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var skyboxFrag = "
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var skyboxFrag = "\n#define FEATURES\n#if !defined(WEBGL2) && defined(USE_TEX_LOD)\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#if !defined(WEBGL2)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#include <webglCompatibility.glsl>\n#include <extensions.frag.glsl>\n#ifdef WEBGL2\nout vec4 outFragColor;\n#else\n#define outFragColor gl_FragColor\n#endif\nuniform sampler2D u_brdfLUT;uniform vec2 u_IblIntensity;uniform int u_MipCount;uniform samplerCube u_DiffuseEnvSampler;uniform samplerCube u_SpecularEnvSampler;fsIn vec3 v_CameraDir;\n#ifdef IRRADIANCE_COEFFICIENTS\nstruct SHCoefficients{vec3 l00,l1m1,l10,l11,l2m2,l2m1,l20,l21,l22;};uniform SHCoefficients u_shCoefficients;vec3 getIrradiance(vec3 norm,SHCoefficients c){float x=norm.x;float y=norm.y;float z=norm.z;float c1=0.429043;float c2=0.511664;float c3=0.743125;float c4=0.886227;float c5=0.247708;vec3 irradiance=c1*c.l22*(x*x-y*y)+c3*c.l20*(z*z)+c4*c.l00-c5*c.l20+2.0*c1*(c.l2m2*x*y+c.l21*x*z+c.l2m1*y*z)+2.0*c2*(c.l11*x+c.l1m1*y+c.l10*z);return irradiance;}\n#endif\nvec3 getIBLContribution(vec3 n,vec3 v){const float metallic=0.9;const float perceptualRoughness=0.1;const vec4 baseColor=vec4(1.0);const vec3 f0=vec3(0.04);const vec3 diffuseColor=baseColor.rgb*(vec3(1.0)-f0)*(1.0-metallic);const vec3 specularColor=mix(f0,baseColor.rgb,metallic);float NdotV=clamp(dot(n,v),0.0,1.0);float lod=clamp(perceptualRoughness*float(u_MipCount),0.0,float(u_MipCount));vec3 reflection=normalize(reflect(-v,n));vec2 brdfSamplePoint=clamp(vec2(NdotV,perceptualRoughness),vec2(0.0,0.0),vec2(1.0,1.0));vec2 brdf=texture2D(u_brdfLUT,brdfSamplePoint).rg;vec4 diffuseSample=vec4(1.0,0.0,0.0,1.0);\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 irradiance=getIrradiance(n,u_shCoefficients);diffuseSample=vec4(irradiance,1.0);\n#else\ndiffuseSample=textureCube(u_DiffuseEnvSampler,n);\n#endif\n#ifdef USE_TEX_LOD\nvec4 specularSample=_textureCubeLodEXT(u_SpecularEnvSampler,reflection,lod);\n#else\nvec4 specularSample=textureCube(u_SpecularEnvSampler,reflection,lod);\n#endif\nvec3 diffuseLight=diffuseSample.rgb;vec3 specularLight=specularSample.rgb;vec3 diffuse=diffuseLight*diffuseColor;vec3 specular=specularLight*(specularColor*brdf.x+brdf.y);return diffuse*u_IblIntensity[0]+specular*u_IblIntensity[1];}void main(){vec3 dir=normalize(v_CameraDir);outFragColor=vec4(getIBLContribution(dir,dir),1.0);}";
