@galacean/engine-core 0.0.0-experimental-animator-additive.3 → 0.0.0-experimental-animator-additive.4

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@@ -7598,9 +7598,9 @@ var noise_simplex_3D_grad = "#define GLSLIFY 1\nfloat simplex(vec3 v,out vec3 gr
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  var noise_simplex_4D = "#define GLSLIFY 1\nvec4 grad4(float j,vec4 ip){const vec4 ones=vec4(1.0,1.0,1.0,-1.0);vec4 p,s;p.xyz=floor(fract(vec3(j)*ip.xyz)*7.0)*ip.z-1.0;p.w=1.5-dot(abs(p.xyz),ones.xyz);s=vec4(lessThan(p,vec4(0.0)));p.xyz=p.xyz+(s.xyz*2.0-1.0)*s.www;return p;}\n#define F4 0.309016994374947451\nfloat simplex(vec4 v){const vec4 C=vec4(0.138196601125011,0.276393202250021,0.414589803375032,-0.447213595499958);vec4 i=floor(v+dot(v,vec4(F4)));vec4 x0=v-i+dot(i,C.xxxx);vec4 i0;vec3 isX=step(x0.yzw,x0.xxx);vec3 isYZ=step(x0.zww,x0.yyz);i0.x=isX.x+isX.y+isX.z;i0.yzw=1.0-isX;i0.y+=isYZ.x+isYZ.y;i0.zw+=1.0-isYZ.xy;i0.z+=isYZ.z;i0.w+=1.0-isYZ.z;vec4 i3=clamp(i0,0.0,1.0);vec4 i2=clamp(i0-1.0,0.0,1.0);vec4 i1=clamp(i0-2.0,0.0,1.0);vec4 x1=x0-i1+C.xxxx;vec4 x2=x0-i2+C.yyyy;vec4 x3=x0-i3+C.zzzz;vec4 x4=x0+C.wwww;i=mod289(i);float j0=permute(permute(permute(permute(i.w)+i.z)+i.y)+i.x);vec4 j1=permute(permute(permute(permute(i.w+vec4(i1.w,i2.w,i3.w,1.0))+i.z+vec4(i1.z,i2.z,i3.z,1.0))+i.y+vec4(i1.y,i2.y,i3.y,1.0))+i.x+vec4(i1.x,i2.x,i3.x,1.0));vec4 ip=vec4(1.0/294.0,1.0/49.0,1.0/7.0,0.0);vec4 p0=grad4(j0,ip);vec4 p1=grad4(j1.x,ip);vec4 p2=grad4(j1.y,ip);vec4 p3=grad4(j1.z,ip);vec4 p4=grad4(j1.w,ip);vec4 norm=taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;p4*=taylorInvSqrt(dot(p4,p4));vec3 m0=max(0.6-vec3(dot(x0,x0),dot(x1,x1),dot(x2,x2)),0.0);vec2 m1=max(0.6-vec2(dot(x3,x3),dot(x4,x4)),0.0);m0=m0*m0;m1=m1*m1;return 49.0*(dot(m0*m0,vec3(dot(p0,x0),dot(p1,x1),dot(p2,x2)))+dot(m1*m1,vec2(dot(p3,x3),dot(p4,x4))));}"; // eslint-disable-line
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- var pbr_frag_define = "#define GLSLIFY 1\nuniform float u_alphaCutoff;uniform vec4 u_baseColor;uniform float u_metal;uniform float u_roughness;uniform vec3 u_PBRSpecularColor;uniform float u_glossiness;uniform vec3 u_emissiveColor;\n#ifdef CLEARCOAT\nuniform float u_clearCoat;uniform float u_clearCoatRoughness;\n#endif\nuniform float u_normalIntensity;uniform float u_occlusionIntensity;uniform float u_occlusionTextureCoord;\n#ifdef BASETEXTURE\nuniform sampler2D u_baseTexture;\n#endif\n#ifdef NORMALTEXTURE\nuniform sampler2D u_normalTexture;\n#endif\n#ifdef EMISSIVETEXTURE\nuniform sampler2D u_emissiveTexture;\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nuniform sampler2D u_roughnessMetallicTexture;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nuniform sampler2D u_specularGlossinessTexture;\n#endif\n#ifdef OCCLUSIONTEXTURE\nuniform sampler2D u_occlusionTexture;\n#endif\n#ifdef HAS_CLEARCOATTEXTURE\nuniform sampler2D u_clearCoatTexture;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nuniform sampler2D u_clearCoatRoughnessTexture;\n#endif\n#ifdef HAS_CLEARCOATNORMALTEXTURE\nuniform sampler2D u_clearCoatNormalTexture;\n#endif\nstruct ReflectedLight{vec3 directDiffuse;vec3 directSpecular;vec3 indirectDiffuse;vec3 indirectSpecular;};struct Geometry{vec3 position;vec3 normal;vec3 viewDir;float dotNV;\n#ifdef CLEARCOAT\nvec3 clearCoatNormal;float clearCoatDotNV;\n#endif\n};struct Material{vec3 diffuseColor;float roughness;vec3 specularColor;float opacity;\n#ifdef CLEARCOAT\nfloat clearCoat;float clearCoatRoughness;\n#endif\n};"; // eslint-disable-line