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var animationVertGLSL = "#ifdef HAS_TARGET_POSITION0\nvsIn vec3 a_Target_Position0;\n#endif\n#ifdef HAS_TARGET_POSITION1\nvsIn vec3 a_Target_Position1;\n#endif\n#ifdef HAS_TARGET_POSITION2\nvsIn vec3 a_Target_Position2;\n#endif\n#ifdef HAS_TARGET_POSITION3\nvsIn vec3 a_Target_Position3;\n#endif\n#ifdef HAS_TARGET_POSITION4\nvsIn vec3 a_Target_Position4;\n#endif\n#ifdef HAS_TARGET_POSITION5\nvsIn vec3 a_Target_Position5;\n#endif\n#ifdef HAS_TARGET_POSITION6\nvsIn vec3 a_Target_Position6;\n#endif\n#ifdef HAS_TARGET_POSITION7\nvsIn vec3 a_Target_Position7;\n#endif\n#ifdef HAS_TARGET_NORMAL0\nvsIn vec3 a_Target_Normal0;\n#endif\n#ifdef HAS_TARGET_NORMAL1\nvsIn vec3 a_Target_Normal1;\n#endif\n#ifdef HAS_TARGET_NORMAL2\nvsIn vec3 a_Target_Normal2;\n#endif\n#ifdef HAS_TARGET_NORMAL3\nvsIn vec3 a_Target_Normal3;\n#endif\n#ifdef HAS_TARGET_NORMAL4\nvsIn vec3 a_Target_Normal4;\n#endif\n#ifdef HAS_TARGET_TANGENT0\nvsIn vec3 a_Target_Tangent0;\n#endif\n#ifdef HAS_TARGET_TANGENT1\nvsIn vec3 a_Target_Tangent1;\n#endif\n#ifdef HAS_TARGET_TANGENT2\nvsIn vec3 a_Target_Tangent2;\n#endif\n#ifdef HAS_TARGET_TANGENT3\nvsIn vec3 a_Target_Tangent3;\n#endif\n#ifdef HAS_TARGET_TANGENT4\nvsIn vec3 a_Target_Tangent4;\n#endif\n#ifdef USE_MORPHING\nuniform float u_morphWeights[WEIGHT_COUNT];\n#endif\n#ifdef HAS_JOINT_SET1\nvsIn vec4 a_Joint1;\n#endif\n#ifdef HAS_JOINT_SET2\nvsIn vec4 a_Joint2;\n#endif\n#ifdef HAS_WEIGHT_SET1\nvsIn vec4 a_Weight1;\n#endif\n#ifdef HAS_WEIGHT_SET2\nvsIn vec4 a_Weight2;\n#endif\n#ifdef USE_SKINNING\n#ifdef USE_SKINNING_TEXTURE\nuniform sampler2D u_jointMatrixSampler;uniform sampler2D u_jointNormalMatrixSampler;\n#else\nuniform mat4 u_jointMatrix[JOINT_COUNT];uniform mat4 u_jointNormalMatrix[JOINT_COUNT];\n#endif\n#endif\n#define ROW0_U ((0.5 + 0.0) / 4.0)\n#define ROW1_U ((0.5 + 1.0) / 4.0)\n#define ROW2_U ((0.5 + 2.0) / 4.0)\n#define ROW3_U ((0.5 + 3.0) / 4.0)\n#ifdef USE_SKINNING\nmat4 getJointMatrix(float boneNdx){\n#ifdef USE_SKINNING_TEXTURE\nfloat v=(boneNdx+0.5)/float(JOINT_COUNT);return mat4(texture2D(u_jointMatrixSampler,vec2(ROW0_U,v)),texture2D(u_jointMatrixSampler,vec2(ROW1_U,v)),texture2D(u_jointMatrixSampler,vec2(ROW2_U,v)),texture2D(u_jointMatrixSampler,vec2(ROW3_U,v)));\n#else\nreturn u_jointMatrix[int(boneNdx)];\n#endif\n}mat4 getJointNormalMatrix(float boneNdx){\n#ifdef USE_SKINNING_TEXTURE\nfloat v=(boneNdx+0.5)/float(JOINT_COUNT);return mat4(texture2D(u_jointNormalMatrixSampler,vec2(ROW0_U,v)),texture2D(u_jointNormalMatrixSampler,vec2(ROW1_U,v)),texture2D(u_jointNormalMatrixSampler,vec2(ROW2_U,v)),texture2D(u_jointNormalMatrixSampler,vec2(ROW3_U,v)));\n#else\nreturn u_jointNormalMatrix[int(boneNdx)];\n#endif\n}mat4 getSkinningMatrix(){mat4 skin=mat4(0);\n#if defined(HAS_WEIGHT_SET1) && defined(HAS_JOINT_SET1)\nskin+=a_Weight1.x*getJointMatrix(a_Joint1.x)+a_Weight1.y*getJointMatrix(a_Joint1.y)+a_Weight1.z*getJointMatrix(a_Joint1.z)+a_Weight1.w*getJointMatrix(a_Joint1.w);\n#endif\nreturn skin;}mat4 getSkinningNormalMatrix(){mat4 skin=mat4(0);\n#if defined(HAS_WEIGHT_SET1) && defined(HAS_JOINT_SET1)\nskin+=a_Weight1.x*getJointNormalMatrix(a_Joint1.x)+a_Weight1.y*getJointNormalMatrix(a_Joint1.y)+a_Weight1.z*getJointNormalMatrix(a_Joint1.z)+a_Weight1.w*getJointNormalMatrix(a_Joint1.w);\n#endif\nreturn skin;}\n#endif\n#ifdef USE_MORPHING\nvec4 getTargetPosition(){vec4 pos=vec4(0);\n#ifdef HAS_TARGET_POSITION0\npos.xyz+=u_morphWeights[0]*a_Target_Position0;\n#endif\n#ifdef HAS_TARGET_POSITION1\npos.xyz+=u_morphWeights[1]*a_Target_Position1;\n#endif\n#ifdef HAS_TARGET_POSITION2\npos.xyz+=u_morphWeights[2]*a_Target_Position2;\n#endif\n#ifdef HAS_TARGET_POSITION3\npos.xyz+=u_morphWeights[3]*a_Target_Position3;\n#endif\n#ifdef HAS_TARGET_POSITION4\npos.xyz+=u_morphWeights[4]*a_Target_Position4;\n#endif\nreturn pos;}vec4 getTargetNormal(){vec4 normal=vec4(0);\n#ifdef HAS_TARGET_NORMAL0\nnormal.xyz+=u_morphWeights[0]*a_Target_Normal0;\n#endif\n#ifdef HAS_TARGET_NORMAL1\nnormal.xyz+=u_morphWeights[1]*a_Target_Normal1;\n#endif\n#ifdef HAS_TARGET_NORMAL2\nnormal.xyz+=u_morphWeights[2]*a_Target_Normal2;\n#endif\n#ifdef HAS_TARGET_NORMAL3\nnormal.xyz+=u_morphWeights[3]*a_Target_Normal3;\n#endif\n#ifdef HAS_TARGET_NORMAL4\nnormal.xyz+=u_morphWeights[4]*a_Target_Normal4;\n#endif\nreturn normal;}vec4 getTargetTangent(){vec4 tangent=vec4(0);\n#ifdef HAS_TARGET_TANGENT0\ntangent.xyz+=u_morphWeights[0]*a_Target_Tangent0;\n#endif\n#ifdef HAS_TARGET_TANGENT1\ntangent.xyz+=u_morphWeights[1]*a_Target_Tangent1;\n#endif\n#ifdef HAS_TARGET_TANGENT2\ntangent.xyz+=u_morphWeights[2]*a_Target_Tangent2;\n#endif\n#ifdef HAS_TARGET_TANGENT3\ntangent.xyz+=u_morphWeights[3]*a_Target_Tangent3;\n#endif\n#ifdef HAS_TARGET_TANGENT4\ntangent.xyz+=u_morphWeights[4]*a_Target_Tangent4;\n#endif\nreturn tangent;}\n#endif\n";
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@@ -10080,7 +10080,7 @@ var GLTFHelper = /** @class */ (function () {
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effects.registerPlugin('tree', ModelTreePlugin, ModelTreeVFXItem, true);
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effects.registerPlugin('model', ModelPlugin, ModelVFXItem);
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var version = "1.
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var version = "1.5.0-alpha.0";
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effects.logger.info('plugin model version: ' + version);
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exports.BoxMesh = BoxMesh;
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