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+ var pbr_frag_define = "#define GLSLIFY 1\nuniform float u_alphaCutoff;uniform vec4 u_baseColor;uniform float u_metal;uniform float u_roughness;uniform vec3 u_PBRSpecularColor;uniform float u_glossiness;uniform vec3 u_emissiveColor;\n#ifdef CLEARCOAT\nuniform float u_clearCoat;uniform float u_clearCoatRoughness;\n#endif\nuniform float u_normalIntensity;uniform float u_occlusionIntensity;uniform float u_occlusionTextureCoord;\n#ifdef BASETEXTURE\nuniform sampler2D u_baseTexture;\n#endif\n#ifdef NORMALTEXTURE\nuniform sampler2D u_normalTexture;\n#endif\n#ifdef EMISSIVETEXTURE\nuniform sampler2D u_emissiveTexture;\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nuniform sampler2D u_roughnessMetallicTexture;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nuniform sampler2D u_specularGlossinessTexture;\n#endif\n#ifdef OCCLUSIONTEXTURE\nuniform sampler2D u_occlusionTexture;\n#endif\n#ifdef HAS_CLEARCOATTEXTURE\nuniform sampler2D u_clearCoatTexture;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nuniform sampler2D u_clearCoatRoughnessTexture;\n#endif\n#ifdef HAS_CLEARCOATNORMALTEXTURE\nuniform sampler2D u_clearCoatNormalTexture;\n#endif\nstruct ReflectedLight{vec3 directDiffuse;vec3 directSpecular;vec3 indirectDiffuse;vec3 indirectSpecular;};struct Geometry{vec3 position;vec3 normal;vec3 viewDir;float dotNV;\n#ifdef CLEARCOAT\nvec3 clearCoatNormal;float clearCoatDotNV;\n#endif\n};struct Material{vec3 diffuseColor;float roughness;vec3 specularColor;float opacity;\n#ifdef CLEARCOAT\nfloat clearCoat;float clearCoatRoughness;\n#endif\n};uniform float material_IOR;"; // eslint-disable-line
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- var pbr_helper = "#define GLSLIFY 1\n#include <normal_get>\nfloat computeSpecularOcclusion(float ambientOcclusion,float roughness,float dotNV){return saturate(pow(dotNV+ambientOcclusion,exp2(-16.0*roughness-1.0))-1.0+ambientOcclusion);}float getAARoughnessFactor(vec3 normal){\n#ifdef HAS_DERIVATIVES\nvec3 dxy=max(abs(dFdx(normal)),abs(dFdy(normal)));return 0.04+max(max(dxy.x,dxy.y),dxy.z);\n#else\nreturn 0.04;\n#endif\n}void initGeometry(out Geometry geometry){geometry.position=v_pos;geometry.viewDir=normalize(u_cameraPos-v_pos);\n#if defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE)\nmat3 tbn=getTBN();\n#endif\n#ifdef NORMALTEXTURE\ngeometry.normal=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv);\n#else\ngeometry.normal=getNormal();\n#endif\ngeometry.dotNV=saturate(dot(geometry.normal,geometry.viewDir));\n#ifdef CLEARCOAT\n#ifdef HAS_CLEARCOATNORMALTEXTURE\ngeometry.clearCoatNormal=getNormalByNormalTexture(tbn,u_clearCoatNormalTexture,u_normalIntensity,v_uv);\n#else\ngeometry.clearCoatNormal=getNormal();\n#endif\ngeometry.clearCoatDotNV=saturate(dot(geometry.clearCoatNormal,geometry.viewDir));\n#endif\n}void initMaterial(out Material material,const in Geometry geometry){vec4 baseColor=u_baseColor;float metal=u_metal;float roughness=u_roughness;vec3 specularColor=u_PBRSpecularColor;float glossiness=u_glossiness;float alphaCutoff=u_alphaCutoff;\n#ifdef BASETEXTURE\nvec4 baseTextureColor=texture2D(u_baseTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nbaseTextureColor=gammaToLinear(baseTextureColor);\n#endif\nbaseColor*=baseTextureColor;\n#endif\n#ifdef O3_HAS_VERTEXCOLOR\nbaseColor*=v_color;\n#endif\n#ifdef ALPHA_CUTOFF\nif(baseColor.a<alphaCutoff){discard;}\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nvec4 metalRoughMapColor=texture2D(u_roughnessMetallicTexture,v_uv);roughness*=metalRoughMapColor.g;metal*=metalRoughMapColor.b;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nvec4 specularGlossinessColor=texture2D(u_specularGlossinessTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nspecularGlossinessColor=gammaToLinear(specularGlossinessColor);\n#endif\nspecularColor*=specularGlossinessColor.rgb;glossiness*=specularGlossinessColor.a;\n#endif\n#ifdef IS_METALLIC_WORKFLOW\nmaterial.diffuseColor=baseColor.rgb*(1.0-metal);material.specularColor=mix(vec3(0.04),baseColor.rgb,metal);material.roughness=roughness;\n#else\nfloat specularStrength=max(max(specularColor.r,specularColor.g),specularColor.b);material.diffuseColor=baseColor.rgb*(1.0-specularStrength);material.specularColor=specularColor;material.roughness=1.0-glossiness;\n#endif\nmaterial.roughness=max(material.roughness,getAARoughnessFactor(geometry.normal));\n#ifdef CLEARCOAT\nmaterial.clearCoat=u_clearCoat;material.clearCoatRoughness=u_clearCoatRoughness;\n#ifdef HAS_CLEARCOATTEXTURE\nmaterial.clearCoat*=texture2D(u_clearCoatTexture,v_uv).r;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nmaterial.clearCoatRoughness*=texture2D(u_clearCoatRoughnessTexture,v_uv).g;\n#endif\nmaterial.clearCoat=saturate(material.clearCoat);material.clearCoatRoughness=max(material.clearCoatRoughness,getAARoughnessFactor(geometry.clearCoatNormal));\n#endif\n#ifdef OASIS_TRANSPARENT\nmaterial.opacity=baseColor.a;\n#else\nmaterial.opacity=1.0;\n#endif\n}\n#include <brdf>\n#include <direct_irradiance_frag_define>\n#include <ibl_frag_define>\n"; // eslint-disable-line
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+ var pbr_helper = "#define GLSLIFY 1\n#include <normal_get>\nfloat computeSpecularOcclusion(float ambientOcclusion,float roughness,float dotNV){return saturate(pow(dotNV+ambientOcclusion,exp2(-16.0*roughness-1.0))-1.0+ambientOcclusion);}float getAARoughnessFactor(vec3 normal){\n#ifdef HAS_DERIVATIVES\nvec3 dxy=max(abs(dFdx(normal)),abs(dFdy(normal)));return 0.04+max(max(dxy.x,dxy.y),dxy.z);\n#else\nreturn 0.04;\n#endif\n}void initGeometry(out Geometry geometry){geometry.position=v_pos;geometry.viewDir=normalize(u_cameraPos-v_pos);\n#if defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE)\nmat3 tbn=getTBN();\n#endif\n#ifdef NORMALTEXTURE\ngeometry.normal=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv);\n#else\ngeometry.normal=getNormal();\n#endif\ngeometry.dotNV=saturate(dot(geometry.normal,geometry.viewDir));\n#ifdef CLEARCOAT\n#ifdef HAS_CLEARCOATNORMALTEXTURE\ngeometry.clearCoatNormal=getNormalByNormalTexture(tbn,u_clearCoatNormalTexture,u_normalIntensity,v_uv);\n#else\ngeometry.clearCoatNormal=getNormal();\n#endif\ngeometry.clearCoatDotNV=saturate(dot(geometry.clearCoatNormal,geometry.viewDir));\n#endif\n}void initMaterial(out Material material,const in Geometry geometry){vec4 baseColor=u_baseColor;float metal=u_metal;float roughness=u_roughness;vec3 specularColor=u_PBRSpecularColor;float glossiness=u_glossiness;float alphaCutoff=u_alphaCutoff;float F0=pow2((material_IOR-1.0)/(material_IOR+1.0));\n#ifdef BASETEXTURE\nvec4 baseTextureColor=texture2D(u_baseTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nbaseTextureColor=gammaToLinear(baseTextureColor);\n#endif\nbaseColor*=baseTextureColor;\n#endif\n#ifdef O3_HAS_VERTEXCOLOR\nbaseColor*=v_color;\n#endif\n#ifdef ALPHA_CUTOFF\nif(baseColor.a<alphaCutoff){discard;}\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nvec4 metalRoughMapColor=texture2D(u_roughnessMetallicTexture,v_uv);roughness*=metalRoughMapColor.g;metal*=metalRoughMapColor.b;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nvec4 specularGlossinessColor=texture2D(u_specularGlossinessTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nspecularGlossinessColor=gammaToLinear(specularGlossinessColor);\n#endif\nspecularColor*=specularGlossinessColor.rgb;glossiness*=specularGlossinessColor.a;\n#endif\n#ifdef IS_METALLIC_WORKFLOW\nmaterial.diffuseColor=baseColor.rgb*(1.0-metal);material.specularColor=mix(vec3(F0),baseColor.rgb,metal);material.roughness=roughness;\n#else\nfloat specularStrength=max(max(specularColor.r,specularColor.g),specularColor.b);material.diffuseColor=baseColor.rgb*(1.0-specularStrength);material.specularColor=specularColor;material.roughness=1.0-glossiness;\n#endif\nmaterial.roughness=max(material.roughness,getAARoughnessFactor(geometry.normal));\n#ifdef CLEARCOAT\nmaterial.clearCoat=u_clearCoat;material.clearCoatRoughness=u_clearCoatRoughness;\n#ifdef HAS_CLEARCOATTEXTURE\nmaterial.clearCoat*=texture2D(u_clearCoatTexture,v_uv).r;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nmaterial.clearCoatRoughness*=texture2D(u_clearCoatRoughnessTexture,v_uv).g;\n#endif\nmaterial.clearCoat=saturate(material.clearCoat);material.clearCoatRoughness=max(material.clearCoatRoughness,getAARoughnessFactor(geometry.clearCoatNormal));\n#endif\n#ifdef OASIS_TRANSPARENT\nmaterial.opacity=baseColor.a;\n#else\nmaterial.opacity=1.0;\n#endif\n}\n#include <brdf>\n#include <direct_irradiance_frag_define>\n#include <ibl_frag_define>\n"; // eslint-disable-line
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  var brdf = "#define GLSLIFY 1\nfloat F_Schlick(float dotLH){return 0.04+0.96*(pow(1.0-dotLH,5.0));}vec3 F_Schlick(vec3 specularColor,float dotLH){float fresnel=exp2((-5.55473*dotLH-6.98316)*dotLH);return(1.0-specularColor)*fresnel+specularColor;}float G_GGX_SmithCorrelated(float alpha,float dotNL,float dotNV){float a2=pow2(alpha);float gv=dotNL*sqrt(a2+(1.0-a2)*pow2(dotNV));float gl=dotNV*sqrt(a2+(1.0-a2)*pow2(dotNL));return 0.5/max(gv+gl,EPSILON);}float D_GGX(float alpha,float dotNH){float a2=pow2(alpha);float denom=pow2(dotNH)*(a2-1.0)+1.0;return RECIPROCAL_PI*a2/pow2(denom);}vec3 BRDF_Specular_GGX(vec3 incidentDirection,vec3 viewDir,vec3 normal,vec3 specularColor,float roughness){float alpha=pow2(roughness);vec3 halfDir=normalize(incidentDirection+viewDir);float dotNL=saturate(dot(normal,incidentDirection));float dotNV=saturate(dot(normal,viewDir));float dotNH=saturate(dot(normal,halfDir));float dotLH=saturate(dot(incidentDirection,halfDir));vec3 F=F_Schlick(specularColor,dotLH);float G=G_GGX_SmithCorrelated(alpha,dotNL,dotNV);float D=D_GGX(alpha,dotNH);return F*(G*D);}vec3 BRDF_Diffuse_Lambert(vec3 diffuseColor){return RECIPROCAL_PI*diffuseColor;}"; // eslint-disable-line
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@@ -12900,6 +12900,7 @@ var VertexChangedFlags;
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  function MeshRenderer(entity) {
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  var _this;
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  _this = Renderer.call(this, entity) || this;
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+ _this._enableVertexColor = false;
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  _this._onMeshChanged = _this._onMeshChanged.bind(_assert_this_initialized(_this));
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  return _this;
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  }
@@ -12961,7 +12962,7 @@ var VertexChangedFlags;
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  shaderData.enableMacro(MeshRenderer._tangentMacro);
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  break;
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  case "COLOR_0":
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- shaderData.enableMacro(MeshRenderer._vertexColorMacro);
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+ this.enableVertexColor && shaderData.enableMacro(MeshRenderer._vertexColorMacro);
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  break;
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  }
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  }
@@ -13016,6 +13017,20 @@ var VertexChangedFlags;
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  this._setMesh(value);
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  }
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  }
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+ },
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+ {
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+ key: "enableVertexColor",
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+ get: /**
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+ * Whether enable vertex color.
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+ */ function get() {
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+ return this._enableVertexColor;
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+ },
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+ set: function set(value) {
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+ if (value !== this._enableVertexColor) {
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+ this._dirtyUpdateFlag |= 0x2;
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+ this._enableVertexColor = value;
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+ }
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+ }
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  }
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  ]);
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  return MeshRenderer;
@@ -14397,7 +14412,7 @@ var Basic2DBatcher = /*#__PURE__*/ function() {
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  // vertices
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  this._vertexBuffers[index] = new Buffer(engine, exports.BufferBindFlag.VertexBuffer, MAX_VERTEX_COUNT * 4 * vertexStride, exports.BufferUsage.Dynamic);
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  // indices
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- this._indiceBuffers[index] = new Buffer(engine, exports.BufferBindFlag.IndexBuffer, MAX_VERTEX_COUNT * 3, exports.BufferUsage.Dynamic);
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+ this._indiceBuffers[index] = new Buffer(engine, exports.BufferBindFlag.IndexBuffer, MAX_VERTEX_COUNT * 2 * 3, exports.BufferUsage.Dynamic);
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  mesh.setVertexBufferBinding(this._vertexBuffers[index], vertexStride);
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  mesh.setIndexBufferBinding(this._indiceBuffers[index], exports.IndexFormat.UInt16);
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  mesh.setVertexElements(vertexElements);
@@ -17114,7 +17129,7 @@ var /**
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  // prepare render target
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  var renderTarget = this._getAvailableRenderTarget();
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  // @todo: shouldn't set viewport and scissor in activeRenderTarget
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- rhi.activeRenderTarget(renderTarget, null, 0);
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+ rhi.activeRenderTarget(renderTarget, CascadedShadowCasterPass._viewport, 0);
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  if (this._supportDepthTexture) {
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  rhi.clearRenderTarget(engine, exports.CameraClearFlags.Depth, null);
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  } else {
@@ -17318,6 +17333,9 @@ var /**
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  (function() {
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  CascadedShadowCasterPass._cascadesSplitDistance = new Array(CascadedShadowCasterPass._maxCascades + 1);
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  })();
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+ (function() {
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+ CascadedShadowCasterPass._viewport = new miniprogram.Vector4(0, 0, 1, 1);
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+ })();
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  (function() {
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  CascadedShadowCasterPass._clearColor = new miniprogram.Color(1, 1, 1, 1);
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  })();
@@ -18993,6 +19011,7 @@ var BaseMaterial = /*#__PURE__*/ function(Material) {
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  _this = PBRBaseMaterial.call(this, engine, Shader.find("pbr")) || this;
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  _this.shaderData.setFloat(PBRMaterial._metallicProp, 1);
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  _this.shaderData.setFloat(PBRMaterial._roughnessProp, 1);
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+ _this.shaderData.setFloat(PBRMaterial._iorProp, 1.5);
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  return _this;
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  }
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  var _proto = PBRMaterial.prototype;
@@ -19004,10 +19023,23 @@ var BaseMaterial = /*#__PURE__*/ function(Material) {
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  return dest;
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  };
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  _create_class(PBRMaterial, [
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+ {
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+ key: "ior",
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+ get: /**
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+ * Index Of Refraction.
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+ * @defaultValue `1.5`
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+ */ function get() {
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+ return this.shaderData.getFloat(PBRMaterial._iorProp);
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+ },
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+ set: function set(v) {
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+ this.shaderData.setFloat(PBRMaterial._iorProp, Math.max(v, 0));
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+ }
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+ },
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  {
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  key: "metallic",
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  get: /**
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- * Metallic, default 1.0.
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+ * Metallic.
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+ * @defaultValue `1.0`
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  */ function get() {
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  return this.shaderData.getFloat(PBRMaterial._metallicProp);
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  },
@@ -19018,7 +19050,8 @@ var BaseMaterial = /*#__PURE__*/ function(Material) {
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  {
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  key: "roughness",
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  get: /**
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- * Roughness, default 1.0.
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+ * Roughness. default 1.0.
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+ * @defaultValue `1.0`
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  */ function get() {
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  return this.shaderData.getFloat(PBRMaterial._roughnessProp);
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  },
@@ -19055,6 +19088,9 @@ var BaseMaterial = /*#__PURE__*/ function(Material) {
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  (function() {
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  PBRMaterial._roughnessMetallicTextureProp = Shader.getPropertyByName("u_roughnessMetallicTexture");
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  })();
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+ (function() {
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+ PBRMaterial._iorProp = Shader.getPropertyByName("material_IOR");
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+ })();
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  /**
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  * PBR (Specular-Glossiness Workflow) Material.
@@ -22802,6 +22838,12 @@ exports.AnimatorLayerBlendingMode = void 0;
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  }
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  var srcClipTime = srcPlayData.clipTime;
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  var destClipTime = destPlayData.clipTime;
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+ for(var i = crossOwnerCollection.length - 1; i >= 0; i--){
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+ var crossOwner = crossOwnerCollection[i];
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+ var srcCurveIndex = crossOwner.crossSrcCurveIndices[layerIndex];
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+ var destCurveIndex = crossOwner.crossDestCurveIndices[layerIndex];
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+ crossOwner.crossFadeAndApplyValue(srcCurveIndex >= 0 ? srcCurves[srcCurveIndex].curve : null, destCurveIndex >= 0 ? destCurves[destCurveIndex].curve : null, srcClipTime, destClipTime, crossWeight, weight, additive);
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+ }
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  srcEventHandlers.length && this._fireAnimationEvents(srcPlayData, srcEventHandlers, lastSrcClipTime, srcClipTime);
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  destEventHandlers.length && this._fireAnimationEvents(destPlayData, destEventHandlers, lastDestClipTime, destClipTime);
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  if (lastSrcPlayState === AnimatorStatePlayState.UnStarted) {
@@ -22820,12 +22862,6 @@ exports.AnimatorLayerBlendingMode = void 0;
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  } else {
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  this._callAnimatorScriptOnUpdate(destState, layerIndex);
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  }
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- for(var i = crossOwnerCollection.length - 1; i >= 0; i--){
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- var crossOwner = crossOwnerCollection[i];
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- var srcCurveIndex = crossOwner.crossSrcCurveIndices[layerIndex];
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- var destCurveIndex = crossOwner.crossDestCurveIndices[layerIndex];
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- crossOwner.crossFadeAndApplyValue(srcCurveIndex >= 0 ? srcCurves[srcCurveIndex].curve : null, destCurveIndex >= 0 ? destCurves[destCurveIndex].curve : null, srcClipTime, destClipTime, crossWeight, weight, additive);
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- }
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22865
  };
22830
22866
  _proto._updateCrossFadeFromPose = function _updateCrossFadeFromPose(destPlayData, layerData, layerIndex, layerWeight, delta, additive, aniUpdate) {
22831
22867
  var crossOwnerCollection = layerData.crossOwnerCollection;
@@ -22842,6 +22878,12 @@ exports.AnimatorLayerBlendingMode = void 0;
22842
22878
  return;
22843
22879
  }
22844
22880
  var destClipTime = destPlayData.clipTime;
22881
+ for(var i = crossOwnerCollection.length - 1; i >= 0; i--){
22882
+ var crossOwner = crossOwnerCollection[i];
22883
+ var crossDestCurveIndices = crossOwner.crossDestCurveIndices;
22884
+ var curveIndex = crossDestCurveIndices[layerIndex];
22885
+ crossOwner.crossFadeFromPoseAndApplyValue(curveIndex >= 0 ? curveBindings[curveIndex].curve : null, destClipTime, crossWeight, layerWeight, additive);
22886
+ }
22845
22887
  //TODO: srcState 少了最新一段时间的判断
22846
22888
  eventHandlers.length && this._fireAnimationEvents(destPlayData, eventHandlers, lastDestClipTime, destClipTime);
22847
22889
  if (lastPlayState === AnimatorStatePlayState.UnStarted) {
@@ -22852,12 +22894,6 @@ exports.AnimatorLayerBlendingMode = void 0;
22852
22894
  } else {
22853
22895
  this._callAnimatorScriptOnUpdate(state, layerIndex);
22854
22896
  }
22855
- for(var i = crossOwnerCollection.length - 1; i >= 0; i--){
22856
- var crossOwner = crossOwnerCollection[i];
22857
- var crossDestCurveIndices = crossOwner.crossDestCurveIndices;
22858
- var curveIndex = crossDestCurveIndices[layerIndex];
22859
- crossOwner.crossFadeFromPoseAndApplyValue(curveIndex >= 0 ? curveBindings[curveIndex].curve : null, destClipTime, crossWeight, layerWeight, additive);
22860
- }
22861
22897
  };
22862
22898
  _proto._updateCrossFadeData = function _updateCrossFadeData(layerData, crossWeight, delta, fixed) {
22863
22899
  var destPlayData = layerData.destPlayData;